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.texture.Image;
38import com.jme3.texture.Image.Format;
39import com.jme3.texture.Texture;
40import com.jme3.texture.Texture3D;
41import com.jme3.util.BufferUtils;
42import java.nio.ByteBuffer;
43import java.util.ArrayList;
44
45/**
46 * This class generates the 'blend' texture.
47 * @author Marcin Roguski (Kaelthas)
48 */
49public final class TextureGeneratorBlend extends TextureGenerator {
50
51    private static final IntensityFunction INTENSITY_FUNCTION[] = new IntensityFunction[7];
52    static {
53    	INTENSITY_FUNCTION[0] = new IntensityFunction() {//Linear: stype = 0 (TEX_LIN)
54			@Override
55			public float getIntensity(float x, float y, float z) {
56				return (1.0f + x) * 0.5f;
57			}
58		};
59		INTENSITY_FUNCTION[1] = new IntensityFunction() {//Quad: stype = 1 (TEX_QUAD)
60			@Override
61			public float getIntensity(float x, float y, float z) {
62				float result = (1.0f + x) * 0.5f;
63				return result * result;
64			}
65		};
66		INTENSITY_FUNCTION[2] = new IntensityFunction() {//Ease: stype = 2 (TEX_EASE)
67			@Override
68			public float getIntensity(float x, float y, float z) {
69				float result = (1.0f + x) * 0.5f;
70				if (result <= 0.0f) {
71					return 0.0f;
72				} else if (result >= 1.0f) {
73					return 1.0f;
74				} else {
75					return result * result *(3.0f - 2.0f * result);
76				}
77			}
78		};
79		INTENSITY_FUNCTION[3] = new IntensityFunction() {//Diagonal: stype = 3 (TEX_DIAG)
80			@Override
81			public float getIntensity(float x, float y, float z) {
82				return (2.0f + x + y) * 0.25f;
83			}
84		};
85		INTENSITY_FUNCTION[4] = new IntensityFunction() {//Sphere: stype = 4 (TEX_SPHERE)
86			@Override
87			public float getIntensity(float x, float y, float z) {
88				float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z);
89				return result < 0.0f ? 0.0f : result;
90			}
91		};
92		INTENSITY_FUNCTION[5] = new IntensityFunction() {//Halo: stype = 5 (TEX_HALO)
93			@Override
94			public float getIntensity(float x, float y, float z) {
95				float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z);
96				return result <= 0.0f ? 0.0f : result * result;
97			}
98		};
99		INTENSITY_FUNCTION[6] = new IntensityFunction() {//Radial: stype = 6 (TEX_RAD)
100			@Override
101			public float getIntensity(float x, float y, float z) {
102				return (float) Math.atan2(y, x) * FastMath.INV_TWO_PI + 0.5f;
103			}
104		};
105    }
106
107	/**
108	 * Constructor stores the given noise generator.
109	 * @param noiseGenerator
110	 *        the noise generator
111	 */
112	public TextureGeneratorBlend(NoiseGenerator noiseGenerator) {
113		super(noiseGenerator);
114	}
115
116	@Override
117	protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
118		int flag = ((Number) tex.getFieldValue("flag")).intValue();
119		int stype = ((Number) tex.getFieldValue("stype")).intValue();
120		TexturePixel texres = new TexturePixel();
121		int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0;
122		float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD, x, y;
123		float[][] colorBand = this.computeColorband(tex, blenderContext);
124		BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex);
125		Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8;
126		int bytesPerPixel = colorBand != null ? 4 : 1;
127		boolean flipped = (flag & NoiseGenerator.TEX_FLIPBLEND) != 0;
128
129		byte[] data = new byte[width * height * depth * bytesPerPixel];
130		for (int i = -halfW; i < halfW; ++i) {
131			x = wDelta * i;
132			for (int j = -halfH; j < halfH; ++j) {
133				if (flipped) {
134					y = x;
135					x = hDelta * j;
136				} else {
137					y = hDelta * j;
138				}
139				for (int k = -halfD; k < halfD; ++k) {
140					texres.intensity = INTENSITY_FUNCTION[stype].getIntensity(x, y, dDelta * k);
141
142					if (colorBand != null) {
143						int colorbandIndex = (int) (texres.intensity * 1000.0f);
144						texres.red = colorBand[colorbandIndex][0];
145						texres.green = colorBand[colorbandIndex][1];
146						texres.blue = colorBand[colorbandIndex][2];
147
148						this.applyBrightnessAndContrast(bacd, texres);
149						data[index++] = (byte) (texres.red * 255.0f);
150						data[index++] = (byte) (texres.green * 255.0f);
151						data[index++] = (byte) (texres.blue * 255.0f);
152						data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f);
153					} else {
154						this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness);
155						data[index++] = (byte) (texres.intensity * 255.0f);
156					}
157				}
158			}
159		}
160		ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
161		dataArray.add(BufferUtils.createByteBuffer(data));
162		return new Texture3D(new Image(format, width, height, depth, dataArray));
163	}
164
165	private static interface IntensityFunction {
166		float getIntensity(float x, float y, float z);
167	}
168}
169