use of com.jme3.scene.plugins.blender.textures.TexturePixel in project jmonkeyengine by jMonkeyEngine.
the class TextureHelper method applyColorbandAndColorFactors.
/**
* This method applies the colorband and color factors to image type
* textures. If there is no colorband defined for the texture or the color
* factors are all equal to 1.0f then no changes are made.
*
* @param tex
* the texture structure
* @param image
* the image that will be altered if necessary
* @param blenderContext
* the blender context
*/
private void applyColorbandAndColorFactors(Structure tex, Image image, BlenderContext blenderContext) {
float rfac = ((Number) tex.getFieldValue("rfac")).floatValue();
float gfac = ((Number) tex.getFieldValue("gfac")).floatValue();
float bfac = ((Number) tex.getFieldValue("bfac")).floatValue();
float[][] colorBand = new ColorBand(tex, blenderContext).computeValues();
int depth = image.getDepth() == 0 ? 1 : image.getDepth();
if (colorBand != null) {
TexturePixel pixel = new TexturePixel();
PixelInputOutput imageIO = PixelIOFactory.getPixelIO(image.getFormat());
for (int layerIndex = 0; layerIndex < depth; ++layerIndex) {
for (int x = 0; x < image.getWidth(); ++x) {
for (int y = 0; y < image.getHeight(); ++y) {
imageIO.read(image, layerIndex, pixel, x, y);
int colorbandIndex = (int) (pixel.alpha * 1000.0f);
pixel.red = colorBand[colorbandIndex][0] * rfac;
pixel.green = colorBand[colorbandIndex][1] * gfac;
pixel.blue = colorBand[colorbandIndex][2] * bfac;
pixel.alpha = colorBand[colorbandIndex][3];
imageIO.write(image, layerIndex, pixel, x, y);
}
}
}
} else if (rfac != 1.0f || gfac != 1.0f || bfac != 1.0f) {
TexturePixel pixel = new TexturePixel();
PixelInputOutput imageIO = PixelIOFactory.getPixelIO(image.getFormat());
for (int layerIndex = 0; layerIndex < depth; ++layerIndex) {
for (int x = 0; x < image.getWidth(); ++x) {
for (int y = 0; y < image.getHeight(); ++y) {
imageIO.read(image, layerIndex, pixel, x, y);
pixel.red *= rfac;
pixel.green *= gfac;
pixel.blue *= bfac;
imageIO.write(image, layerIndex, pixel, x, y);
}
}
}
}
}
use of com.jme3.scene.plugins.blender.textures.TexturePixel in project jmonkeyengine by jMonkeyEngine.
the class TriangulatedTexture method draw.
/**
* This method draws the source image on the target image starting with the
* specified positions.
*
* @param target
* the target image
* @param source
* the source image
* @param targetXPos
* start X position on the target image
* @param targetYPos
* start Y position on the target image
*/
private void draw(Image target, Image source, int targetXPos, int targetYPos) {
PixelInputOutput sourceIO = PixelIOFactory.getPixelIO(source.getFormat());
PixelInputOutput targetIO = PixelIOFactory.getPixelIO(target.getFormat());
TexturePixel pixel = new TexturePixel();
for (int x = 0; x < source.getWidth(); ++x) {
for (int y = 0; y < source.getHeight(); ++y) {
sourceIO.read(source, 0, pixel, x, y);
targetIO.write(target, 0, pixel, targetXPos + x, targetYPos + y);
}
}
}
use of com.jme3.scene.plugins.blender.textures.TexturePixel in project jmonkeyengine by jMonkeyEngine.
the class TextureBlenderAWT method blend.
