1/*
2 *
3 * $Id: noise.c 14611 2008-04-29 08:24:33Z campbellbarton $
4 *
5 * ***** BEGIN GPL LICENSE BLOCK *****
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software Foundation,
19 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 *
21 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
22 * All rights reserved.
23 *
24 * The Original Code is: all of this file.
25 *
26 * Contributor(s): none yet.
27 *
28 * ***** END GPL LICENSE BLOCK *****
29 *
30 */
31package com.jme3.scene.plugins.blender.textures;
32
33import com.jme3.math.FastMath;
34import com.jme3.scene.plugins.blender.BlenderContext;
35import com.jme3.scene.plugins.blender.file.Structure;
36import com.jme3.texture.Image;
37import com.jme3.texture.Image.Format;
38import com.jme3.texture.Texture;
39import com.jme3.texture.Texture3D;
40import com.jme3.util.BufferUtils;
41import java.nio.ByteBuffer;
42import java.util.ArrayList;
43
44/**
45 * This class generates the 'wood' texture.
46 * @author Marcin Roguski (Kaelthas)
47 */
48public class TextureGeneratorWood extends TextureGenerator {
49	// tex->noisebasis2
50    protected static final int TEX_SIN = 0;
51    protected static final int TEX_SAW = 1;
52    protected static final int TEX_TRI = 2;
53
54    // tex->stype
55    protected static final int TEX_BAND = 0;
56    protected static final int TEX_RING = 1;
57    protected static final int TEX_BANDNOISE = 2;
58    protected static final int TEX_RINGNOISE = 3;
59
60    // tex->noisetype
61    protected static final int TEX_NOISESOFT = 0;
62    protected static final int TEX_NOISEPERL = 1;
63
64	/**
65	 * Constructor stores the given noise generator.
66	 * @param noiseGenerator the noise generator
67	 */
68	public TextureGeneratorWood(NoiseGenerator noiseGenerator) {
69		super(noiseGenerator);
70	}
71
72	@Override
73	protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
74		float[] texvec = new float[] { 0, 0, 0 };
75		TexturePixel texres = new TexturePixel();
76		int halfW = width >> 1;
77		int halfH = height >> 1;
78		int halfD = depth >> 1;
79		float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD;
80
81		float[][] colorBand = this.computeColorband(tex, blenderContext);
82		Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8;
83		int bytesPerPixel = colorBand != null ? 4 : 1;
84		WoodIntensityData woodIntensityData = new WoodIntensityData(tex);
85		BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex);
86
87		int index = 0;
88		byte[] data = new byte[width * height * depth * bytesPerPixel];
89		for (int i = -halfW; i < halfW; ++i) {
90			texvec[0] = wDelta * i;
91			for (int j = -halfH; j < halfH; ++j) {
92				texvec[1] = hDelta * j;
93				for(int k = -halfD; k < halfD; ++k) {
94					texvec[2] = dDelta * k;
95					texres.intensity = this.woodIntensity(woodIntensityData, texvec[0], texvec[1], texvec[2]);
96
97					if (colorBand != null) {
98						int colorbandIndex = (int) (texres.intensity * 1000.0f);
99						texres.red = colorBand[colorbandIndex][0];
100						texres.green = colorBand[colorbandIndex][1];
101						texres.blue = colorBand[colorbandIndex][2];
102
103						this.applyBrightnessAndContrast(bacd, texres);
104
105						data[index++] = (byte) (texres.red * 255.0f);
106						data[index++] = (byte) (texres.green * 255.0f);
107						data[index++] = (byte) (texres.blue * 255.0f);
108						data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f);
109					} else {
110						this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness);
111						data[index++] = (byte) (texres.intensity * 255.0f);
112					}
113				}
114			}
115		}
116
117		ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
118		dataArray.add(BufferUtils.createByteBuffer(data));
119		return new Texture3D(new Image(format, width, height, depth, dataArray));
120	}
121
122    protected static WaveForm[] waveformFunctions = new WaveForm[3];
123    static {
124        waveformFunctions[0] = new WaveForm() {// sinus (TEX_SIN)
125
126            @Override
127            public float execute(float x) {
128                return 0.5f + 0.5f * (float) Math.sin(x);
129            }
130        };
131        waveformFunctions[1] = new WaveForm() {// saw (TEX_SAW)
132
133            @Override
134            public float execute(float x) {
135                int n = (int) (x * FastMath.INV_TWO_PI);
136                x -= n * FastMath.TWO_PI;
137                if (x < 0.0f) {
138                    x += FastMath.TWO_PI;
139                }
140                return x * FastMath.INV_TWO_PI;
141            }
142        };
143        waveformFunctions[2] = new WaveForm() {// triangle (TEX_TRI)
144
145            @Override
146            public float execute(float x) {
147                return 1.0f - 2.0f * FastMath.abs((float) Math.floor(x * FastMath.INV_TWO_PI + 0.5f) - x * FastMath.INV_TWO_PI);
148            }
149        };
150    }
151
152    /**
153     * Computes basic wood intensity value at x,y,z.
