/* * 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 'noise' texture. * @author Marcin Roguski (Kaelthas) */ public class TextureGeneratorNoise extends TextureGenerator { protected int noisedepth; /** * Constructor stores the given noise generator. * @param noiseGenerator * the noise generator */ public TextureGeneratorNoise(NoiseGenerator noiseGenerator) { super(noiseGenerator, Format.Luminance8); } @Override public void readData(Structure tex, BlenderContext blenderContext) { super.readData(tex, blenderContext); noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue(); } @Override public void getPixel(TexturePixel pixel, float x, float y, float z) { int random = FastMath.rand.nextInt(); int val = random & 3; int loop = noisedepth; while (loop-- != 0) { random >>= 2; val *= random & 3; } pixel.intensity = FastMath.clamp(val, 0.0f, 1.0f); 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); pixel.alpha = colorBand[colorbandIndex][3]; } else { this.applyBrightnessAndContrast(pixel, bacd.contrast, bacd.brightness); } } }