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Example 26 with Format

use of com.jme3.texture.Image.Format in project jmonkeyengine by jMonkeyEngine.

the class ImageUtils method toJmeImage.

/**
     * Converts java awt image to jme image.
     * @param bufferedImage
     *            the java awt image
     * @param format
     *            the result image format
     * @return the jme image
     */
private static Image toJmeImage(BufferedImage bufferedImage, Format format) {
    ByteBuffer byteBuffer = BufferUtils.createByteBuffer(bufferedImage.getWidth() * bufferedImage.getHeight() * 3);
    ImageToAwt.convert(bufferedImage, format, byteBuffer);
    return new Image(format, bufferedImage.getWidth(), bufferedImage.getHeight(), byteBuffer, com.jme3.texture.image.ColorSpace.Linear);
}
Also used : BufferedImage(java.awt.image.BufferedImage) Image(com.jme3.texture.Image) ByteBuffer(java.nio.ByteBuffer)

Example 27 with Format

use of com.jme3.texture.Image.Format 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;
}
Also used : Format(com.jme3.texture.Image.Format) PixelInputOutput(com.jme3.scene.plugins.blender.textures.io.PixelInputOutput) ArrayList(java.util.ArrayList) Image(com.jme3.texture.Image) TexturePixel(com.jme3.scene.plugins.blender.textures.TexturePixel) ByteBuffer(java.nio.ByteBuffer)

Example 28 with Format

use of com.jme3.texture.Image.Format 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;
}
Also used : TexturePixel(com.jme3.scene.plugins.blender.textures.TexturePixel) ByteBuffer(java.nio.ByteBuffer)

Example 29 with Format

use of com.jme3.texture.Image.Format in project jmonkeyengine by jMonkeyEngine.

the class EnvMapUtils method generatePrefilteredEnvMap.

/**
     * Generates the prefiltered env map (used for image based specular
     * lighting) With the GGX/Shlick brdf
     * {@link EnvMapUtils#getSphericalHarmonicsCoefficents(com.jme3.texture.TextureCubeMap)}
     * Note that the output cube map is in RGBA8 format.
     *
     * @param sourceEnvMap
     * @param targetMapSize the size of the irradiance map to generate
     * @param store
     * @param fixSeamsMethod the method to fix seams
     * @return The irradiance cube map for the given coefficients
     */
public static TextureCubeMap generatePrefilteredEnvMap(TextureCubeMap sourceEnvMap, int targetMapSize, FixSeamsMethod fixSeamsMethod, TextureCubeMap store) {
    TextureCubeMap pem = store;
    if (pem == null) {
        pem = new TextureCubeMap(targetMapSize, targetMapSize, Image.Format.RGB16F);
        pem.setMagFilter(Texture.MagFilter.Bilinear);
        pem.setMinFilter(Texture.MinFilter.Trilinear);
        pem.getImage().setColorSpace(ColorSpace.Linear);
    }
    int nbMipMap = (int) (Math.log(targetMapSize) / Math.log(2) - 1);
    CubeMapWrapper sourceWrapper = new CubeMapWrapper(sourceEnvMap);
    CubeMapWrapper targetWrapper = new CubeMapWrapper(pem);
    targetWrapper.initMipMaps(nbMipMap);
    Vector3f texelVect = new Vector3f();
    Vector3f color = new Vector3f();
    ColorRGBA outColor = new ColorRGBA();
    for (int mipLevel = 0; mipLevel < nbMipMap; mipLevel++) {
        System.err.println("mip level " + mipLevel);
        float roughness = getRoughnessFromMip(mipLevel, nbMipMap);
        int nbSamples = getSampleFromMip(mipLevel, nbMipMap);
        int targetMipMapSize = (int) pow(2, nbMipMap + 1 - mipLevel);
        for (int face = 0; face < 6; face++) {
            System.err.println("face " + face);
            for (int y = 0; y < targetMipMapSize; y++) {
                for (int x = 0; x < targetMipMapSize; x++) {
                    color.set(0, 0, 0);
                    getVectorFromCubemapFaceTexCoord(x, y, targetMipMapSize, face, texelVect, FixSeamsMethod.Wrap);
                    prefilterEnvMapTexel(sourceWrapper, roughness, texelVect, nbSamples, color);
                    outColor.set(color.x, color.y, color.z, 1.0f);
                    // System.err.println("coords " + x + "," + y);
                    targetWrapper.setPixel(x, y, face, mipLevel, outColor);
                }
            }
        }
    }
    return pem;
}
Also used : ColorRGBA(com.jme3.math.ColorRGBA) TextureCubeMap(com.jme3.texture.TextureCubeMap) Vector3f(com.jme3.math.Vector3f)

