/*
* 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
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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)
}
}