@Override
public Image blend(Image image, Image baseImage, BlenderContext blenderContext) {
this.prepareImagesForBlending(image, baseImage);
float[] pixelColor = new float[] { color[0], color[1], color[2], 1.0f };
Format format = image.getFormat();
PixelInputOutput basePixelIO = null, pixelReader = PixelIOFactory.getPixelIO(format);
TexturePixel basePixel = null, pixel = new TexturePixel();
float[] materialColor = this.materialColor;
if (baseImage != null) {
basePixelIO = PixelIOFactory.getPixelIO(baseImage.getFormat());
materialColor = new float[this.materialColor.length];
basePixel = new TexturePixel();
}
int width = image.getWidth();
int height = image.getHeight();
int depth = image.getDepth();
if (depth == 0) {
depth = 1;
}
int bytesPerPixel = image.getFormat().getBitsPerPixel() >> 3;
ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(depth);
float[] resultPixel = new float[4];
for (int dataLayerIndex = 0; dataLayerIndex < depth; ++dataLayerIndex) {
ByteBuffer data = image.getData(dataLayerIndex);
data.rewind();
int imagePixelCount = data.limit() / bytesPerPixel;
ByteBuffer newData = BufferUtils.createByteBuffer(imagePixelCount * 4);
int dataIndex = 0, x = 0, y = 0, index = 0;
while (index < data.limit()) {
// getting the proper material color if the base texture is applied
if (basePixelIO != null) {
basePixelIO.read(baseImage, dataLayerIndex, basePixel, x, y);
basePixel.toRGBA(materialColor);
++x;
if (x >= width) {
x = 0;
++y;
}
}
// reading the current texture's pixel
pixelReader.read(image, dataLayerIndex, pixel, index);
index += bytesPerPixel;
pixel.toRGBA(pixelColor);
if (negateTexture) {
pixel.negate();
}
this.blendPixel(resultPixel, materialColor, pixelColor, blenderContext);
newData.put(dataIndex++, (byte) (resultPixel[0] * 255.0f));
newData.put(dataIndex++, (byte) (resultPixel[1] * 255.0f));
newData.put(dataIndex++, (byte) (resultPixel[2] * 255.0f));
newData.put(dataIndex++, (byte) (pixelColor[3] * 255.0f));
}
dataArray.add(newData);
}
Image result = depth > 1 ? new Image(Format.RGBA8, width, height, depth, dataArray, ColorSpace.Linear) : new Image(Format.RGBA8, width, height, dataArray.get(0), ColorSpace.Linear);
if (image.getMipMapSizes() != null) {
result.setMipMapSizes(image.getMipMapSizes().clone());
}
return result;
}
use of com.jme3.scene.plugins.blender.textures.TexturePixel in project jmonkeyengine by jMonkeyEngine.
the class DDSPixelInputOutput method read.
public void read(Image image, int layer, TexturePixel pixel, int x, int y) {
int xTexetlIndex = x % image.getWidth() >> 2;
int yTexelIndex = y % image.getHeight() >> 2;
int xTexelCount = image.getWidth() >> 2;
int texelIndex = yTexelIndex * xTexelCount + xTexetlIndex;
TexturePixel[] colors = new TexturePixel[] { new TexturePixel(), new TexturePixel(), new TexturePixel(), new TexturePixel() };
int indexes = 0;
long alphaIndexes = 0;
float[] alphas = null;
ByteBuffer data = image.getData().get(layer);
switch(image.getFormat()) {
// BC1
case DXT1:
case DXT1A:
{
data.position(texelIndex * 8);
short c0 = data.getShort();
short c1 = data.getShort();
int col0 = RGB565.RGB565_to_ARGB8(c0);
int col1 = RGB565.RGB565_to_ARGB8(c1);
colors[0].fromARGB8(col0);
colors[1].fromARGB8(col1);
if (col0 > col1) {
// creating color2 = 2/3color0 + 1/3color1
colors[2].fromPixel(colors[0]);
colors[2].mult(2);
colors[2].add(colors[1]);
colors[2].divide(3);
// creating color3 = 1/3color0 + 2/3color1;
colors[3].fromPixel(colors[1]);
colors[3].mult(2);
colors[3].add(colors[0]);
colors[3].divide(3);
} else {
// creating color2 = 1/2color0 + 1/2color1
colors[2].fromPixel(colors[0]);
colors[2].add(colors[1]);
colors[2].mult(0.5f);
colors[3].fromARGB8(0);
}
// 4-byte table with color indexes in decompressed table
indexes = data.getInt();
break;
}
case DXT3:
{
// BC2
data.position(texelIndex * 16);
long alpha = data.getLong();
alphas = new float[16];
for (int i = 0; i < 16; ++i) {
alphaIndexes |= i << i * 4;
byte a = (byte) ((alpha >> i * 4 & 0x0F) << 4);
alphas[i] = a >= 0 ? a / 255.0f : 1.0f - ~a / 255.0f;
}
short c0 = data.getShort();
short c1 = data.getShort();
int col0 = RGB565.RGB565_to_ARGB8(c0);
int col1 = RGB565.RGB565_to_ARGB8(c1);
colors[0].fromARGB8(col0);
colors[1].fromARGB8(col1);
// creating color2 = 2/3color0 + 1/3color1
colors[2].fromPixel(colors[0]);
colors[2].mult(2);
colors[2].add(colors[1]);
colors[2].divide(3);
// creating color3 = 1/3color0 + 2/3color1;
colors[3].fromPixel(colors[1]);
colors[3].mult(2);
colors[3].add(colors[0]);
colors[3].divide(3);
// 4-byte table with color indexes in decompressed table
indexes = data.getInt();
break;
}
case DXT5:
{
// BC3
data.position(texelIndex * 16);
alphas = new float[8];
alphas[0] = data.get() * 255.0f;
alphas[1] = data.get() * 255.0f;
// the casts to long must be done here because otherwise 32-bit integers would be shifetd by 32 and 40 bits which would result in improper values
alphaIndexes = (long) data.get() | (long) data.get() << 8 | (long) data.get() << 16 | (long) data.get() << 24 | (long) data.get() << 32 | (long) data.get() << 40;
if (alphas[0] > alphas[1]) {
// 6 interpolated alpha values.