154     * @param woodIntData
155     * @param x X coordinate of the texture pixel
156     * @param y Y coordinate of the texture pixel
157     * @param z Z coordinate of the texture pixel
158     * @return wood intensity at position [x, y, z]
159     */
160    public float woodIntensity(WoodIntensityData woodIntData, float x, float y, float z) {
161        float result;
162
163        switch(woodIntData.woodType) {
164	        case TEX_BAND:
165	        	result = woodIntData.waveformFunction.execute((x + y + z) * 10.0f);
166	        	break;
167	        case TEX_RING:
168	        	result = woodIntData.waveformFunction.execute((float) Math.sqrt(x * x + y * y + z * z) * 20.0f);
169	        	break;
170	        case TEX_BANDNOISE:
171	        	result = woodIntData.turbul * NoiseGenerator.NoiseFunctions.noise(x, y, z, woodIntData.noisesize, 0, woodIntData.noisebasis, woodIntData.isHard);
172	            result = woodIntData.waveformFunction.execute((x + y + z) * 10.0f + result);
173	        	break;
174	        case TEX_RINGNOISE:
175	        	result = woodIntData.turbul * NoiseGenerator.NoiseFunctions.noise(x, y, z, woodIntData.noisesize, 0, woodIntData.noisebasis, woodIntData.isHard);
176	            result = woodIntData.waveformFunction.execute((float) Math.sqrt(x * x + y * y + z * z) * 20.0f + result);
177	        	break;
178        	default:
179        		result = 0;
180        }
181        return result;
182    }
183
184    /**
185     * A class that collects the data for wood intensity calculations.
186     * @author Marcin Roguski (Kaelthas)
187     */
188    private static class WoodIntensityData {
189    	public final WaveForm waveformFunction;
190    	public final int noisebasis;
191    	public final float noisesize;
192    	public final float turbul;
193    	public final int noiseType;
194    	public final int woodType;
195    	public final boolean isHard;
196
197    	public WoodIntensityData(Structure tex) {
198    		int waveform = ((Number) tex.getFieldValue("noisebasis2")).intValue();//wave form: TEX_SIN=0, TEX_SAW=1, TEX_TRI=2
199    		if (waveform > TEX_TRI || waveform < TEX_SIN) {
200                waveform = 0; // check to be sure noisebasis2 is initialized ahead of time
201            }
202    		waveformFunction = waveformFunctions[waveform];
203    		noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
204            woodType = ((Number) tex.getFieldValue("stype")).intValue();
205            noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
206            turbul = ((Number) tex.getFieldValue("turbul")).floatValue();
207            noiseType = ((Number) tex.getFieldValue("noisetype")).intValue();
208            isHard = noiseType != TEX_NOISESOFT;
209		}
210    }
211
212    protected static interface WaveForm {
213
214        float execute(float x);
215    }
216}
217