--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.io.InputStream;
+import java.util.logging.Logger;
+
+import com.jme3.scene.plugins.blender.file.BlenderInputStream;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ImageType;
+import com.jme3.texture.Image;
+import com.jme3.texture.plugins.AWTLoader;
+import com.jme3.texture.plugins.DDSLoader;
+import com.jme3.texture.plugins.TGALoader;
+
+/**
+ * An image loader class. It uses three loaders (AWTLoader, TGALoader and DDSLoader) in an attempt to load the image from the given
+ * input stream.
+ *
+ * @author Marcin Roguski (Kaelthas)
+ */
+/*package*/ class ImageLoader extends AWTLoader {
+ private static final Logger LOGGER = Logger.getLogger(ImageLoader.class.getName());
+
+ protected DDSLoader ddsLoader = new DDSLoader(); // DirectX image loader
+
+ /**
+ * This method loads the image from the blender file itself. It tries each loader to load the image.
+ *
+ * @param inputStream
+ * blender input stream
+ * @param startPosition
+ * position in the stream where the image data starts
+ * @param flipY
+ * if the image should be flipped (does not work with DirectX image)
+ * @return loaded image or null if it could not be loaded
+ */
+ public Image loadImage(BlenderInputStream inputStream, int startPosition, boolean flipY) {
+ // loading using AWT loader
+ inputStream.setPosition(startPosition);
+ Image result = this.loadImage(inputStream, ImageType.AWT, flipY);
+ // loading using TGA loader
+ if (result == null) {
+ inputStream.setPosition(startPosition);
+ result = this.loadImage(inputStream, ImageType.TGA, flipY);
+ }
+ // loading using DDS loader
+ if (result == null) {
+ inputStream.setPosition(startPosition);
+ result = this.loadImage(inputStream, ImageType.DDS, flipY);
+ }
+
+ if (result == null) {
+ LOGGER.warning("Image could not be loaded by none of available loaders!");
+ }
+
+ return result;
+ }
+
+ /**
+ * This method loads an image of a specified type from the given input stream.
+ *
+ * @param inputStream
+ * the input stream we read the image from
+ * @param imageType
+ * the type of the image {@link ImageType}
+ * @param flipY
+ * if the image should be flipped (does not work with DirectX image)
+ * @return loaded image or null if it could not be loaded
+ */
+ public Image loadImage(InputStream inputStream, ImageType imageType, boolean flipY) {
+ Image result = null;
+ switch (imageType) {
+ case AWT:
+ try {
+ result = this.load(inputStream, flipY);
+ } catch (Exception e) {
+ LOGGER.info("Unable to load image using AWT loader!");
+ }
+ break;
+ case DDS:
+ try {
+ result = ddsLoader.load(inputStream);
+ } catch (Exception e) {
+ LOGGER.info("Unable to load image using DDS loader!");
+ }
+ break;
+ case TGA:
+ try {
+ result = TGALoader.load(inputStream, flipY);
+ } catch (Exception e) {
+ LOGGER.info("Unable to load image using TGA loader!");
+ }
+ break;
+ default:
+ throw new IllegalStateException("Unknown image type: " + imageType);
+ }
+ return result;
+ }
+}
\r
private static final Logger LOGGER = Logger.getLogger(NoiseGenerator.class.getName());\r
\r
- /* return value */\r
+ // return value\r
protected static final int TEX_INT = 0;\r
protected static final int TEX_RGB = 1;\r
protected static final int TEX_NOR = 2;\r
\r
- /* noisetype */\r
+ // noisetype\r
protected static final int TEX_NOISESOFT = 0;\r
protected static final int TEX_NOISEPERL = 1;\r
\r
- /* tex->stype in texture.c - cloud types */\r
+ // tex->stype\r
protected static final int TEX_DEFAULT = 0;\r
protected static final int TEX_COLOR = 1;\r
\r
- /* flag */\r
+ // flag\r
protected static final int TEX_COLORBAND = 1;\r
protected static final int TEX_FLIPBLEND = 2;\r
protected static final int TEX_NEGALPHA = 4;\r
protected static final int TEX_REPEAT_YMIR = 256;\r
protected static final int TEX_FLAG_MASK = TEX_COLORBAND | TEX_FLIPBLEND | TEX_NEGALPHA | TEX_CHECKER_ODD | TEX_CHECKER_EVEN | TEX_PRV_ALPHA | TEX_PRV_NOR | TEX_REPEAT_XMIR | TEX_REPEAT_YMIR;\r
\r
- /* tex->noisebasis2 in texture.c - wood waveforms */\r
+ // tex->noisebasis2\r
protected static final int TEX_SIN = 0;\r
protected static final int TEX_SAW = 1;\r
protected static final int TEX_TRI = 2;\r
\r
- /* tex->stype in texture.c - marble types */\r
+ // tex->stype\r
protected static final int TEX_SOFT = 0;\r
protected static final int TEX_SHARP = 1;\r
protected static final int TEX_SHARPER = 2;\r
\r
- /* tex->stype in texture.c - wood types */\r
+ // tex->stype\r
protected static final int TEX_BAND = 0;\r
protected static final int TEX_RING = 1;\r
protected static final int TEX_BANDNOISE = 2;\r
protected static final int TEX_RINGNOISE = 3;\r
\r
- /* tex->stype in texture.c - blend types */\r
+ // tex->stype\r
protected static final int TEX_LIN = 0;\r
protected static final int TEX_QUAD = 1;\r
protected static final int TEX_EASE = 2;\r
protected static final int TEX_HALO = 5;\r
protected static final int TEX_RAD = 6;\r
\r
- /* tex->stype in texture.c - stucci types */\r
+ // tex->stype\r
protected static final int TEX_PLASTIC = 0;\r
protected static final int TEX_WALLIN = 1;\r
protected static final int TEX_WALLOUT = 2;\r
\r
- /* musgrave stype */\r
+ // musgrave stype\r
protected static final int TEX_MFRACTAL = 0;\r
protected static final int TEX_RIDGEDMF = 1;\r
protected static final int TEX_HYBRIDMF = 2;\r
protected static final int TEX_FBM = 3;\r
protected static final int TEX_HTERRAIN = 4;\r
\r
- /* keyblock->type */\r
+ // keyblock->type\r
protected static final int KEY_LINEAR = 0;\r
protected static final int KEY_CARDINAL = 1;\r
protected static final int KEY_BSPLINE = 2;\r
\r
- /* CONSTANTS (read from file) */\r
+ // CONSTANTS (read from file)\r
protected static float[] hashpntf;\r
protected static short[] hash;\r
protected static float[] hashvectf;\r
}\r
}\r
\r
- // #define HASHVEC(x,y,z) hashvectf+3*hash[ (hash[ (hash[(z) & 255]+(y)) & 255]+(x)) & 255]\r
-\r
- /* needed for voronoi */\r
- // #define HASHPNT(x,y,z) hashpntf+3*hash[ (hash[ (hash[(z) & 255]+(y)) & 255]+(x)) & 255]\r
+ // needed for voronoi\r
protected static float[] hashPoint(int x, int y, int z) {\r
float[] result = new float[3];\r
result[0] = hashpntf[3 * hash[hash[hash[z & 255] + y & 255] + x & 255]];\r
return result;\r
}\r
\r
- // #define setup(i,b0,b1,r0,r1) \\r
- // t = vec[i] + 10000.; \\r
- // b0 = ((int)t) & 255; \\r
- // b1 = (b0+1) & 255; \\r
- // r0 = t - (int)t; \\r
- // r1 = r0 - 1.;\r
- // vec[3]\r
public float noise3Perlin(float[] vec) {\r
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;\r
float rx0, rx1, ry0, ry1, rz0, rz1, sx, sy, sz, a, b, c, d, t, u, v;\r
int i, j;\r
\r
- // setup(0, bx0,bx1, rx0,rx1);\r
t = vec[0] + 10000.0f;\r
bx0 = (int) t & 255;\r
bx1 = bx0 + 1 & 255;\r
rx0 = t - (int) t;\r
rx1 = rx0 - 1.0f;\r
- // setup(1, by0,by1, ry0,ry1);\r
+ \r
t = vec[0] + 10000.0f;\r
by0 = (int) t & 255;\r
by1 = by0 + 1 & 255;\r
ry0 = t - (int) t;\r
ry1 = ry0 - 1.0f;\r
- // setup(2, bz0,bz1, rz0,rz1);\r
+ \r
t = vec[0] + 10000.0f;\r
bz0 = (int) t & 255;\r
bz1 = bz0 + 1 & 255;\r
b01 = p[i + by1];\r
b11 = p[j + by1];\r
\r
- /* lerp moved to improved perlin above */\r
+ // lerp moved to improved perlin above\r
\r
sx = this.surve(rx0);\r
sy = this.surve(ry0);\r
v = this.at(rx1, ry1, rz0, q);\r
b = this.lerp(sx, u, v);\r
\r
- c = this.lerp(sy, a, b); /* interpolate in y at lo x */\r
+ c = this.lerp(sy, a, b); // interpolate in y at lo x\r
\r
q = g[b00 + bz1];\r
u = this.at(rx0, ry0, rz1, q);\r
v = this.at(rx1, ry1, rz1, q);\r
b = this.lerp(sx, u, v);\r
\r
- d = this.lerp(sy, a, b); /* interpolate in y at hi x */\r
+ d = this.lerp(sy, a, b); // interpolate in y at hi x\r
\r
- return 1.5f * this.lerp(sz, c, d); /* interpolate in z */\r
+ return 1.5f * this.lerp(sz, c, d); // interpolate in z\r
}\r
\r
public float orgBlenderNoise(float x, float y, float z) {\r
- float cn1, cn2, cn3, cn4, cn5, cn6, i;\r
- float ox, oy, oz, jx, jy, jz;\r
float n = 0.5f;\r
- int ix, iy, iz, b00, b01, b10, b11, b20, b21;\r
-\r
- ox = x - (ix = (int) Math.floor(x));\r
- oy = y - (iy = (int) Math.floor(y));\r
- oz = z - (iz = (int) Math.floor(z));\r
-\r
- jx = ox - 1;\r
- jy = oy - 1;\r
- jz = oz - 1;\r
\r
- cn1 = ox * ox;\r
- cn2 = oy * oy;\r
- cn3 = oz * oz;\r
- cn4 = jx * jx;\r
- cn5 = jy * jy;\r
- cn6 = jz * jz;\r
+ int ix = (int) Math.floor(x);\r
+ int iy = (int) Math.floor(y);\r
+ int iz = (int) Math.floor(z);\r
+ \r
+ float ox = x - ix;\r
+ float oy = y - iy;\r
+ float oz = z - iz;\r
+\r
+ float jx = ox - 1;\r
+ float jy = oy - 1;\r
+ float jz = oz - 1;\r
+\r
+ float cn1 = ox * ox;\r
+ float cn2 = oy * oy;\r
+ float cn3 = oz * oz;\r
+ float cn4 = jx * jx;\r
+ float cn5 = jy * jy;\r
+ float cn6 = jz * jz;\r
\r
cn1 = 1.0f - 3.0f * cn1 + 2.0f * cn1 * ox;\r
cn2 = 1.0f - 3.0f * cn2 + 2.0f * cn2 * oy;\r
cn5 = 1.0f - 3.0f * cn5 - 2.0f * cn5 * jy;\r
cn6 = 1.0f - 3.0f * cn6 - 2.0f * cn6 * jz;\r
\r
- b00 = hash[hash[ix & 255] + (iy & 255)];\r
- b10 = hash[hash[ix + 1 & 255] + (iy & 255)];\r
- b01 = hash[hash[ix & 255] + (iy + 1 & 255)];\r
- b11 = hash[hash[ix + 1 & 255] + (iy + 1 & 255)];\r
+ int b00 = hash[hash[ix & 255] + (iy & 255)];\r
+ int b10 = hash[hash[ix + 1 & 255] + (iy & 255)];\r
+ int b01 = hash[hash[ix & 255] + (iy + 1 & 255)];\r
+ int b11 = hash[hash[ix + 1 & 255] + (iy + 1 & 255)];\r
\r
- b20 = iz & 255;\r
- b21 = iz + 1 & 255;\r
+ int b20 = iz & 255;\r
