/*
* 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.scene.plugins.blender.textures.generating.NoiseGenerator.NoiseFunction;
import com.jme3.texture.Image.Format;
/**
* This class generates the 'clouds' texture.
* @author Marcin Roguski (Kaelthas)
*/
public class TextureGeneratorClouds extends TextureGenerator {
// noiseType
protected static final int TEX_NOISESOFT = 0;
protected static final int TEX_NOISEPERL = 1;
// sType
protected static final int TEX_DEFAULT = 0;
protected static final int TEX_COLOR = 1;
protected float noisesize;
protected int noiseDepth;
protected int noiseBasis;
protected NoiseFunction noiseFunction;
protected int noiseType;
protected boolean isHard;
protected int sType;
/**
* Constructor stores the given noise generator.
* @param noiseGenerator
* the noise generator
*/
public TextureGeneratorClouds(NoiseGenerator noiseGenerator) {
super(noiseGenerator, Format.Luminance8);
}
@Override
public void readData(Structure tex, BlenderContext blenderContext) {
super.readData(tex, blenderContext);
noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
noiseDepth = ((Number) tex.getFieldValue("noisedepth")).intValue();
noiseBasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
noiseType = ((Number) tex.getFieldValue("noisetype")).intValue();
isHard = noiseType != TEX_NOISESOFT;
sType = ((Number) tex.getFieldValue("stype")).intValue();
if (sType == TEX_COLOR) {
imageFormat = Format.RGBA8;
}
noiseFunction = NoiseGenerator.noiseFunctions.get(noiseBasis);
if (noiseFunction == null) {
noiseFunction = NoiseGenerator.noiseFunctions.get(0);
noiseBasis = 0;
}
}
@Override
public void getPixel(TexturePixel pixel, float x, float y, float z) {
if (noiseBasis == 0) {
++x;
++y;
++z;
}
pixel.intensity = NoiseGenerator.NoiseFunctions.turbulence(x, y, z, noisesize, noiseDepth, noiseFunction, isHard);
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];
pixel.alpha = colorBand[colorbandIndex][3];
this.applyBrightnessAndContrast(bacd, pixel);
} else if (sType == TEX_COLOR) {
pixel.red = pixel.intensity;
pixel.green = NoiseGenerator.NoiseFunctions.turbulence(y, x, z, noisesize, noiseDepth, noiseFunction, isHard);
pixel.blue = NoiseGenerator.NoiseFunctions.turbulence(y, z, x, noisesize, noiseDepth, noiseFunction, isHard);
pixel.green = FastMath.clamp(pixel.green, 0.0f, 1.0f);
pixel.blue = FastMath.clamp(pixel.blue, 0.0f, 1.0f);
pixel.alpha = 1.0f;
this.applyBrightnessAndContrast(bacd, pixel);
} else {
this.applyBrightnessAndContrast(pixel, bacd.contrast, bacd.brightness);
}
}
}