/* * 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.TexturePixel; import com.jme3.scene.plugins.blender.textures.generating.NoiseGenerator.NoiseFunction; import com.jme3.texture.Image.Format; /** * This class generates the 'stucci' texture. * @author Marcin Roguski (Kaelthas) */ public class TextureGeneratorStucci extends TextureGenerator { protected static final int TEX_NOISESOFT = 0; protected float noisesize; protected int noisebasis; protected NoiseFunction noiseFunction; protected int noisetype; protected float turbul; protected boolean isHard; protected int stype; /** * Constructor stores the given noise generator. * @param noiseGenerator * the noise generator */ public TextureGeneratorStucci(NoiseGenerator noiseGenerator) { super(noiseGenerator, Format.Luminance8); } @Override public void readData(Structure tex, BlenderContext blenderContext) { super.readData(tex, blenderContext); noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue(); noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue(); noiseFunction = NoiseGenerator.noiseFunctions.get(noisebasis); if (noiseFunction == null) { noiseFunction = NoiseGenerator.noiseFunctions.get(0); noisebasis = 0; } noisetype = ((Number) tex.getFieldValue("noisetype")).intValue(); turbul = ((Number) tex.getFieldValue("turbul")).floatValue(); isHard = noisetype != TEX_NOISESOFT; stype = ((Number) tex.getFieldValue("stype")).intValue(); if (noisesize <= 0.001f) {// the texture goes black if this value is lower than 0.001f noisesize = 0.001f; } } @Override public void getPixel(TexturePixel pixel, float x, float y, float z) { if (noisebasis == 0) { ++x; ++y; ++z; } float noiseValue = NoiseGenerator.NoiseFunctions.noise(x, y, z, noisesize, 0, noiseFunction, isHard); float ofs = turbul / 200.0f; if (stype != 0) { ofs *= noiseValue * noiseValue; } pixel.intensity = NoiseGenerator.NoiseFunctions.noise(x, y, z + ofs, noisesize, 0, 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]; } if (stype == NoiseGenerator.TEX_WALLOUT) { pixel.intensity = 1.0f - pixel.intensity; } if (pixel.intensity < 0.0f) { pixel.intensity = 0.0f; } // no brightness and contrast needed for stucci (it doesn't affect the texture) } }