+ int b21 = iz + 1 & 255;\r
\r
- /* 0 */\r
- i = cn1 * cn2 * cn3;\r
+ // 0\r
+ float i = cn1 * cn2 * cn3;\r
int hIndex = 3 * hash[b20 + b00];\r
n += i * (hashvectf[hIndex] * ox + hashvectf[hIndex + 1] * oy + hashvectf[hIndex + 2] * oz);\r
- /* 1 */\r
+ // 1\r
i = cn1 * cn2 * cn6;\r
hIndex = 3 * hash[b21 + b00];\r
n += i * (hashvectf[hIndex] * ox + hashvectf[hIndex + 1] * oy + hashvectf[hIndex + 2] * jz);\r
- /* 2 */\r
+ // 2\r
i = cn1 * cn5 * cn3;\r
hIndex = 3 * hash[b20 + b01];\r
n += i * (hashvectf[hIndex] * ox + hashvectf[hIndex + 1] * jy + hashvectf[hIndex + 2] * oz);\r
- /* 3 */\r
+ // 3\r
i = cn1 * cn5 * cn6;\r
hIndex = 3 * hash[b21 + b01];\r
n += i * (hashvectf[hIndex] * ox + hashvectf[hIndex + 1] * jy + hashvectf[hIndex + 2] * jz);\r
- /* 4 */\r
+ // 4\r
i = cn4 * cn2 * cn3;\r
hIndex = 3 * hash[b20 + b10];\r
n += i * (hashvectf[hIndex] * jx + hashvectf[hIndex + 1] * oy + hashvectf[hIndex + 2] * oz);\r
- /* 5 */\r
+ // 5\r
i = cn4 * cn2 * cn6;\r
hIndex = 3 * hash[b21 + b10];\r
n += i * (hashvectf[hIndex] * jx + hashvectf[hIndex + 1] * oy + hashvectf[hIndex + 2] * jz);\r
- /* 6 */\r
+ // 6\r
i = cn4 * cn5 * cn3;\r
hIndex = 3 * hash[b20 + b11];\r
n += i * (hashvectf[hIndex] * jx + hashvectf[hIndex + 1] * jy + hashvectf[hIndex + 2] * oz);\r
- /* 7 */\r
+ // 7\r
i = cn4 * cn5 * cn6;\r
hIndex = 3 * hash[b21 + b11];\r
n += i * (hashvectf[hIndex] * jx + hashvectf[hIndex + 1] * jy + hashvectf[hIndex + 2] * jz);\r
return n;\r
}\r
\r
- /* instead of adding another permutation array, just use hash table defined above */\r
+ // instead of adding another permutation array, just use hash table defined above\r
public float newPerlin(float x, float y, float z) {\r
int A, AA, AB, B, BA, BB;\r
float u = (float) Math.floor(x), v = (float) Math.floor(y), w = (float) Math.floor(z);\r
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.util.logging.Logger;
+
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.exceptions.BlenderFileException;
+import com.jme3.scene.plugins.blender.file.Pointer;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.texture.Texture;
+
+/**
+ * This class is a base class for texture generators.
+ * @author Marcin Roguski (Kaelthas)
+ */
+/* package */abstract class TextureGenerator {
+ private static final Logger LOGGER = Logger.getLogger(TextureGenerator.class.getName());
+
+ protected NoiseGenerator noiseGenerator;
+
+ public TextureGenerator(NoiseGenerator noiseGenerator) {
+ this.noiseGenerator = noiseGenerator;
+ }
+
+ /**
+ * This method generates the texture.
+ * @param tex
+ * texture's structure
+ * @param width
+ * the width of the result texture
+ * @param height
+ * the height of the result texture
+ * @param dataRepository
+ * the data repository
+ * @return newly generated texture
+ */
+ protected abstract Texture generate(Structure tex, int width, int height, DataRepository dataRepository);
+
+ /**
+ * This method reads the colorband data from the given texture structure.
+ *
+ * @param tex
+ * the texture structure
+ * @param dataRepository
+ * the data repository
+ * @return read colorband or null if not present
+ */
+ protected ColorBand readColorband(Structure tex, DataRepository dataRepository) {
+ ColorBand result = null;
+ int flag = ((Number) tex.getFieldValue("flag")).intValue();
+ if ((flag & NoiseGenerator.TEX_COLORBAND) != 0) {
+ Pointer pColorband = (Pointer) tex.getFieldValue("coba");
+ Structure colorbandStructure;
+ try {
+ colorbandStructure = pColorband.fetchData(dataRepository.getInputStream()).get(0);
+ result = new ColorBand(colorbandStructure);
+ } catch (BlenderFileException e) {
+ LOGGER.warning("Cannot fetch the colorband structure. The reason: " + e.getLocalizedMessage());
+ // TODO: throw an exception here ???
+ }
+ }
+ return result;
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.math.FastMath;
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.texture.Image.Format;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'blend' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public final class TextureGeneratorBlend extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorBlend(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ int flag = ((Number) tex.getFieldValue("flag")).intValue();
+ int stype = ((Number) tex.getFieldValue("stype")).intValue();
+ float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();
+ float brightness = ((Number) tex.getFieldValue("bright")).floatValue();
+ float wDelta = 1.0f / width, hDelta = 1.0f / height, x, y, t;
+ float[] texvec = new float[] { 0, 0, 0 };
+ TexResult texres = new TexResult();
+ int halfW = width, halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+ Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;
+ int bytesPerPixel = colorBand != null ? 3 : 1;
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);
+ for (int i = -halfW; i < halfW; ++i) {
+ texvec[0] = wDelta * i;
+ for (int j = -halfH; j < halfH; ++j) {
+ texvec[1] = hDelta * j;
+ if ((flag & NoiseGenerator.TEX_FLIPBLEND) != 0) {
+ x = texvec[1];
+ y = texvec[0];
+ } else {
+ x = texvec[0];
+ y = texvec[1];
+ }
+
+ if (stype == NoiseGenerator.TEX_LIN) { /* lin */
+ texres.tin = (1.0f + x) / 2.0f;
+ } else if (stype == NoiseGenerator.TEX_QUAD) { /* quad */
+ texres.tin = (1.0f + x) / 2.0f;
+ if (texres.tin < 0.0f) {
+ texres.tin = 0.0f;
+ } else {
+ texres.tin *= texres.tin;
+ }
+ } else if (stype == NoiseGenerator.TEX_EASE) { /* ease */
+ texres.tin = (1.0f + x) / 2.0f;
+ if (texres.tin <= 0.0f) {
+ texres.tin = 0.0f;
+ } else if (texres.tin >= 1.0f) {
+ texres.tin = 1.0f;
+ } else {
+ t = texres.tin * texres.tin;
+ texres.tin = 3.0f * t - 2.0f * t * texres.tin;
+ }
+ } else if (stype == NoiseGenerator.TEX_DIAG) { /* diag */
+ texres.tin = (2.0f + x + y) / 4.0f;
+ } else if (stype == NoiseGenerator.TEX_RAD) { /* radial */
+ texres.tin = (float) Math.atan2(y, x) / FastMath.TWO_PI + 0.5f;
+ } else { /* sphere TEX_SPHERE */
+ texres.tin = 1.0f - (float) Math.sqrt(x * x + y * y + texvec[2] * texvec[2]);
+ if (texres.tin < 0.0f) {
+ texres.tin = 0.0f;
+ }
+ if (stype == NoiseGenerator.TEX_HALO) {
+ texres.tin *= texres.tin;
+ } /* halo */
+ }
+ if (colorBand != null) {
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ noiseGenerator.brightnesAndContrastRGB(tex, texres);
+ data.put((byte) (texres.tr * 255.0f));
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else {
+ noiseGenerator.brightnesAndContrast(texres, contrast, brightness);
+ data.put((byte) (texres.tin * 255.0f));
+ }
+ }
+ }
+ return new Texture2D(new Image(format, width, height, data));
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.texture.Image.Format;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'clouds' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorClouds extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorClouds(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ // preparing the proper data
+ float wDelta = 1.0f / width, hDelta = 1.0f / height;
+ float[] texvec = new float[] { 0, 0, 0 };
+ TexResult texres = new TexResult();
+
+ // reading the data from the texture structure
+ float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
+ int noiseDepth = ((Number) tex.getFieldValue("noisedepth")).intValue();
+ int noiseBasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
+ int noiseType = ((Number) tex.getFieldValue("noisetype")).intValue();
+ float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();
+ float bright = ((Number) tex.getFieldValue("bright")).floatValue();
+ boolean isHard = noiseType != NoiseGenerator.TEX_NOISESOFT;
+ int sType = ((Number) tex.getFieldValue("stype")).intValue();
+ int halfW = width, halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+ Format format = sType == NoiseGenerator.TEX_COLOR || colorBand != null ? Format.RGB8 : Format.Luminance8;
+ int bytesPerPixel = sType == NoiseGenerator.TEX_COLOR || colorBand != null ? 3 : 1;
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);
+ for (int i = -halfW; i < halfW; ++i) {
+ texvec[0] = wDelta * i;// x
+ for (int j = -halfH; j < halfH; ++j) {
+ texvec[1] = hDelta * j;// y (z is always = 0)
+
+ texres.tin = noiseGenerator.bliGTurbulence(noisesize, texvec[0], texvec[1], texvec[2], noiseDepth, isHard, noiseBasis);
+ if (colorBand != null) {
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ if (texres.nor != null) {
+ float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();
+ // calculate bumpnormal
+ texres.nor[0] = noiseGenerator.bliGTurbulence(noisesize, texvec[0] + nabla, texvec[1], texvec[2], noiseDepth, isHard, noiseBasis);
+ texres.nor[1] = noiseGenerator.bliGTurbulence(noisesize, texvec[0], texvec[1] + nabla, texvec[2], noiseDepth, isHard, noiseBasis);
+ texres.nor[2] = noiseGenerator.bliGTurbulence(noisesize, texvec[0], texvec[1], texvec[2] + nabla, noiseDepth, isHard, noiseBasis);
+ noiseGenerator.texNormalDerivate(colorBand, texres, dataRepository);
+ }
+ noiseGenerator.brightnesAndContrastRGB(tex, texres);
+ data.put((byte) (texres.tr * 255.0f));
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else if (sType == NoiseGenerator.TEX_COLOR) {
+ // in this case, int. value should really be computed from color,
+ // and bumpnormal from that, would be too slow, looks ok as is
+ texres.tr = texres.tin;
+ texres.tg = noiseGenerator.bliGTurbulence(noisesize, texvec[1], texvec[0], texvec[2], noiseDepth, isHard, noiseBasis);