Example 30 with Format

use of com.jme3.texture.Image.Format in project jmonkeyengine by jMonkeyEngine.

the class EnvMapUtils method makeCubeMap.

/**
     * Creates a cube map from 6 images
     *
     * @param leftImg the west side image, also called negative x (negX) or left
     * image
     * @param rightImg the east side image, also called positive x (posX) or
     * right image
     * @param downImg the bottom side image, also called negative y (negY) or
     * down image
     * @param upImg the up side image, also called positive y (posY) or up image
     * @param backImg the south side image, also called positive z (posZ) or
     * back image
     * @param frontImg the north side image, also called negative z (negZ) or
     * front image
     * @param format the format of the image
     * @return a cube map
     */
public static TextureCubeMap makeCubeMap(Image rightImg, Image leftImg, Image upImg, Image downImg, Image backImg, Image frontImg, Image.Format format) {
    Image cubeImage = new Image(format, leftImg.getWidth(), leftImg.getHeight(), null, ColorSpace.Linear);
    cubeImage.addData(rightImg.getData(0));
    cubeImage.addData(leftImg.getData(0));
    cubeImage.addData(upImg.getData(0));
    cubeImage.addData(downImg.getData(0));
    cubeImage.addData(backImg.getData(0));
    cubeImage.addData(frontImg.getData(0));
    if (leftImg.getEfficentData() != null) {
        // also consilidate efficient data
        ArrayList<Object> efficientData = new ArrayList<Object>(6);
        efficientData.add(rightImg.getEfficentData());
        efficientData.add(leftImg.getEfficentData());
        efficientData.add(upImg.getEfficentData());
        efficientData.add(downImg.getEfficentData());
        efficientData.add(backImg.getEfficentData());
        efficientData.add(frontImg.getEfficentData());
        cubeImage.setEfficentData(efficientData);
    }
    TextureCubeMap cubeMap = new TextureCubeMap(cubeImage);
    cubeMap.setAnisotropicFilter(0);
    cubeMap.setMagFilter(Texture.MagFilter.Bilinear);
    cubeMap.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
    cubeMap.setWrap(Texture.WrapMode.EdgeClamp);
    return cubeMap;
}
Also used : TextureCubeMap(com.jme3.texture.TextureCubeMap) ArrayList(java.util.ArrayList) Image(com.jme3.texture.Image)

Aggregations

Image (com.jme3.texture.Image)20 ByteBuffer (java.nio.ByteBuffer)19 Format (com.jme3.texture.Image.Format)13 IOException (java.io.IOException)8 BufferedImage (java.awt.image.BufferedImage)7 ArrayList (java.util.ArrayList)7 TextureCubeMap (com.jme3.texture.TextureCubeMap)6 ColorRGBA (com.jme3.math.ColorRGBA)5 Texture2D (com.jme3.texture.Texture2D)5 TexturePixel (com.jme3.scene.plugins.blender.textures.TexturePixel)4 PixelInputOutput (com.jme3.scene.plugins.blender.textures.io.PixelInputOutput)4 DataInputStream (java.io.DataInputStream)4 AssetNotFoundException (com.jme3.asset.AssetNotFoundException)3 Vector3f (com.jme3.math.Vector3f)3 ShaderNodeVariable (com.jme3.shader.ShaderNodeVariable)3 VariableMapping (com.jme3.shader.VariableMapping)3 FrameBuffer (com.jme3.texture.FrameBuffer)3 LittleEndien (com.jme3.util.LittleEndien)3 InputStream (java.io.InputStream)3 TextureKey (com.jme3.asset.TextureKey)2