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 'noise' texture. 47 * @author Marcin Roguski (Kaelthas) 48 */ 49public class TextureGeneratorNoise extends TextureGenerator { 50 51 /** 52 * Constructor stores the given noise generator. 53 * @param noiseGenerator 54 * the noise generator 55 */ 56 public TextureGeneratorNoise(NoiseGenerator noiseGenerator) { 57 super(noiseGenerator); 58 } 59 60 @Override 61 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) { 62 int val, random, loop; 63 int noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue(); 64 TexturePixel texres = new TexturePixel(); 65 int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0; 66 float[][] colorBand = this.computeColorband(tex, blenderContext); 67 Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8; 68 int bytesPerPixel = colorBand != null ? 4 : 1; 69 BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex); 70 71 byte[] data = new byte[width * height * depth * bytesPerPixel]; 72 for (int i = -halfW; i < halfW; ++i) { 73 for (int j = -halfH; j < halfH; ++j) { 74 for (int k = -halfD; k < halfD; ++k) { 75 random = FastMath.rand.nextInt(); 76 val = random & 3; 77 78 loop = noisedepth; 79 while (loop-- != 0) { 80 random >>= 2; 81 val *= random & 3; 82 } 83 texres.intensity = FastMath.clamp(val, 0.0f, 1.0f); 84 if (colorBand != null) { 85 int colorbandIndex = (int) (texres.intensity * 1000.0f); 86 texres.red = colorBand[colorbandIndex][0]; 87 texres.green = colorBand[colorbandIndex][1]; 88 texres.blue = colorBand[colorbandIndex][2]; 89 90 this.applyBrightnessAndContrast(bacd, texres); 91 data[index++] = (byte) (texres.red * 255.0f); 92 data[index++] = (byte) (texres.green * 255.0f); 93 data[index++] = (byte) (texres.blue * 255.0f); 94 data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f); 95 } else { 96 this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness); 97 data[index++] = (byte) (texres.intensity * 255.0f); 98 } 99 } 100 } 101 } 102 ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1); 103 dataArray.add(BufferUtils.createByteBuffer(data)); 104 return new Texture3D(new Image(format, width, height, depth, dataArray)); 105 } 106} 107