+ texres.tb = noiseGenerator.bliGTurbulence(noisesize, texvec[1], texvec[2], texvec[0], noiseDepth, isHard, noiseBasis);
+ noiseGenerator.brightnesAndContrastRGB(tex, texres);
+ data.put((byte) (texres.tr * 255.0f));
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else {
+ noiseGenerator.brightnesAndContrast(texres, contrast, bright);
+ data.put((byte) (texres.tin * 255));
+ }
+ }
+ }
+ return new Texture2D(new Image(format, width, height, data));
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.texture.Image.Format;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'distorted noise' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorDistnoise extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorDistnoise(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
+ float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();
+ float distAmount = ((Number) tex.getFieldValue("dist_amount")).floatValue();
+ int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
+ int noisebasis2 = ((Number) tex.getFieldValue("noisebasis2")).intValue();
+ float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();
+ float brightness = ((Number) tex.getFieldValue("bright")).floatValue();
+
+ TexResult texres = new TexResult();
+ float[] texvec = new float[] { 0, 0, 0 };
+ float wDelta = 1.0f / width, hDelta = 1.0f / height;
+ int halfW = width, halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+ Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;
+ int bytesPerPixel = colorBand != null ? 3 : 1;
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);
+ for (int i = -halfW; i < halfW; ++i) {
+ texvec[0] = wDelta * i / noisesize;
+ for (int j = -halfH; j < halfH; ++j) {
+ texvec[1] = hDelta * j / noisesize;
+
+ texres.tin = noiseGenerator.mgVLNoise(texvec[0], texvec[1], texvec[2], distAmount, noisebasis, noisebasis2);
+ if (colorBand != null) {
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ if (texres.nor != null) {
+ float offs = nabla / noisesize; // also scaling of texvec
+ /* calculate bumpnormal */
+ texres.nor[0] = noiseGenerator.mgVLNoise(texvec[0] + offs, texvec[1], texvec[2], distAmount, noisebasis, noisebasis2);
+ texres.nor[1] = noiseGenerator.mgVLNoise(texvec[0], texvec[1] + offs, texvec[2], distAmount, noisebasis, noisebasis2);
+ texres.nor[2] = noiseGenerator.mgVLNoise(texvec[0], texvec[1], texvec[2] + offs, distAmount, noisebasis, noisebasis2);
+ noiseGenerator.texNormalDerivate(colorBand, texres, dataRepository);
+ }
+
+ noiseGenerator.brightnesAndContrastRGB(tex, texres);
+ data.put((byte) (texres.tr * 255.0f));
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else {
+ noiseGenerator.brightnesAndContrast(texres, contrast, brightness);
+ data.put((byte) (texres.tin * 255.0f));
+ }
+ }
+ }
+ return new Texture2D(new Image(format, width, height, data));
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.texture.Image.Format;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'magic' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorMagic extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorMagic(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ float x, y, z, turb;
+ int noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue();
+ float turbul = ((Number) tex.getFieldValue("turbul")).floatValue() / 5.0f;
+ float[] texvec = new float[] { 0, 0, 0 };
+ TexResult texres = new TexResult();
+ float wDelta = 1.0f / width, hDelta = 1.0f / height;
+ int halfW = width, halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * 4);
+ for (int i = -halfW; i < halfW; ++i) {
+ texvec[0] = wDelta * i;
+ for (int j = -halfH; j < halfH; ++j) {
+ turb = turbul;
+ texvec[1] = hDelta * j;
+ x = (float) Math.sin((texvec[0] + texvec[1]) * 5.0f);// in blender: Math.sin((texvec[0] + texvec[1] + texvec[2]) * 5.0f);
+ y = (float) Math.cos((-texvec[0] + texvec[1]) * 5.0f);// in blender: Math.cos((-texvec[0] + texvec[1] - texvec[2]) * 5.0f);
+ z = -(float) Math.cos((-texvec[0] - texvec[1]) * 5.0f);// in blender: Math.cos((-texvec[0] - texvec[1] + texvec[2]) * 5.0f);
+
+ if (colorBand != null) {
+ texres.tin = 0.3333f * (x + y + z);
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ } else {
+ if (noisedepth > 0) {
+ x *= turb;
+ y *= turb;
+ z *= turb;
+ y = -(float) Math.cos(x - y + z) * turb;
+ if (noisedepth > 1) {
+ x = (float) Math.cos(x - y - z) * turb;
+ if (noisedepth > 2) {
+ z = (float) Math.sin(-x - y - z) * turb;
+ if (noisedepth > 3) {
+ x = -(float) Math.cos(-x + y - z) * turb;
+ if (noisedepth > 4) {
+ y = -(float) Math.sin(-x + y + z) * turb;
+ if (noisedepth > 5) {
+ y = -(float) Math.cos(-x + y + z) * turb;
+ if (noisedepth > 6) {
+ x = (float) Math.cos(x + y + z) * turb;
+ if (noisedepth > 7) {
+ z = (float) Math.sin(x + y - z) * turb;
+ if (noisedepth > 8) {
+ x = -(float) Math.cos(-x - y + z) * turb;
+ if (noisedepth > 9) {
+ y = -(float) Math.sin(x - y + z) * turb;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if (turb != 0.0f) {
+ turb *= 2.0f;
+ x /= turb;
+ y /= turb;
+ z /= turb;
+ }
+ texres.tr = 0.5f - x;
+ texres.tg = 0.5f - y;
+ texres.tb = 0.5f - z;
+ }
+ noiseGenerator.brightnesAndContrastRGB(tex, texres);
+ data.put((byte) (texres.tin * 255));
+ data.put((byte) (texres.tb * 255));
+ data.put((byte) (texres.tg * 255));
+ data.put((byte) (texres.tr * 255));
+ }
+ }
+ return new Texture2D(new Image(Format.ABGR8, width, height, data));
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.texture.Image.Format;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'marble' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorMarble extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorMarble(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ // preparing the proper data
+ float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();
+ float bright = ((Number) tex.getFieldValue("bright")).floatValue();
+ float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();
+ float wDelta = 1.0f / width, hDelta = 1.0f / height;
+ float[] texvec = new float[] { 0, 0, 0 };
+ TexResult texres = new TexResult();
+ int halfW = width, halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+ Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;
+ int bytesPerPixel = colorBand != null ? 3 : 1;
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);
+ for (int i = -halfW; i < halfW; ++i) {
+ texvec[0] = wDelta * i;
+ for (int j = -halfH; j < halfH; ++j) {
+ texvec[1] = hDelta * j;
+ texres.tin = noiseGenerator.marbleInt(tex, texvec[0], texvec[1], texvec[2], dataRepository);
+ if (colorBand != null) {
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ if (texres.nor != null) {// calculate bumpnormal
+ texres.nor[0] = noiseGenerator.marbleInt(tex, texvec[0] + nabla, texvec[1], texvec[2], dataRepository);
+ texres.nor[1] = noiseGenerator.marbleInt(tex, texvec[0], texvec[1] + nabla, texvec[2], dataRepository);
+ texres.nor[2] = noiseGenerator.marbleInt(tex, texvec[0], texvec[1], texvec[2] + nabla, dataRepository);
+ noiseGenerator.texNormalDerivate(colorBand, texres, dataRepository);
+ }
+
+ noiseGenerator.brightnesAndContrastRGB(tex, texres);
+ data.put((byte) (texres.tr * 255.0f));
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else {
+ noiseGenerator.brightnesAndContrast(texres, contrast, bright);
+ data.put((byte) (texres.tin * 255.0f));
+ }
+ }
+ }
+ return new Texture2D(new Image(format, width, height, data));
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.texture.Image.Format;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'musgrave' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorMusgrave extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorMusgrave(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ int stype = ((Number) tex.getFieldValue("stype")).intValue();
+ float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
+ TexResult texres = new TexResult();
+ float[] texvec = new float[] { 0, 0, 0 };
+ float wDelta = 1.0f / width, hDelta = 1.0f / height;
+ int halfW = width, halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+ Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;
+ int bytesPerPixel = colorBand != null ? 3 : 1;
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);
+ for (int i = -halfW; i < halfW; ++i) {
+ texvec[0] = wDelta * i / noisesize;
+ for (int j = -halfH; j < halfH; ++j) {
+ texvec[1] = hDelta * j / noisesize;
+ switch (stype) {
+ case NoiseGenerator.TEX_MFRACTAL:
+ case NoiseGenerator.TEX_FBM:
+ noiseGenerator.mgMFractalOrfBmTex(tex, texvec, colorBand, texres, dataRepository);
+ break;
+ case NoiseGenerator.TEX_RIDGEDMF:
+ case NoiseGenerator.TEX_HYBRIDMF:
+ noiseGenerator.mgRidgedOrHybridMFTex(tex, texvec, colorBand, texres, dataRepository);
+ break;
+ case NoiseGenerator.TEX_HTERRAIN:
+ noiseGenerator.mgHTerrainTex(tex, texvec, colorBand, texres, dataRepository);
+ break;
+ default:
+ throw new IllegalStateException("Unknown type of musgrave texture: " + stype);
+ }
+ if (colorBand != null) {
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ data.put((byte) (texres.tr * 255.0f));
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else {
+ data.put((byte) (texres.tin * 255.0f));
+ }
+ }
+ }
+ return new Texture2D(new Image(format, width, height, data));
