/*
* 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
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* 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.math.FastMath;
import com.jme3.scene.plugins.blender.BlenderContext;
import com.jme3.scene.plugins.blender.file.Structure;
import com.jme3.scene.plugins.blender.textures.TexturePixel;
import com.jme3.texture.Image.Format;
/**
* This class generates the 'blend' texture.
* @author Marcin Roguski (Kaelthas)
*/
public final class TextureGeneratorBlend extends TextureGenerator {
private static final IntensityFunction INTENSITY_FUNCTION[] = new IntensityFunction[7];
static {
INTENSITY_FUNCTION[0] = new IntensityFunction() {// Linear: stype = 0 (TEX_LIN)
public float getIntensity(float x, float y, float z) {
return (1.0f + x) * 0.5f;
}
};
INTENSITY_FUNCTION[1] = new IntensityFunction() {// Quad: stype = 1 (TEX_QUAD)
public float getIntensity(float x, float y, float z) {
float result = (1.0f + x) * 0.5f;
return result * result;
}
};
INTENSITY_FUNCTION[2] = new IntensityFunction() {// Ease: stype = 2 (TEX_EASE)
public float getIntensity(float x, float y, float z) {
float result = (1.0f + x) * 0.5f;
if (result <= 0.0f) {
return 0.0f;
} else if (result >= 1.0f) {
return 1.0f;
} else {
return result * result * (3.0f - 2.0f * result);
}
}
};
INTENSITY_FUNCTION[3] = new IntensityFunction() {// Diagonal: stype = 3 (TEX_DIAG)
public float getIntensity(float x, float y, float z) {
return (2.0f + x + y) * 0.25f;
}
};
INTENSITY_FUNCTION[4] = new IntensityFunction() {// Sphere: stype = 4 (TEX_SPHERE)
public float getIntensity(float x, float y, float z) {
float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z);
return result < 0.0f ? 0.0f : result;
}
};
INTENSITY_FUNCTION[5] = new IntensityFunction() {// Halo: stype = 5 (TEX_HALO)
public float getIntensity(float x, float y, float z) {
float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z);
return result <= 0.0f ? 0.0f : result * result;
}
};
INTENSITY_FUNCTION[6] = new IntensityFunction() {// Radial: stype = 6 (TEX_RAD)
public float getIntensity(float x, float y, float z) {
return (float) Math.atan2(y, x) * FastMath.INV_TWO_PI + 0.5f;
}
};
}
/**
* Constructor stores the given noise generator.
* @param noiseGenerator
* the noise generator
*/
public TextureGeneratorBlend(NoiseGenerator noiseGenerator) {
super(noiseGenerator, Format.Luminance8);
}
protected int stype;
@Override
public void readData(Structure tex, BlenderContext blenderContext) {
super.readData(tex, blenderContext);
stype = ((Number) tex.getFieldValue("stype")).intValue();
}
@Override
public void getPixel(TexturePixel pixel, float x, float y, float z) {
pixel.intensity = INTENSITY_FUNCTION[stype].getIntensity(x, y, z);
if (colorBand != null) {
int colorbandIndex = (int) (pixel.intensity * 1000.0f);
pixel.red = colorBand[colorbandIndex][0];
pixel.green = colorBand[colorbandIndex][1];
pixel.blue = colorBand[colorbandIndex][2];
this.applyBrightnessAndContrast(bacd, pixel);
} else {
this.applyBrightnessAndContrast(pixel, bacd.contrast, bacd.brightness);
}
}
private static interface IntensityFunction {
float getIntensity(float x, float y, float z);
}
}