/* * 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.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); } }