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.math.FastMath;
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.texture.Image.Format;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'noise' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorNoise extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorNoise(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ float div = 3.0f;
+ int val, ran, loop;
+ int noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue();
+ float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();
+ float brightness = ((Number) tex.getFieldValue("bright")).floatValue();
+ TexResult texres = new TexResult();
+ int halfW = width, halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+ Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;
+ int bytesPerPixel = colorBand != null ? 3 : 1;
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);
+ for (int i = -halfW; i < halfW; ++i) {
+ for (int j = -halfH; j < halfH; ++j) {
+ ran = FastMath.rand.nextInt();// BLI_rand();
+ val = ran & 3;
+
+ loop = noisedepth;
+ while (loop-- != 0) {
+ ran = ran >> 2;
+ val *= ran & 3;
+ div *= 3.0f;
+ }
+ texres.tin = val;// / div;
+ if (colorBand != null) {
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ noiseGenerator.brightnesAndContrastRGB(tex, texres);
+ data.put((byte) (texres.tr * 255.0f));
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else {
+ noiseGenerator.brightnesAndContrast(texres, contrast, brightness);
+ data.put((byte) (texres.tin * 255.0f));
+ }
+ }
+ }
+ return new Texture2D(new Image(format, width, height, data));
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.texture.Image.Format;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'stucci' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorStucci extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorStucci(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
+ int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
+ int noisetype = ((Number) tex.getFieldValue("noisetype")).intValue();
+ float turbul = ((Number) tex.getFieldValue("turbul")).floatValue();
+ boolean isHard = noisetype != NoiseGenerator.TEX_NOISESOFT;
+ int stype = ((Number) tex.getFieldValue("stype")).intValue();
+
+ float[] texvec = new float[] { 0, 0, 0 };
+ TexResult texres = new TexResult();
+ float wDelta = 1.0f / width, hDelta = 1.0f / height, b2, ofs;
+ int halfW = width, halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+ Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;
+ int bytesPerPixel = colorBand != null ? 3 : 1;
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);
+ for (int i = -halfW; i < halfW; ++i) {
+ texvec[0] = wDelta * i;// x
+ for (int j = -halfH; j < halfH; ++j) {
+ texvec[1] = hDelta * j;// y (z is always = 0)
+ b2 = noiseGenerator.bliGNoise(noisesize, texvec[0], texvec[1], texvec[2], isHard, noisebasis);
+
+ ofs = turbul / 200.0f;
+
+ if (stype != 0) {
+ ofs *= b2 * b2;
+ }
+
+ texres.tin = noiseGenerator.bliGNoise(noisesize, texvec[0], texvec[1], texvec[2] + ofs, isHard, noisebasis);// ==nor[2]
+ if (colorBand != null) {
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ if (texres.nor != null) {
+ texres.nor[0] = noiseGenerator.bliGNoise(noisesize, texvec[0] + ofs, texvec[1], texvec[2], isHard, noisebasis);
+ texres.nor[1] = noiseGenerator.bliGNoise(noisesize, texvec[0], texvec[1] + ofs, texvec[2], isHard, noisebasis);
+ texres.nor[2] = texres.tin;
+ noiseGenerator.texNormalDerivate(colorBand, texres, dataRepository);
+
+ if (stype == NoiseGenerator.TEX_WALLOUT) {
+ texres.nor[0] = -texres.nor[0];
+ texres.nor[1] = -texres.nor[1];
+ texres.nor[2] = -texres.nor[2];
+ }
+ }
+ }
+
+ if (stype == NoiseGenerator.TEX_WALLOUT) {
+ texres.tin = 1.0f - texres.tin;
+ }
+ if (texres.tin < 0.0f) {
+ texres.tin = 0.0f;
+ }
+ if (colorBand != null) {
+ data.put((byte) (texres.tr * 255.0f));
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else {
+ data.put((byte) (texres.tin * 255.0f));
+ }
+ }
+ }
+ return new Texture2D(new Image(format, width, height, data));
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.math.FastMath;
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.texture.Image.Format;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'voronoi' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorVoronoi extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorVoronoi(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ float vn_w1 = ((Number) tex.getFieldValue("vn_w1")).floatValue();
+ float vn_w2 = ((Number) tex.getFieldValue("vn_w2")).floatValue();
+ float vn_w3 = ((Number) tex.getFieldValue("vn_w3")).floatValue();
+ float vn_w4 = ((Number) tex.getFieldValue("vn_w4")).floatValue();
+ float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
+ float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();
+ float ns_outscale = ((Number) tex.getFieldValue("ns_outscale")).floatValue();
+ float vn_mexp = ((Number) tex.getFieldValue("vn_mexp")).floatValue();
+ int vn_distm = ((Number) tex.getFieldValue("vn_distm")).intValue();
+ int vn_coltype = ((Number) tex.getFieldValue("vn_coltype")).intValue();
+ float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();
+ float brightness = ((Number) tex.getFieldValue("bright")).floatValue();
+
+ TexResult texres = new TexResult();
+ float[] texvec = new float[] { 0, 0, 0 };
+ float wDelta = 1.0f / width, hDelta = 1.0f / height;
+ int halfW = width, halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+ Format format = vn_coltype != 0 || colorBand != null ? Format.RGB8 : Format.Luminance8;
+ int bytesPerPixel = vn_coltype != 0 || colorBand != null ? 3 : 1;
+
+ float[] da = new float[4], pa = new float[12]; /* distance and point coordinate arrays of 4 nearest neighbours */
+ float[] ca = vn_coltype != 0 ? new float[3] : null; // cell color
+ float aw1 = FastMath.abs(vn_w1);
+ float aw2 = FastMath.abs(vn_w2);
+ float aw3 = FastMath.abs(vn_w3);
+ float aw4 = FastMath.abs(vn_w4);
+ float sc = aw1 + aw2 + aw3 + aw4;
+ if (sc != 0.f) {
+ sc = ns_outscale / sc;
+ }
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);
+ for (int i = -halfW; i < halfW; ++i) {
+ texvec[0] = wDelta * i / noisesize;
+ for (int j = -halfH; j < halfH; ++j) {
+ texvec[1] = hDelta * j / noisesize;
+
+ noiseGenerator.voronoi(texvec[0], texvec[1], texvec[2], da, pa, vn_mexp, vn_distm);
+ texres.tin = sc * FastMath.abs(vn_w1 * da[0] + vn_w2 * da[1] + vn_w3 * da[2] + vn_w4 * da[3]);
+ if (vn_coltype != 0) {
+ noiseGenerator.cellNoiseV(pa[0], pa[1], pa[2], ca);
+ texres.tr = aw1 * ca[0];
+ texres.tg = aw1 * ca[1];
+ texres.tb = aw1 * ca[2];
+ noiseGenerator.cellNoiseV(pa[3], pa[4], pa[5], ca);
+ texres.tr += aw2 * ca[0];
+ texres.tg += aw2 * ca[1];
+ texres.tb += aw2 * ca[2];
+ noiseGenerator.cellNoiseV(pa[6], pa[7], pa[8], ca);
+ texres.tr += aw3 * ca[0];
+ texres.tg += aw3 * ca[1];
+ texres.tb += aw3 * ca[2];
+ noiseGenerator.cellNoiseV(pa[9], pa[10], pa[11], ca);
+ texres.tr += aw4 * ca[0];
+ texres.tg += aw4 * ca[1];
+ texres.tb += aw4 * ca[2];
+ if (vn_coltype >= 2) {
+ float t1 = (da[1] - da[0]) * 10.0f;
+ if (t1 > 1) {
+ t1 = 1.0f;
+ }
+ if (vn_coltype == 3) {
+ t1 *= texres.tin;
+ } else {
+ t1 *= sc;
+ }
+ texres.tr *= t1;
+ texres.tg *= t1;
+ texres.tb *= t1;
+ } else {
+ texres.tr *= sc;
+ texres.tg *= sc;
+ texres.tb *= sc;
+ }
+ }
+ if (colorBand != null) {
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ if (texres.nor != null) {
+ float offs = nabla / noisesize; // also scaling of texvec
+ // calculate bumpnormal
+ noiseGenerator.voronoi(texvec[0] + offs, texvec[1], texvec[2], da, pa, vn_mexp, vn_distm);
+ texres.nor[0] = sc * FastMath.abs(vn_w1 * da[0] + vn_w2 * da[1] + vn_w3 * da[2] + vn_w4 * da[3]);
+ noiseGenerator.voronoi(texvec[0], texvec[1] + offs, texvec[2], da, pa, vn_mexp, vn_distm);
+ texres.nor[1] = sc * FastMath.abs(vn_w1 * da[0] + vn_w2 * da[1] + vn_w3 * da[2] + vn_w4 * da[3]);
+ noiseGenerator.voronoi(texvec[0], texvec[1], texvec[2] + offs, da, pa, vn_mexp, vn_distm);
+ texres.nor[2] = sc * FastMath.abs(vn_w1 * da[0] + vn_w2 * da[1] + vn_w3 * da[2] + vn_w4 * da[3]);
+ noiseGenerator.texNormalDerivate(colorBand, texres, dataRepository);
+ }
+ }
+
+ if (vn_coltype != 0 || colorBand != null) {
+ noiseGenerator.brightnesAndContrastRGB(tex, texres);
+ data.put((byte) (texres.tr * 255.0f));// tin or tr??
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else {
+ noiseGenerator.brightnesAndContrast(texres, contrast, brightness);
+ data.put((byte) (texres.tin * 255.0f));
+ }
+ }
+ }
+ return new Texture2D(new Image(format, width, height, data));
+ }
+}
--- /dev/null
+package com.jme3.scene.plugins.blender.textures;
+
+import java.nio.ByteBuffer;
+
+import com.jme3.scene.plugins.blender.DataRepository;
+import com.jme3.scene.plugins.blender.file.Structure;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.ColorBand;
+import com.jme3.scene.plugins.blender.textures.TextureHelper.TexResult;
+import com.jme3.texture.Image;
+import com.jme3.texture.Image.Format;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture2D;
+import com.jme3.util.BufferUtils;
+
+/**
+ * This class generates the 'wood' texture.
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class TextureGeneratorWood extends TextureGenerator {
+
+ /**
+ * Constructor stores the given noise generator.
