/*
* Copyright (c) 2009-2012 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.generating;
import com.jme3.scene.plugins.blender.BlenderContext;
import com.jme3.scene.plugins.blender.file.Structure;
import com.jme3.scene.plugins.blender.textures.ColorBand;
import com.jme3.scene.plugins.blender.textures.TexturePixel;
import com.jme3.texture.Image.Format;
/**
* This class is a base class for texture generators.
* @author Marcin Roguski (Kaelthas)
*/
public abstract class TextureGenerator {
protected NoiseGenerator noiseGenerator;
protected int flag;
protected float[][] colorBand;
protected BrightnessAndContrastData bacd;
protected Format imageFormat;
public TextureGenerator(NoiseGenerator noiseGenerator, Format imageFormat) {
this.noiseGenerator = noiseGenerator;
this.imageFormat = imageFormat;
}
public Format getImageFormat() {
return imageFormat;
}
public void readData(Structure tex, BlenderContext blenderContext) {
flag = ((Number) tex.getFieldValue("flag")).intValue();
colorBand = new ColorBand(tex, blenderContext).computeValues();
bacd = new BrightnessAndContrastData(tex);
if (colorBand != null) {
imageFormat = Format.RGBA8;
}
}
public abstract void getPixel(TexturePixel pixel, float x, float y, float z);
/**
* This method applies brightness and contrast for RGB textures.
*/
protected void applyBrightnessAndContrast(BrightnessAndContrastData bacd, TexturePixel texres) {
texres.red = (texres.red - 0.5f) * bacd.contrast + bacd.brightness;
if (texres.red < 0.0f) {
texres.red = 0.0f;
}
texres.green = (texres.green - 0.5f) * bacd.contrast + bacd.brightness;
if (texres.green < 0.0f) {
texres.green = 0.0f;
}
texres.blue = (texres.blue - 0.5f) * bacd.contrast + bacd.brightness;
if (texres.blue < 0.0f) {
texres.blue = 0.0f;
}
}
/**
* This method applies brightness and contrast for Luminance textures.
* @param texres
* @param contrast
* @param brightness
*/
protected void applyBrightnessAndContrast(TexturePixel texres, float contrast, float brightness) {
texres.intensity = (texres.intensity - 0.5f) * contrast + brightness;
if (texres.intensity < 0.0f) {
texres.intensity = 0.0f;
} else if (texres.intensity > 1.0f) {
texres.intensity = 1.0f;
}
}
/**
* This class contains brightness and contrast data.
* @author Marcin Roguski (Kaelthas)
*/
protected static class BrightnessAndContrastData {
public final float contrast;
public final float brightness;
public final float rFactor;
public final float gFactor;
public final float bFactor;
/**
* Constructor reads the required data from the given structure.
* @param tex
* texture structure
*/
public BrightnessAndContrastData(Structure tex) {
contrast = ((Number) tex.getFieldValue("contrast")).floatValue();
brightness = ((Number) tex.getFieldValue("bright")).floatValue() - 0.5f;
rFactor = ((Number) tex.getFieldValue("rfac")).floatValue();
gFactor = ((Number) tex.getFieldValue("gfac")).floatValue();
bFactor = ((Number) tex.getFieldValue("bfac")).floatValue();
}
}
}