/* * Copyright (c) 2009-2010 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.scene.plugins.blender.textures; import com.jme3.math.FastMath; import com.jme3.scene.plugins.blender.BlenderContext; import com.jme3.scene.plugins.blender.file.Structure; import com.jme3.texture.Image; import com.jme3.texture.Image.Format; import com.jme3.texture.Texture; import com.jme3.texture.Texture3D; import com.jme3.util.BufferUtils; import java.nio.ByteBuffer; import java.util.ArrayList; /** * This class generates the 'noise' texture. * @author Marcin Roguski (Kaelthas) */ public class TextureGeneratorNoise extends TextureGenerator { /** * Constructor stores the given noise generator. * @param noiseGenerator * the noise generator */ public TextureGeneratorNoise(NoiseGenerator noiseGenerator) { super(noiseGenerator); } @Override protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) { int val, random, loop; int noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue(); TexturePixel texres = new TexturePixel(); int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0; float[][] colorBand = this.computeColorband(tex, blenderContext); Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8; int bytesPerPixel = colorBand != null ? 4 : 1; BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex); byte[] data = new byte[width * height * depth * bytesPerPixel]; for (int i = -halfW; i < halfW; ++i) { for (int j = -halfH; j < halfH; ++j) { for (int k = -halfD; k < halfD; ++k) { random = FastMath.rand.nextInt(); val = random & 3; loop = noisedepth; while (loop-- != 0) { random >>= 2; val *= random & 3; } texres.intensity = FastMath.clamp(val, 0.0f, 1.0f); if (colorBand != null) { int colorbandIndex = (int) (texres.intensity * 1000.0f); texres.red = colorBand[colorbandIndex][0]; texres.green = colorBand[colorbandIndex][1]; texres.blue = colorBand[colorbandIndex][2]; this.applyBrightnessAndContrast(bacd, texres); data[index++] = (byte) (texres.red * 255.0f); data[index++] = (byte) (texres.green * 255.0f); data[index++] = (byte) (texres.blue * 255.0f); data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f); } else { this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness); data[index++] = (byte) (texres.intensity * 255.0f); } } } } ArrayList dataArray = new ArrayList(1); dataArray.add(BufferUtils.createByteBuffer(data)); return new Texture3D(new Image(format, width, height, depth, dataArray)); } }