+ * @param noiseGenerator the noise generator
+ */
+ public TextureGeneratorWood(NoiseGenerator noiseGenerator) {
+ super(noiseGenerator);
+ }
+
+ @Override
+ protected Texture generate(Structure tex, int width, int height, DataRepository dataRepository) {
+ // preparing the proper data
+ float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();
+ float bright = ((Number) tex.getFieldValue("bright")).floatValue();
+ float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();
+ float wDelta = 1.0f / width, hDelta = 1.0f / height;
+ float[] texvec = new float[] { 0, 0, 0 };
+ TexResult texres = new TexResult();
+ int halfW = width;
+ int halfH = height;
+ width <<= 1;
+ height <<= 1;
+ ColorBand colorBand = this.readColorband(tex, dataRepository);
+ Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;
+ int bytesPerPixel = colorBand != null ? 3 : 1;
+
+ ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);
+ for (int i = -halfW; i < halfW; ++i) {
+ texvec[0] = wDelta * i;
+ for (int j = -halfH; j < halfH; ++j) {
+ texvec[1] = hDelta * j;
+ texres.tin = noiseGenerator.woodInt(tex, texvec[0], texvec[1], texvec[2], dataRepository);
+ if (colorBand != null) {
+ noiseGenerator.doColorband(colorBand, texres, dataRepository);
+ if (texres.nor != null) {// calculate bumpnormal
+ texres.nor[0] = noiseGenerator.woodInt(tex, texvec[0] + nabla, texvec[1], texvec[2], dataRepository);
+ texres.nor[1] = noiseGenerator.woodInt(tex, texvec[0], texvec[1] + nabla, texvec[2], dataRepository);
+ texres.nor[2] = noiseGenerator.woodInt(tex, texvec[0], texvec[1], texvec[2] + nabla, dataRepository);
+ noiseGenerator.texNormalDerivate(colorBand, texres, dataRepository);
+ }
+ noiseGenerator.brightnesAndContrastRGB(tex, texres);
+ data.put((byte) (texres.tr * 255.0f));
+ data.put((byte) (texres.tg * 255.0f));
+ data.put((byte) (texres.tb * 255.0f));
+ } else {
+ noiseGenerator.brightnesAndContrast(texres, contrast, bright);
+ data.put((byte) (texres.tin * 255));
+ }
+ }
+ }
+ return new Texture2D(new Image(format, width, height, data));
+ }
+}
import java.io.IOException;\r
import java.io.InputStream;\r
import java.nio.ByteBuffer;\r
+import java.util.HashMap;\r
+import java.util.Map;\r
import java.util.logging.Level;\r
import java.util.logging.Logger;\r
\r
import com.jme3.scene.plugins.blender.DataRepository;\r
import com.jme3.scene.plugins.blender.DataRepository.LoadedFeatureDataType;\r
import com.jme3.scene.plugins.blender.exceptions.BlenderFileException;\r
-import com.jme3.scene.plugins.blender.file.BlenderInputStream;\r
import com.jme3.scene.plugins.blender.file.DynamicArray;\r
import com.jme3.scene.plugins.blender.file.FileBlockHeader;\r
import com.jme3.scene.plugins.blender.file.Pointer;\r
import com.jme3.texture.Texture;\r
import com.jme3.texture.Texture.WrapMode;\r
import com.jme3.texture.Texture2D;\r
-import com.jme3.texture.plugins.AWTLoader;\r
-import com.jme3.texture.plugins.DDSLoader;\r
-import com.jme3.texture.plugins.TGALoader;\r
import com.jme3.util.BufferUtils;\r
\r
/**\r
*/\r
public class TextureHelper extends AbstractBlenderHelper {\r
private static final Logger LOGGER = Logger.getLogger(TextureHelper.class.getName());\r
-\r
+ \r
// texture types\r
public static final int TEX_NONE = 0;\r
public static final int TEX_CLOUDS = 1;\r
public static final int MA_RAMP_VAL = 14;\r
public static final int MA_RAMP_COLOR = 15;\r
\r
- protected NoiseGenerator noiseHelper;\r
+ protected NoiseGenerator noiseGenerator;\r
+ private Map<Integer, TextureGenerator> textureGenerators = new HashMap<Integer, TextureGenerator>();\r
\r
/**\r
- * This constructor parses the given blender version and stores the result. Some functionalities may differ in different blender\r
- * versions.\r
+ * This constructor parses the given blender version and stores the result.\r
+ * It creates noise generator and texture generators.\r
* \r
* @param blenderVersion\r
* the version read from the blend file\r
*/\r
public TextureHelper(String blenderVersion) {\r
super(blenderVersion);\r
- noiseHelper = new NoiseGenerator(blenderVersion);\r
+ noiseGenerator = new NoiseGenerator(blenderVersion);\r
+ textureGenerators.put(Integer.valueOf(TEX_BLEND), new TextureGeneratorBlend(noiseGenerator));\r
+ textureGenerators.put(Integer.valueOf(TEX_CLOUDS), new TextureGeneratorClouds(noiseGenerator));\r
+ textureGenerators.put(Integer.valueOf(TEX_DISTNOISE), new TextureGeneratorDistnoise(noiseGenerator));\r
+ textureGenerators.put(Integer.valueOf(TEX_MAGIC), new TextureGeneratorMagic(noiseGenerator));\r
+ textureGenerators.put(Integer.valueOf(TEX_MARBLE), new TextureGeneratorMarble(noiseGenerator));\r
+ textureGenerators.put(Integer.valueOf(TEX_MUSGRAVE), new TextureGeneratorMusgrave(noiseGenerator));\r
+ textureGenerators.put(Integer.valueOf(TEX_NOISE), new TextureGeneratorNoise(noiseGenerator));\r
+ textureGenerators.put(Integer.valueOf(TEX_STUCCI), new TextureGeneratorStucci(noiseGenerator));\r
+ textureGenerators.put(Integer.valueOf(TEX_VORONOI), new TextureGeneratorVoronoi(noiseGenerator));\r
+ textureGenerators.put(Integer.valueOf(TEX_WOOD), new TextureGeneratorWood(noiseGenerator));\r
}\r
\r
/**\r
}\r
break;\r
case TEX_CLOUDS:\r
- result = this.clouds(tex, width, height, dataRepository);\r
- break;\r
case TEX_WOOD:\r
- result = this.wood(tex, width, height, dataRepository);\r
- break;\r
case TEX_MARBLE:\r
- result = this.marble(tex, width, height, dataRepository);\r
- break;\r
case TEX_MAGIC:\r
- result = this.magic(tex, width, height, dataRepository);\r
- break;\r
case TEX_BLEND:\r
- result = this.blend(tex, width, height, dataRepository);\r
- break;\r
case TEX_STUCCI:\r
- result = this.stucci(tex, width, height, dataRepository);\r
- break;\r
case TEX_NOISE:\r
- result = this.texnoise(tex, width, height, dataRepository);\r
- break;\r
case TEX_MUSGRAVE:\r
- result = this.musgrave(tex, width, height, dataRepository);\r
- break;\r
case TEX_VORONOI:\r
- result = this.voronoi(tex, width, height, dataRepository);\r
- break;\r
case TEX_DISTNOISE:\r
- result = this.distnoise(tex, width, height, dataRepository);\r
+ TextureGenerator textureGenerator = textureGenerators.get(Integer.valueOf(type));\r
+ result = textureGenerator.generate(tex, width, height, dataRepository);\r
break;\r
case TEX_NONE:// No texture, do nothing\r
break;\r
}\r
\r
/**\r
- * This method generates the clouds texture. The result is one pixel.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of texture (in pixels)\r
- * @param height\r
- * the height of texture (in pixels)\r
- * @param dataRepository\r
- * the data repository\r
- * @return generated texture\r
- */\r
- protected Texture clouds(Structure tex, int width, int height, DataRepository dataRepository) {\r
- // preparing the proper data\r
- float wDelta = 1.0f / width, hDelta = 1.0f / height;\r
- float[] texvec = new float[] { 0, 0, 0 };\r
- TexResult texres = new TexResult();\r
-\r
- // reading the data from the texture structure\r
- float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();\r
- int noiseDepth = ((Number) tex.getFieldValue("noisedepth")).intValue();\r
- int noiseBasis = ((Number) tex.getFieldValue("noisebasis")).intValue();\r
- int noiseType = ((Number) tex.getFieldValue("noisetype")).intValue();\r
- float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();\r
- float bright = ((Number) tex.getFieldValue("bright")).floatValue();\r
- boolean isHard = noiseType != NoiseGenerator.TEX_NOISESOFT;\r
- int sType = ((Number) tex.getFieldValue("stype")).intValue();\r
- int halfW = width, halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
- Format format = sType == NoiseGenerator.TEX_COLOR || colorBand != null ? Format.RGB8 : Format.Luminance8;\r
- int bytesPerPixel = sType == NoiseGenerator.TEX_COLOR || colorBand != null ? 3 : 1;\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- texvec[0] = wDelta * i;// x\r
- for (int j = -halfH; j < halfH; ++j) {\r
- texvec[1] = hDelta * j;// y (z is always = 0)\r
-\r
- texres.tin = noiseHelper.bliGTurbulence(noisesize, texvec[0], texvec[1], texvec[2], noiseDepth, isHard, noiseBasis);\r
- if (colorBand != null) {\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- if (texres.nor != null) {\r
- float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();\r
- // calculate bumpnormal\r
- texres.nor[0] = noiseHelper.bliGTurbulence(noisesize, texvec[0] + nabla, texvec[1], texvec[2], noiseDepth, isHard, noiseBasis);\r
- texres.nor[1] = noiseHelper.bliGTurbulence(noisesize, texvec[0], texvec[1] + nabla, texvec[2], noiseDepth, isHard, noiseBasis);\r
- texres.nor[2] = noiseHelper.bliGTurbulence(noisesize, texvec[0], texvec[1], texvec[2] + nabla, noiseDepth, isHard, noiseBasis);\r
- noiseHelper.texNormalDerivate(colorBand, texres, dataRepository);\r
- }\r
- noiseHelper.brightnesAndContrastRGB(tex, texres);\r
- data.put((byte) (texres.tr * 255.0f));\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else if (sType == NoiseGenerator.TEX_COLOR) {\r
- // in this case, int. value should really be computed from color,\r
- // and bumpnormal from that, would be too slow, looks ok as is\r
- texres.tr = texres.tin;\r
- texres.tg = noiseHelper.bliGTurbulence(noisesize, texvec[1], texvec[0], texvec[2], noiseDepth, isHard, noiseBasis);\r
- texres.tb = noiseHelper.bliGTurbulence(noisesize, texvec[1], texvec[2], texvec[0], noiseDepth, isHard, noiseBasis);\r
- noiseHelper.brightnesAndContrastRGB(tex, texres);\r
- data.put((byte) (texres.tr * 255.0f));\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else {\r
