1/* 2 * Copyright (c) 2009-2010 jMonkeyEngine 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions are 7 * met: 8 * 9 * * Redistributions of source code must retain the above copyright 10 * notice, this list of conditions and the following disclaimer. 11 * 12 * * Redistributions in binary form must reproduce the above copyright 13 * notice, this list of conditions and the following disclaimer in the 14 * documentation and/or other materials provided with the distribution. 15 * 16 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 23 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 24 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 25 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 26 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 27 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 28 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 29 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 30 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32package com.jme3.scene.plugins.blender.textures; 33 34import com.jme3.math.FastMath; 35import com.jme3.scene.plugins.blender.BlenderContext; 36import com.jme3.scene.plugins.blender.file.Structure; 37import com.jme3.scene.plugins.blender.textures.NoiseGenerator.NoiseFunction; 38import com.jme3.texture.Image; 39import com.jme3.texture.Image.Format; 40import com.jme3.texture.Texture; 41import com.jme3.texture.Texture3D; 42import com.jme3.util.BufferUtils; 43import java.nio.ByteBuffer; 44import java.util.ArrayList; 45 46/** 47 * This class generates the 'distorted noise' texture. 48 * @author Marcin Roguski (Kaelthas) 49 */ 50public class TextureGeneratorDistnoise extends TextureGenerator { 51 52 /** 53 * Constructor stores the given noise generator. 54 * @param noiseGenerator 55 * the noise generator 56 */ 57 public TextureGeneratorDistnoise(NoiseGenerator noiseGenerator) { 58 super(noiseGenerator); 59 } 60 61 @Override 62 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) { 63 float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue(); 64 float distAmount = ((Number) tex.getFieldValue("dist_amount")).floatValue(); 65 int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue(); 66 int noisebasis2 = ((Number) tex.getFieldValue("noisebasis2")).intValue(); 67 68 TexturePixel texres = new TexturePixel(); 69 float[] texvec = new float[] { 0, 0, 0 }; 70 int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0; 71 float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD; 72 float[][] colorBand = this.computeColorband(tex, blenderContext); 73 Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8; 74 int bytesPerPixel = colorBand != null ? 4 : 1; 75 BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex); 76 77 byte[] data = new byte[width * height * depth * bytesPerPixel]; 78 for (int i = -halfW; i < halfW; ++i) { 79 texvec[0] = wDelta * i / noisesize; 80 for (int j = -halfH; j < halfH; ++j) { 81 texvec[1] = hDelta * j / noisesize; 82 for (int k = -halfD; k < halfD; ++k) { 83 texvec[2] = dDelta * k; 84 texres.intensity = this.musgraveVariableLunacrityNoise(texvec[0], texvec[1], texvec[2], distAmount, noisebasis, noisebasis2); 85 texres.intensity = FastMath.clamp(texres.intensity, 0.0f, 1.0f); 86 if (colorBand != null) { 87 int colorbandIndex = (int) (texres.intensity * 1000.0f); 88 texres.red = colorBand[colorbandIndex][0]; 89 texres.green = colorBand[colorbandIndex][1]; 90 texres.blue = colorBand[colorbandIndex][2]; 91 92 this.applyBrightnessAndContrast(bacd, texres); 93 data[index++] = (byte) (texres.red * 255.0f); 94 data[index++] = (byte) (texres.green * 255.0f); 95 data[index++] = (byte) (texres.blue * 255.0f); 96 data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f); 97 } else { 98 this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness); 99 data[index++] = (byte) (texres.intensity * 255.0f); 100 } 101 } 102 } 103 } 104 ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1); 105 dataArray.add(BufferUtils.createByteBuffer(data)); 106 return new Texture3D(new Image(format, width, height, depth, dataArray)); 107 } 108 109 /** 110 * "Variable Lacunarity Noise" A distorted variety of Perlin noise. This method is used to calculate distorted noise 111 * texture. 112 * @param x 113 * @param y 114 * @param z 115 * @param distortion 116 * @param nbas1 117 * @param nbas2 118 * @return 119 */ 120 private float musgraveVariableLunacrityNoise(float x, float y, float z, float distortion, int nbas1, int nbas2) { 121 NoiseFunction abstractNoiseFunc1 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(nbas1)); 122 if (abstractNoiseFunc1 == null) { 123 abstractNoiseFunc1 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(0)); 124 } 125 NoiseFunction abstractNoiseFunc2 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(nbas2)); 126 if (abstractNoiseFunc2 == null) { 127 abstractNoiseFunc2 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(0)); 128 } 129 // get a random vector and scale the randomization 130 float rx = abstractNoiseFunc1.execute(x + 13.5f, y + 13.5f, z + 13.5f) * distortion; 131 float ry = abstractNoiseFunc1.execute(x, y, z) * distortion; 132 float rz = abstractNoiseFunc1.execute(x - 13.5f, y - 13.5f, z - 13.5f) * distortion; 133 return abstractNoiseFunc2.executeSigned(x + rx, y + ry, z + rz); //distorted-domain noise 134 } 135} 136