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diff --git a/engine/src/blender/com/jme3/scene/plugins/blender/textures/TextureGeneratorDistnoise.java b/engine/src/blender/com/jme3/scene/plugins/blender/textures/TextureGeneratorDistnoise.java
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+/*
+ * 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.scene.plugins.blender.textures.NoiseGenerator.NoiseFunction;
+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 'distorted noise' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorDistnoise extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator
+ * the noise generator
+ */
+ public TextureGeneratorDistnoise(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
+ float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
+ float distAmount = ((Number) tex.getFieldValue("dist_amount")).floatValue();
+ int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
+ int noisebasis2 = ((Number) tex.getFieldValue("noisebasis2")).intValue();
+
+ TexturePixel texres = new TexturePixel();
+ float[] texvec = new float[] { 0, 0, 0 };
+ int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0;
+ float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD;
+ 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) {
+ texvec[0] = wDelta * i / noisesize;
+ for (int j = -halfH; j < halfH; ++j) {
+ texvec[1] = hDelta * j / noisesize;
+ for (int k = -halfD; k < halfD; ++k) {
+ texvec[2] = dDelta * k;
+ texres.intensity = this.musgraveVariableLunacrityNoise(texvec[0], texvec[1], texvec[2], distAmount, noisebasis, noisebasis2);
+ texres.intensity = FastMath.clamp(texres.intensity, 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<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
+ dataArray.add(BufferUtils.createByteBuffer(data));
+ return new Texture3D(new Image(format, width, height, depth, dataArray));
+ }
+
+ /**
+ * "Variable Lacunarity Noise" A distorted variety of Perlin noise. This method is used to calculate distorted noise
+ * texture.
+ * @param x
+ * @param y
+ * @param z
+ * @param distortion
+ * @param nbas1
+ * @param nbas2
+ * @return
+ */
+ private float musgraveVariableLunacrityNoise(float x, float y, float z, float distortion, int nbas1, int nbas2) {
+ NoiseFunction abstractNoiseFunc1 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(nbas1));
+ if (abstractNoiseFunc1 == null) {
+ abstractNoiseFunc1 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(0));
+ }
+ NoiseFunction abstractNoiseFunc2 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(nbas2));
+ if (abstractNoiseFunc2 == null) {
+ abstractNoiseFunc2 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(0));
+ }
+ // get a random vector and scale the randomization
+ float rx = abstractNoiseFunc1.execute(x + 13.5f, y + 13.5f, z + 13.5f) * distortion;
+ float ry = abstractNoiseFunc1.execute(x, y, z) * distortion;
+ float rz = abstractNoiseFunc1.execute(x - 13.5f, y - 13.5f, z - 13.5f) * distortion;
+ return abstractNoiseFunc2.executeSigned(x + rx, y + ry, z + rz); //distorted-domain noise
+ }
+}