- noiseHelper.brightnesAndContrast(texres, contrast, bright);\r
- data.put((byte) (texres.tin * 255));\r
- }\r
- }\r
- }\r
- return new Texture2D(new Image(format, width, height, data));\r
- }\r
-\r
- /**\r
- * This method generates the wood texture.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of the texture\r
- * @param height\r
- * the height of the texture\r
- * @param dataRepository\r
- * the data repository\r
- * @return the generated texture\r
- */\r
- protected Texture wood(Structure tex, int width, int height, DataRepository dataRepository) {\r
- // preparing the proper data\r
- float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();\r
- float bright = ((Number) tex.getFieldValue("bright")).floatValue();\r
- float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();\r
- float wDelta = 1.0f / width, hDelta = 1.0f / height;\r
- float[] texvec = new float[] { 0, 0, 0 };\r
- TexResult texres = new TexResult();\r
- int halfW = width;\r
- int halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
- Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;\r
- int bytesPerPixel = colorBand != null ? 3 : 1;\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- texvec[0] = wDelta * i;\r
- for (int j = -halfH; j < halfH; ++j) {\r
- texvec[1] = hDelta * j;\r
- texres.tin = noiseHelper.woodInt(tex, texvec[0], texvec[1], texvec[2], dataRepository);\r
- if (colorBand != null) {\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- if (texres.nor != null) {// calculate bumpnormal\r
- texres.nor[0] = noiseHelper.woodInt(tex, texvec[0] + nabla, texvec[1], texvec[2], dataRepository);\r
- texres.nor[1] = noiseHelper.woodInt(tex, texvec[0], texvec[1] + nabla, texvec[2], dataRepository);\r
- texres.nor[2] = noiseHelper.woodInt(tex, texvec[0], texvec[1], texvec[2] + nabla, dataRepository);\r
- noiseHelper.texNormalDerivate(colorBand, texres, dataRepository);\r
- }\r
- noiseHelper.brightnesAndContrastRGB(tex, texres);\r
- data.put((byte) (texres.tr * 255.0f));\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else {\r
- noiseHelper.brightnesAndContrast(texres, contrast, bright);\r
- data.put((byte) (texres.tin * 255));\r
- }\r
- }\r
- }\r
- return new Texture2D(new Image(format, width, height, data));\r
- }\r
-\r
- /**\r
- * This method generates the marble texture.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of the texture\r
- * @param height\r
- * the height of the texture\r
- * @param dataRepository\r
- * the data repository\r
- * @return the generated texture\r
- */\r
- protected Texture marble(Structure tex, int width, int height, DataRepository dataRepository) {\r
- // preparing the proper data\r
- float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();\r
- float bright = ((Number) tex.getFieldValue("bright")).floatValue();\r
- float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();\r
- float wDelta = 1.0f / width, hDelta = 1.0f / height;\r
- float[] texvec = new float[] { 0, 0, 0 };\r
- TexResult texres = new TexResult();\r
- int halfW = width, halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
- Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;\r
- int bytesPerPixel = colorBand != null ? 3 : 1;\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- texvec[0] = wDelta * i;\r
- for (int j = -halfH; j < halfH; ++j) {\r
- texvec[1] = hDelta * j;\r
- texres.tin = noiseHelper.marbleInt(tex, texvec[0], texvec[1], texvec[2], dataRepository);\r
- if (colorBand != null) {\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- if (texres.nor != null) {// calculate bumpnormal\r
- texres.nor[0] = noiseHelper.marbleInt(tex, texvec[0] + nabla, texvec[1], texvec[2], dataRepository);\r
- texres.nor[1] = noiseHelper.marbleInt(tex, texvec[0], texvec[1] + nabla, texvec[2], dataRepository);\r
- texres.nor[2] = noiseHelper.marbleInt(tex, texvec[0], texvec[1], texvec[2] + nabla, dataRepository);\r
- noiseHelper.texNormalDerivate(colorBand, texres, dataRepository);\r
- }\r
-\r
- noiseHelper.brightnesAndContrastRGB(tex, texres);\r
- data.put((byte) (texres.tr * 255.0f));\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else {\r
- noiseHelper.brightnesAndContrast(texres, contrast, bright);\r
- data.put((byte) (texres.tin * 255.0f));\r
- }\r
- }\r
- }\r
- return new Texture2D(new Image(format, width, height, data));\r
- }\r
-\r
- /**\r
- * This method generates the magic texture.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of the texture\r
- * @param height\r
- * the height of the texture\r
- * @param dataRepository\r
- * the data repository\r
- * @return the generated texture\r
- */\r
- protected Texture magic(Structure tex, int width, int height, DataRepository dataRepository) {\r
- float x, y, z, turb;\r
- int noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue();\r
- float turbul = ((Number) tex.getFieldValue("turbul")).floatValue() / 5.0f;\r
- float[] texvec = new float[] { 0, 0, 0 };\r
- TexResult texres = new TexResult();\r
- float wDelta = 1.0f / width, hDelta = 1.0f / height;\r
- int halfW = width, halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * 4);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- texvec[0] = wDelta * i;\r
- for (int j = -halfH; j < halfH; ++j) {\r
- turb = turbul;\r
- texvec[1] = hDelta * j;\r
- x = (float) Math.sin((texvec[0] + texvec[1]) * 5.0f);// in blender: Math.sin((texvec[0] + texvec[1] + texvec[2]) * 5.0f);\r
- y = (float) Math.cos((-texvec[0] + texvec[1]) * 5.0f);// in blender: Math.cos((-texvec[0] + texvec[1] - texvec[2]) * 5.0f);\r
- z = -(float) Math.cos((-texvec[0] - texvec[1]) * 5.0f);// in blender: Math.cos((-texvec[0] - texvec[1] + texvec[2]) * 5.0f);\r
-\r
- if (colorBand != null) {\r
- texres.tin = 0.3333f * (x + y + z);\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- } else {\r
- if (noisedepth > 0) {\r
- x *= turb;\r
- y *= turb;\r
- z *= turb;\r
- y = -(float) Math.cos(x - y + z) * turb;\r
- if (noisedepth > 1) {\r
- x = (float) Math.cos(x - y - z) * turb;\r
- if (noisedepth > 2) {\r
- z = (float) Math.sin(-x - y - z) * turb;\r
- if (noisedepth > 3) {\r
- x = -(float) Math.cos(-x + y - z) * turb;\r
- if (noisedepth > 4) {\r
- y = -(float) Math.sin(-x + y + z) * turb;\r
- if (noisedepth > 5) {\r
- y = -(float) Math.cos(-x + y + z) * turb;\r
- if (noisedepth > 6) {\r
- x = (float) Math.cos(x + y + z) * turb;\r
- if (noisedepth > 7) {\r
- z = (float) Math.sin(x + y - z) * turb;\r
- if (noisedepth > 8) {\r
- x = -(float) Math.cos(-x - y + z) * turb;\r
- if (noisedepth > 9) {\r
- y = -(float) Math.sin(x - y + z) * turb;\r
- }\r
- }\r
- }\r
- }\r
- }\r
- }\r
- }\r
- }\r
- }\r
- }\r
-\r
- if (turb != 0.0f) {\r
- turb *= 2.0f;\r
- x /= turb;\r
- y /= turb;\r
- z /= turb;\r
- }\r
- texres.tr = 0.5f - x;\r
- texres.tg = 0.5f - y;\r
- texres.tb = 0.5f - z;\r
- }\r
- noiseHelper.brightnesAndContrastRGB(tex, texres);\r
- data.put((byte) (texres.tin * 255));\r
- data.put((byte) (texres.tb * 255));\r
- data.put((byte) (texres.tg * 255));\r
- data.put((byte) (texres.tr * 255));\r
- }\r
- }\r
- return new Texture2D(new Image(Format.ABGR8, width, height, data));\r
- }\r
-\r
- /**\r
- * This method generates the blend texture.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of the texture\r
- * @param height\r
- * the height of the texture\r
- * @param dataRepository\r
- * the data repository\r
- * @return the generated texture\r
- */\r
- protected Texture blend(Structure tex, int width, int height, DataRepository dataRepository) {\r
- int flag = ((Number) tex.getFieldValue("flag")).intValue();\r
- int stype = ((Number) tex.getFieldValue("stype")).intValue();\r
- float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();\r
- float brightness = ((Number) tex.getFieldValue("bright")).floatValue();\r
- float wDelta = 1.0f / width, hDelta = 1.0f / height, x, y, t;\r
- float[] texvec = new float[] { 0, 0, 0 };\r
- TexResult texres = new TexResult();\r
- int halfW = width, halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
- Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;\r
- int bytesPerPixel = colorBand != null ? 3 : 1;\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- texvec[0] = wDelta * i;\r
- for (int j = -halfH; j < halfH; ++j) {\r
- texvec[1] = hDelta * j;\r
- if ((flag & NoiseGenerator.TEX_FLIPBLEND) != 0) {\r
- x = texvec[1];\r
- y = texvec[0];\r
- } else {\r
- x = texvec[0];\r
- y = texvec[1];\r
- }\r
-\r
- if (stype == NoiseGenerator.TEX_LIN) { /* lin */\r
- texres.tin = (1.0f + x) / 2.0f;\r
- } else if (stype == NoiseGenerator.TEX_QUAD) { /* quad */\r
- texres.tin = (1.0f + x) / 2.0f;\r
- if (texres.tin < 0.0f) {\r
- texres.tin = 0.0f;\r
- } else {\r
- texres.tin *= texres.tin;\r
- }\r
- } else if (stype == NoiseGenerator.TEX_EASE) { /* ease */\r
- texres.tin = (1.0f + x) / 2.0f;\r
- if (texres.tin <= 0.0f) {\r
- texres.tin = 0.0f;\r
- } else if (texres.tin >= 1.0f) {\r
- texres.tin = 1.0f;\r
- } else {\r
- t = texres.tin * texres.tin;\r
- texres.tin = 3.0f * t - 2.0f * t * texres.tin;\r
- }\r
- } else if (stype == NoiseGenerator.TEX_DIAG) { /* diag */\r
- texres.tin = (2.0f + x + y) / 4.0f;\r
- } else if (stype == NoiseGenerator.TEX_RAD) { /* radial */\r
- texres.tin = (float) Math.atan2(y, x) / FastMath.TWO_PI + 0.5f;\r
- } else { /* sphere TEX_SPHERE */\r
- texres.tin = 1.0f - (float) Math.sqrt(x * x + y * y + texvec[2] * texvec[2]);\r
- if (texres.tin < 0.0f) {\r
- texres.tin = 0.0f;\r
- }\r
- if (stype == NoiseGenerator.TEX_HALO) {\r
- texres.tin *= texres.tin;\r
- } /* halo */\r
