/* * * $Id: noise.c 14611 2008-04-29 08:24:33Z campbellbarton $ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** * */ 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 'wood' texture. * @author Marcin Roguski (Kaelthas) */ public class TextureGeneratorWood extends TextureGenerator { // tex->noisebasis2 protected static final int TEX_SIN = 0; protected static final int TEX_SAW = 1; protected static final int TEX_TRI = 2; // tex->stype protected static final int TEX_BAND = 0; protected static final int TEX_RING = 1; protected static final int TEX_BANDNOISE = 2; protected static final int TEX_RINGNOISE = 3; // tex->noisetype protected static final int TEX_NOISESOFT = 0; protected static final int TEX_NOISEPERL = 1; protected WoodIntensityData woodIntensityData; /** * Constructor stores the given noise generator. * @param noiseGenerator * the noise generator */ public TextureGeneratorWood(NoiseGenerator noiseGenerator) { super(noiseGenerator, Format.Luminance8); } @Override public void readData(Structure tex, BlenderContext blenderContext) { super.readData(tex, blenderContext); woodIntensityData = new WoodIntensityData(tex); } @Override public void getPixel(TexturePixel pixel, float x, float y, float z) { pixel.intensity = this.woodIntensity(woodIntensityData, 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); pixel.alpha = colorBand[colorbandIndex][3]; } else { this.applyBrightnessAndContrast(pixel, bacd.contrast, bacd.brightness); } } protected static WaveForm[] waveformFunctions = new WaveForm[3]; static { waveformFunctions[0] = new WaveForm() {// sinus (TEX_SIN) public float execute(float x) { return 0.5f + 0.5f * (float) Math.sin(x); } }; waveformFunctions[1] = new WaveForm() {// saw (TEX_SAW) public float execute(float x) { int n = (int) (x * FastMath.INV_TWO_PI); x -= n * FastMath.TWO_PI; if (x < 0.0f) { x += FastMath.TWO_PI; } return x * FastMath.INV_TWO_PI; } }; waveformFunctions[2] = new WaveForm() {// triangle (TEX_TRI) public float execute(float x) { return 1.0f - 2.0f * FastMath.abs((float) Math.floor(x * FastMath.INV_TWO_PI + 0.5f) - x * FastMath.INV_TWO_PI); } }; } /** * Computes basic wood intensity value at x,y,z. * @param woodIntData * @param x * X coordinate of the texture pixel * @param y * Y coordinate of the texture pixel * @param z * Z coordinate of the texture pixel * @return wood intensity at position [x, y, z] */ public float woodIntensity(WoodIntensityData woodIntData, float x, float y, float z) { float result; switch (woodIntData.woodType) { case TEX_BAND: result = woodIntData.waveformFunction.execute((x + y + z) * 10.0f); break; case TEX_RING: result = woodIntData.waveformFunction.execute((float) Math.sqrt(x * x + y * y + z * z) * 20.0f); break; case TEX_BANDNOISE: if (woodIntData.noisebasis == 0) { ++x; ++y; ++z; } result = woodIntData.turbul * NoiseGenerator.NoiseFunctions.noise(x, y, z, woodIntData.noisesize, 0, woodIntData.noiseFunction, woodIntData.isHard); result = woodIntData.waveformFunction.execute((x + y + z) * 10.0f + result); break; case TEX_RINGNOISE: if (woodIntData.noisebasis == 0) { ++x; ++y; ++z; } result = woodIntData.turbul * NoiseGenerator.NoiseFunctions.noise(x, y, z, woodIntData.noisesize, 0, woodIntData.noiseFunction, woodIntData.isHard); result = woodIntData.waveformFunction.execute((float) Math.sqrt(x * x + y * y + z * z) * 20.0f + result); break; default: result = 0; } return result; } /** * A class that collects the data for wood intensity calculations. * @author Marcin Roguski (Kaelthas) */ private static class WoodIntensityData { public final WaveForm waveformFunction; public final int noisebasis; public NoiseFunction noiseFunction; public final float noisesize; public final float turbul; public final int noiseType; public final int woodType; public final boolean isHard; public WoodIntensityData(Structure tex) { int waveform = ((Number) tex.getFieldValue("noisebasis2")).intValue();// wave form: TEX_SIN=0, TEX_SAW=1, TEX_TRI=2 if (waveform > TEX_TRI || waveform < TEX_SIN) { waveform = 0; // check to be sure noisebasis2 is initialized ahead of time } waveformFunction = waveformFunctions[waveform]; int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue(); if (noiseFunction == null) { noiseFunction = NoiseGenerator.noiseFunctions.get(0); noisebasis = 0; } this.noisebasis = noisebasis; woodType = ((Number) tex.getFieldValue("stype")).intValue(); noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue(); turbul = ((Number) tex.getFieldValue("turbul")).floatValue(); noiseType = ((Number) tex.getFieldValue("noisetype")).intValue(); isHard = noiseType != TEX_NOISESOFT; } } protected static interface WaveForm { float execute(float x); } }