alphas[2] = (6 * alphas[0] + alphas[1]) / 7;
alphas[3] = (5 * alphas[0] + 2 * alphas[1]) / 7;
alphas[4] = (4 * alphas[0] + 3 * alphas[1]) / 7;
alphas[5] = (3 * alphas[0] + 4 * alphas[1]) / 7;
alphas[6] = (2 * alphas[0] + 5 * alphas[1]) / 7;
alphas[7] = (alphas[0] + 6 * alphas[1]) / 7;
} else {
alphas[2] = (4 * alphas[0] + alphas[1]) * 0.2f;
alphas[3] = (3 * alphas[0] + 2 * alphas[1]) * 0.2f;
alphas[4] = (2 * alphas[0] + 3 * alphas[1]) * 0.2f;
alphas[5] = (alphas[0] + 4 * alphas[1]) * 0.2f;
alphas[6] = 0;
alphas[7] = 1;
}
short c0 = data.getShort();
short c1 = data.getShort();
int col0 = RGB565.RGB565_to_ARGB8(c0);
int col1 = RGB565.RGB565_to_ARGB8(c1);
colors[0].fromARGB8(col0);
colors[1].fromARGB8(col1);
// creating color2 = 2/3color0 + 1/3color1
colors[2].fromPixel(colors[0]);
colors[2].mult(2);
colors[2].add(colors[1]);
colors[2].divide(3);
// creating color3 = 1/3color0 + 2/3color1;
colors[3].fromPixel(colors[1]);
colors[3].mult(2);
colors[3].add(colors[0]);
colors[3].divide(3);
// 4-byte table with color indexes in decompressed table
indexes = data.getInt();
break;
}
default:
throw new IllegalStateException("Unsupported decompression format.");
}
// coordinates of the pixel in the selected texel
// pixels are arranged from left to right
x = x - 4 * xTexetlIndex;
// pixels are arranged from bottom to top (that is why '3 - ...' is at the start)
y = 3 - y - 4 * yTexelIndex;
int pixelIndexInTexel = (y * 4 + x) * (int) FastMath.log(colors.length, 2);
int alphaIndexInTexel = alphas != null ? (y * 4 + x) * (int) FastMath.log(alphas.length, 2) : 0;
// getting the pixel
int indexMask = colors.length - 1;
int colorIndex = indexes >> pixelIndexInTexel & indexMask;
float alpha = alphas != null ? alphas[(int) (alphaIndexes >> alphaIndexInTexel & 0x07)] : colors[colorIndex].alpha;
pixel.fromPixel(colors[colorIndex]);
pixel.alpha = alpha;
}
use of com.jme3.scene.plugins.blender.textures.TexturePixel in project jmonkeyengine by jMonkeyEngine.
the class SubdivisionSurfaceModifier method interpolateVertexColors.
/**
* The method computes the average value for the given vertex colors.
* @param colors
* the vertex colors
* @return vertex colors' average value
*/
private byte[] interpolateVertexColors(byte[]... colors) {
TexturePixel pixel = new TexturePixel();
TexturePixel temp = new TexturePixel();
for (int i = 0; i < colors.length; ++i) {
temp.fromARGB8(colors[i][3], colors[i][0], colors[i][1], colors[i][2]);
pixel.add(temp);
}
pixel.divide(colors.length);
byte[] result = new byte[4];
pixel.toRGBA8(result);
return result;
}
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