- }\r
- if (colorBand != null) {\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- noiseHelper.brightnesAndContrastRGB(tex, texres);\r
- data.put((byte) (texres.tr * 255.0f));\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else {\r
- noiseHelper.brightnesAndContrast(texres, contrast, brightness);\r
- data.put((byte) (texres.tin * 255.0f));\r
- }\r
- }\r
- }\r
- return new Texture2D(new Image(format, width, height, data));\r
- }\r
-\r
- /**\r
- * This method generates the stucci texture.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of the texture\r
- * @param height\r
- * the height of the texture\r
- * @param dataRepository\r
- * the data repository\r
- * @return the generated texture\r
- */\r
- protected Texture stucci(Structure tex, int width, int height, DataRepository dataRepository) {\r
- float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();\r
- int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();\r
- int noisetype = ((Number) tex.getFieldValue("noisetype")).intValue();\r
- float turbul = ((Number) tex.getFieldValue("turbul")).floatValue();\r
- boolean isHard = noisetype != NoiseGenerator.TEX_NOISESOFT;\r
- int stype = ((Number) tex.getFieldValue("stype")).intValue();\r
-\r
- float[] texvec = new float[] { 0, 0, 0 };\r
- TexResult texres = new TexResult();\r
- float wDelta = 1.0f / width, hDelta = 1.0f / height, b2, ofs;\r
- int halfW = width, halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
- Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;\r
- int bytesPerPixel = colorBand != null ? 3 : 1;\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- texvec[0] = wDelta * i;// x\r
- for (int j = -halfH; j < halfH; ++j) {\r
- texvec[1] = hDelta * j;// y (z is always = 0)\r
- b2 = noiseHelper.bliGNoise(noisesize, texvec[0], texvec[1], texvec[2], isHard, noisebasis);\r
-\r
- ofs = turbul / 200.0f;\r
-\r
- if (stype != 0) {\r
- ofs *= b2 * b2;\r
- }\r
-\r
- texres.tin = noiseHelper.bliGNoise(noisesize, texvec[0], texvec[1], texvec[2] + ofs, isHard, noisebasis);// ==nor[2]\r
- if (colorBand != null) {\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- if (texres.nor != null) {\r
- texres.nor[0] = noiseHelper.bliGNoise(noisesize, texvec[0] + ofs, texvec[1], texvec[2], isHard, noisebasis);\r
- texres.nor[1] = noiseHelper.bliGNoise(noisesize, texvec[0], texvec[1] + ofs, texvec[2], isHard, noisebasis);\r
- texres.nor[2] = texres.tin;\r
- noiseHelper.texNormalDerivate(colorBand, texres, dataRepository);\r
-\r
- if (stype == NoiseGenerator.TEX_WALLOUT) {\r
- texres.nor[0] = -texres.nor[0];\r
- texres.nor[1] = -texres.nor[1];\r
- texres.nor[2] = -texres.nor[2];\r
- }\r
- }\r
- }\r
-\r
- if (stype == NoiseGenerator.TEX_WALLOUT) {\r
- texres.tin = 1.0f - texres.tin;\r
- }\r
- if (texres.tin < 0.0f) {\r
- texres.tin = 0.0f;\r
- }\r
- if (colorBand != null) {\r
- data.put((byte) (texres.tr * 255.0f));\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else {\r
- data.put((byte) (texres.tin * 255.0f));\r
- }\r
- }\r
- }\r
- return new Texture2D(new Image(format, width, height, data));\r
- }\r
-\r
- /**\r
- * This method generates the noise texture.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of the texture\r
- * @param height\r
- * the height of the texture\r
- * @param dataRepository\r
- * the data repository\r
- * @return the generated texture\r
- */\r
- // TODO: correct this one, so it looks more like the texture generated by blender\r
- protected Texture texnoise(Structure tex, int width, int height, DataRepository dataRepository) {\r
- float div = 3.0f;\r
- int val, ran, loop;\r
- int noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue();\r
- float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();\r
- float brightness = ((Number) tex.getFieldValue("bright")).floatValue();\r
- TexResult texres = new TexResult();\r
- int halfW = width, halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
- Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;\r
- int bytesPerPixel = colorBand != null ? 3 : 1;\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- for (int j = -halfH; j < halfH; ++j) {\r
- ran = FastMath.rand.nextInt();// BLI_rand();\r
- val = ran & 3;\r
-\r
- loop = noisedepth;\r
- while (loop-- != 0) {\r
- ran = ran >> 2;\r
- val *= ran & 3;\r
- div *= 3.0f;\r
- }\r
- texres.tin = val;// / div;\r
- if (colorBand != null) {\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- noiseHelper.brightnesAndContrastRGB(tex, texres);\r
- data.put((byte) (texres.tr * 255.0f));\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else {\r
- noiseHelper.brightnesAndContrast(texres, contrast, brightness);\r
- data.put((byte) (texres.tin * 255.0f));\r
- }\r
- }\r
- }\r
- return new Texture2D(new Image(format, width, height, data));\r
- }\r
-\r
- /**\r
- * This method generates the musgrave texture.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of the texture\r
- * @param height\r
- * the height of the texture\r
- * @param dataRepository\r
- * the data repository\r
- * @return the generated texture\r
- */\r
- protected Texture musgrave(Structure tex, int width, int height, DataRepository dataRepository) {\r
- int stype = ((Number) tex.getFieldValue("stype")).intValue();\r
- float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();\r
- TexResult texres = new TexResult();\r
- float[] texvec = new float[] { 0, 0, 0 };\r
- float wDelta = 1.0f / width, hDelta = 1.0f / height;\r
- int halfW = width, halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
- Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;\r
- int bytesPerPixel = colorBand != null ? 3 : 1;\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- texvec[0] = wDelta * i / noisesize;\r
- for (int j = -halfH; j < halfH; ++j) {\r
- texvec[1] = hDelta * j / noisesize;\r
- switch (stype) {\r
- case NoiseGenerator.TEX_MFRACTAL:\r
- case NoiseGenerator.TEX_FBM:\r
- noiseHelper.mgMFractalOrfBmTex(tex, texvec, colorBand, texres, dataRepository);\r
- break;\r
- case NoiseGenerator.TEX_RIDGEDMF:\r
- case NoiseGenerator.TEX_HYBRIDMF:\r
- noiseHelper.mgRidgedOrHybridMFTex(tex, texvec, colorBand, texres, dataRepository);\r
- break;\r
- case NoiseGenerator.TEX_HTERRAIN:\r
- noiseHelper.mgHTerrainTex(tex, texvec, colorBand, texres, dataRepository);\r
- break;\r
- default:\r
- throw new IllegalStateException("Unknown type of musgrave texture: " + stype);\r
- }\r
- if (colorBand != null) {\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- data.put((byte) (texres.tr * 255.0f));\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else {\r
- data.put((byte) (texres.tin * 255.0f));\r
- }\r
- }\r
- }\r
- return new Texture2D(new Image(format, width, height, data));\r
- }\r
-\r
- /**\r
- * This method generates the voronoi texture.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of the texture\r
- * @param height\r
- * the height of the texture\r
- * @param dataRepository\r
- * the data repository\r
- * @return the generated texture\r
- */\r
- protected Texture voronoi(Structure tex, int width, int height, DataRepository dataRepository) {\r
- float vn_w1 = ((Number) tex.getFieldValue("vn_w1")).floatValue();\r
- float vn_w2 = ((Number) tex.getFieldValue("vn_w2")).floatValue();\r
- float vn_w3 = ((Number) tex.getFieldValue("vn_w3")).floatValue();\r
- float vn_w4 = ((Number) tex.getFieldValue("vn_w4")).floatValue();\r
- float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();\r
- float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();\r
- float ns_outscale = ((Number) tex.getFieldValue("ns_outscale")).floatValue();\r
- float vn_mexp = ((Number) tex.getFieldValue("vn_mexp")).floatValue();\r
- int vn_distm = ((Number) tex.getFieldValue("vn_distm")).intValue();\r
- int vn_coltype = ((Number) tex.getFieldValue("vn_coltype")).intValue();\r
- float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();\r
- float brightness = ((Number) tex.getFieldValue("bright")).floatValue();\r
-\r
- TexResult texres = new TexResult();\r
- float[] texvec = new float[] { 0, 0, 0 };\r
- float wDelta = 1.0f / width, hDelta = 1.0f / height;\r
- int halfW = width, halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
- Format format = vn_coltype != 0 || colorBand != null ? Format.RGB8 : Format.Luminance8;\r
- int bytesPerPixel = vn_coltype != 0 || colorBand != null ? 3 : 1;\r
-\r
- float[] da = new float[4], pa = new float[12]; /* distance and point coordinate arrays of 4 nearest neighbours */\r
- float[] ca = vn_coltype != 0 ? new float[3] : null; // cell color\r
- float aw1 = FastMath.abs(vn_w1);\r
- float aw2 = FastMath.abs(vn_w2);\r
- float aw3 = FastMath.abs(vn_w3);\r
- float aw4 = FastMath.abs(vn_w4);\r
- float sc = aw1 + aw2 + aw3 + aw4;\r
- if (sc != 0.f) {\r
- sc = ns_outscale / sc;\r
- }\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- texvec[0] = wDelta * i / noisesize;\r
- for (int j = -halfH; j < halfH; ++j) {\r
- texvec[1] = hDelta * j / noisesize;\r
-\r
- noiseHelper.voronoi(texvec[0], texvec[1], texvec[2], da, pa, vn_mexp, vn_distm);\r
- texres.tin = sc * FastMath.abs(vn_w1 * da[0] + vn_w2 * da[1] + vn_w3 * da[2] + vn_w4 * da[3]);\r
- if (vn_coltype != 0) {\r
- noiseHelper.cellNoiseV(pa[0], pa[1], pa[2], ca);\r
- texres.tr = aw1 * ca[0];\r
- texres.tg = aw1 * ca[1];\r
- texres.tb = aw1 * ca[2];\r
- noiseHelper.cellNoiseV(pa[3], pa[4], pa[5], ca);\r
- texres.tr += aw2 * ca[0];\r
- texres.tg += aw2 * ca[1];\r
- texres.tb += aw2 * ca[2];\r
- noiseHelper.cellNoiseV(pa[6], pa[7], pa[8], ca);\r
- texres.tr += aw3 * ca[0];\r
- texres.tg += aw3 * ca[1];\r
- texres.tb += aw3 * ca[2];\r
- noiseHelper.cellNoiseV(pa[9], pa[10], pa[11], ca);\r
- texres.tr += aw4 * ca[0];\r
- texres.tg += aw4 * ca[1];\r
- texres.tb += aw4 * ca[2];\r
- if (vn_coltype >= 2) {\r
- float t1 = (da[1] - da[0]) * 10.0f;\r
- if (t1 > 1) {\r
- t1 = 1.0f;\r
- }\r
- if (vn_coltype == 3) {\r
- t1 *= texres.tin;\r
- } else {\r
- t1 *= sc;\r
- }\r
- texres.tr *= t1;\r
- texres.tg *= t1;\r
- texres.tb *= t1;\r
- } else {\r
- texres.tr *= sc;\r
- texres.tg *= sc;\r
- texres.tb *= sc;\r
- }\r
- }\r
- if (colorBand != null) {\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- if (texres.nor != null) {\r
- float offs = nabla / noisesize; // also scaling of texvec\r
- // calculate bumpnormal\r
- noiseHelper.voronoi(texvec[0] + offs, texvec[1], texvec[2], da, pa, vn_mexp, vn_distm);\r
- texres.nor[0] = sc * FastMath.abs(vn_w1 * da[0] + vn_w2 * da[1] + vn_w3 * da[2] + vn_w4 * da[3]);\r
- noiseHelper.voronoi(texvec[0], texvec[1] + offs, texvec[2], da, pa, vn_mexp, vn_distm);\r
- texres.nor[1] = sc * FastMath.abs(vn_w1 * da[0] + vn_w2 * da[1] + vn_w3 * da[2] + vn_w4 * da[3]);\r
- noiseHelper.voronoi(texvec[0], texvec[1], texvec[2] + offs, da, pa, vn_mexp, vn_distm);\r
- texres.nor[2] = sc * FastMath.abs(vn_w1 * da[0] + vn_w2 * da[1] + vn_w3 * da[2] + vn_w4 * da[3]);\r
- noiseHelper.texNormalDerivate(colorBand, texres, dataRepository);\r
- }\r
- }\r
-\r
- if (vn_coltype != 0 || colorBand != null) {\r
- noiseHelper.brightnesAndContrastRGB(tex, texres);\r
- data.put((byte) (texres.tr * 255.0f));// tin or tr??\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else {\r
- noiseHelper.brightnesAndContrast(texres, contrast, brightness);\r
- data.put((byte) (texres.tin * 255.0f));\r
- }\r
- }\r
- }\r
- return new Texture2D(new Image(format, width, height, data));\r
- }\r
-\r
- /**\r
- * This method generates the distorted noise texture.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param width\r
- * the width of the texture\r
- * @param height\r
- * the height of the texture\r
- * @param dataRepository\r
- * the data repository\r
- * @return the generated texture\r
- */\r
- protected Texture distnoise(Structure tex, int width, int height, DataRepository dataRepository) {\r
- float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();\r
- float nabla = ((Number) tex.getFieldValue("nabla")).floatValue();\r
- float distAmount = ((Number) tex.getFieldValue("dist_amount")).floatValue();\r
- int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();\r
- int noisebasis2 = ((Number) tex.getFieldValue("noisebasis2")).intValue();\r
- float contrast = ((Number) tex.getFieldValue("contrast")).floatValue();\r
- float brightness = ((Number) tex.getFieldValue("bright")).floatValue();\r
-\r
- TexResult texres = new TexResult();\r
- float[] texvec = new float[] { 0, 0, 0 };\r
- float wDelta = 1.0f / width, hDelta = 1.0f / height;\r
- int halfW = width, halfH = height;\r
- width <<= 1;\r
- height <<= 1;\r
- ColorBand colorBand = this.readColorband(tex, dataRepository);\r
- Format format = colorBand != null ? Format.RGB8 : Format.Luminance8;\r
- int bytesPerPixel = colorBand != null ? 3 : 1;\r
-\r
- ByteBuffer data = BufferUtils.createByteBuffer(width * height * bytesPerPixel);\r
- for (int i = -halfW; i < halfW; ++i) {\r
- texvec[0] = wDelta * i / noisesize;\r
- for (int j = -halfH; j < halfH; ++j) {\r
- texvec[1] = hDelta * j / noisesize;\r
-\r
- texres.tin = noiseHelper.mgVLNoise(texvec[0], texvec[1], texvec[2], distAmount, noisebasis, noisebasis2);\r
- if (colorBand != null) {\r
- noiseHelper.doColorband(colorBand, texres, dataRepository);\r
- if (texres.nor != null) {\r
- float offs = nabla / noisesize; // also scaling of texvec\r
- /* calculate bumpnormal */\r
- texres.nor[0] = noiseHelper.mgVLNoise(texvec[0] + offs, texvec[1], texvec[2], distAmount, noisebasis, noisebasis2);\r
- texres.nor[1] = noiseHelper.mgVLNoise(texvec[0], texvec[1] + offs, texvec[2], distAmount, noisebasis, noisebasis2);\r
- texres.nor[2] = noiseHelper.mgVLNoise(texvec[0], texvec[1], texvec[2] + offs, distAmount, noisebasis, noisebasis2);\r
- noiseHelper.texNormalDerivate(colorBand, texres, dataRepository);\r
- }\r
-\r
- noiseHelper.brightnesAndContrastRGB(tex, texres);\r
- data.put((byte) (texres.tr * 255.0f));\r
- data.put((byte) (texres.tg * 255.0f));\r
- data.put((byte) (texres.tb * 255.0f));\r
- } else {\r
- noiseHelper.brightnesAndContrast(texres, contrast, brightness);\r
- data.put((byte) (texres.tin * 255.0f));\r
- }\r
- }\r
- }\r
- return new Texture2D(new Image(format, width, height, data));\r
- }\r
-\r
- /**\r
- * This method reads the colorband data from the given texture structure.\r
- * \r
- * @param tex\r
- * the texture structure\r
- * @param dataRepository\r
- * the data repository\r
- * @return read colorband or null if not present\r
- */\r
- protected ColorBand readColorband(Structure tex, DataRepository dataRepository) {\r
- ColorBand result = null;\r
- int flag = ((Number) tex.getFieldValue("flag")).intValue();\r
- if ((flag & NoiseGenerator.TEX_COLORBAND) != 0) {\r
- Pointer pColorband = (Pointer) tex.getFieldValue("coba");\r
- Structure colorbandStructure;\r
- try {\r
- colorbandStructure = pColorband.fetchData(dataRepository.getInputStream()).get(0);\r
- result = new ColorBand(colorbandStructure);\r
- } catch (BlenderFileException e) {\r
- LOGGER.warning("Cannot fetch the colorband structure. The reason: " + e.getLocalizedMessage());\r
- // TODO: throw an exception here ???\r
- }\r
- }\r
- return result;\r
- }\r
-\r
- /**\r
* This method blends the given texture with material color and the defined color in 'map to' panel. As a result of this method a new\r
* texture is created. The input texture is NOT.\r
* \r
* @param dataRepository\r
* the data repository\r
*/\r
- public void blendPixel(float[] result, float[] materialColor, float[] color, float textureIntensity, float textureFactor, int blendtype, DataRepository dataRepository) {\r
+ protected void blendPixel(float[] result, float[] materialColor, float[] color, float textureIntensity, float textureFactor, int blendtype, DataRepository dataRepository) {\r
float facm, col;\r
\r
switch (blendtype) {\r
* @param dataRepository\r
* the data repository\r
*/\r
- public void rampBlend(int type, float[] rgb, float fac, float[] col, DataRepository dataRepository) {\r
+ protected void rampBlend(int type, float[] rgb, float fac, float[] col, DataRepository dataRepository) {\r
float tmp, facm = 1.0f - fac;\r
MaterialHelper materialHelper = dataRepository.getHelper(MaterialHelper.class);\r
\r
}\r
}\r
}\r
-\r
- /**\r
- * An image loader class. It uses three loaders (AWTLoader, TGALoader and DDSLoader) in an attempt to load the image from the given\r
- * input stream.\r
- * \r
- * @author Marcin Roguski (Kaelthas)\r
- */\r
- protected static class ImageLoader extends AWTLoader {\r
- private static final Logger LOGGER = Logger.getLogger(ImageLoader.class.getName());\r
-\r
- protected DDSLoader ddsLoader = new DDSLoader(); // DirectX image loader\r
-\r
- /**\r
- * This method loads the image from the blender file itself. It tries each loader to load the image.\r
- * \r
- * @param inputStream\r
- * blender input stream\r
- * @param startPosition\r
- * position in the stream where the image data starts\r
- * @param flipY\r
- * if the image should be flipped (does not work with DirectX image)\r
- * @return loaded image or null if it could not be loaded\r
- */\r
- public Image loadImage(BlenderInputStream inputStream, int startPosition, boolean flipY) {\r
- // loading using AWT loader\r
- inputStream.setPosition(startPosition);\r
- Image result = this.loadImage(inputStream, ImageType.AWT, flipY);\r
- // loading using TGA loader\r
- if (result == null) {\r
- inputStream.setPosition(startPosition);\r
- result = this.loadImage(inputStream, ImageType.TGA, flipY);\r
- }\r
- // loading using DDS loader\r
- if (result == null) {\r
- inputStream.setPosition(startPosition);\r
- result = this.loadImage(inputStream, ImageType.DDS, flipY);\r
- }\r
-\r
- if (result == null) {\r
- LOGGER.warning("Image could not be loaded by none of available loaders!");\r
- }\r
-\r
- return result;\r
- }\r
-\r
- /**\r
- * This method loads an image of a specified type from the given input stream.\r
- * \r
- * @param inputStream\r
- * the input stream we read the image from\r
- * @param imageType\r
- * the type of the image {@link ImageType}\r
- * @param flipY\r
- * if the image should be flipped (does not work with DirectX image)\r
- * @return loaded image or null if it could not be loaded\r
- */\r
- public Image loadImage(InputStream inputStream, ImageType imageType, boolean flipY) {\r
- Image result = null;\r
- switch (imageType) {\r
- case AWT:\r
- try {\r
- result = this.load(inputStream, flipY);\r
- } catch (Exception e) {\r
- LOGGER.info("Unable to load image using AWT loader!");\r
- }\r
- break;\r
- case DDS:\r
- try {\r
- result = ddsLoader.load(inputStream);\r
- } catch (Exception e) {\r
- LOGGER.info("Unable to load image using DDS loader!");\r
- }\r
- break;\r
- case TGA:\r
- try {\r
- result = TGALoader.load(inputStream, flipY);\r
- } catch (Exception e) {\r
- LOGGER.info("Unable to load image using TGA loader!");\r
- }\r
- break;\r
- default:\r
- throw new IllegalStateException("Unknown image type: " + imageType);\r
- }\r
- return result;\r
- }\r
- }\r
\r
@Override\r
public boolean shouldBeLoaded(Structure structure, DataRepository dataRepository) {\r