📄 proceduraltexturegenerator.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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package com.jmex.terrain.util;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import com.jme.system.JmeException;
/**
* <code>ProceduralTexture</code> generates an <code>ImageIcon</code>
* using an <code>AbstractHeightMap</code> and one or more <code>ImageIcon</code>s
* as input textures. The final texture is built based on a pixel's current
* height and the values associated with each input image. When adding
* an input texture, a low, optimal and high value is given to denote how much
* of the RGB value to use for a given output pixel. For example, if a
* texture is added with (0, 10, 20), and a pixel is denoted as having a height
* of 5 50% of the texture will be used for the output texture. When combining
* multiple input textures with overlapping values, you can create a smooth
* blending for the output texture.
*
* Currently, the output texture will have the same dimensions as the input
* heightmap.
*
* @author Mark Powell
* @version $Id: ProceduralTextureGenerator.java,v 1.7 2007/08/20 10:28:45 rherlitz Exp $
*/
public class ProceduralTextureGenerator {
private static final Logger logger = Logger
.getLogger(ProceduralTextureGenerator.class.getName());
//output image
protected ImageIcon proceduralTexture;
//inputs: height map and all input textures.
private AbstractHeightMap heightMap;
private ArrayList<TextureTile> textureList;
//the size of the texture.
protected int size;
/**
* Constructor instantiates a new <code>ProceduralTexture</code> object
* initializing the list for textures and the height map.
* @param heightMap the height map to use for the texture generation.
*/
public ProceduralTextureGenerator(AbstractHeightMap heightMap) {
textureList = new ArrayList<TextureTile>();
this.heightMap = heightMap;
this.size = heightMap.getSize();
}
/**
* <code>createTexture</code> takes the current height map and
* the current loaded textures and produces an <code>ImageIcon</code>
* which can be retrieved with a call to <code>getImageIcon</code>.
*/
public void createTexture(int textureSize) {
BufferedImage img =
new BufferedImage(textureSize, textureSize, BufferedImage.TYPE_INT_RGB);
DataBufferInt data =
(DataBufferInt) img.getRaster().getDataBuffer();
int[] pixels = data.getData();
//tempvalues for the color
int red = 0;
int green = 0;
int blue = 0;
int tlSize = textureList.size();
int twidths[] = new int[tlSize];
int theights[] = new int[tlSize];
for (int i = 0; i < tlSize; i++) {
BufferedImage tempImg =
textureList.get(i).imageData;
twidths[i] = tempImg.getWidth();
theights[i] = tempImg.getHeight();
}
int scaledX;
int scaledZ;
float mapRatio = (float) size / (float) textureSize;
//check each pixel of the heightmap
BufferedImage tempImg;
float scalar;
for (int x = 0; x < textureSize; x++) {
for (int z = 0; z < textureSize; z++) {
//combine every texture for this pixel
for (int i = 0; i < tlSize; i++) {
tempImg =
textureList.get(i).imageData;
data =
(DataBufferInt) tempImg.getRaster()
.getDataBuffer();
pixels = data.getData();
//We may have to tile the texture if the terrain is
//larger than the texture.
scaledX = x % twidths[i];
scaledZ = z % theights[i];
//Retrieve the amount of the color to use for this
//texture.
scalar = getTextureScale(interpolateHeight(x, z, mapRatio), i);
red += scalar
* ( (pixels[scaledZ * twidths[i]
+ scaledX] & 0x00FF0000)
>> 16);
green += scalar
* ( (pixels[scaledZ * twidths[i]
+ scaledX] & 0x0000FF00)
>> 8);
blue += scalar
* ( (pixels[scaledZ * twidths[i]
+ scaledX] & 0x000000FF));
}
//set the color for the final texture.
int rgb = red << 16 | green << 8 | blue;
img.setRGB(x, textureSize - (z + 1), rgb);
red = 0;
green = 0;
blue = 0;
}
}
//create the new image from the data.
proceduralTexture = new ImageIcon(img);
proceduralTexture.setDescription("TerrainTexture");
logger.fine("Created procedural texture successfully.");
}
/**
* Saves the final texture this class has created to the given filename as a
* png. Note that this function will fail if createTexture is not called
* first.
*
* @param filename
* The filename to save the texture too.
* @return False if the texture could not be written.
* @see #createTexture(int)
*/
public boolean saveTexture(String filename) {
if (null == filename) {
throw new JmeException("Screenshot filename cannot be null");
}
logger.fine("Taking screenshot: " + filename + ".png");
BufferedImage imageData = (BufferedImage) proceduralTexture.getImage();
//write out the screenshot image to a file.
try {
File out = new File(filename + ".png");
return ImageIO.write(imageData, "png", out);
}
catch (IOException e) {
logger.warning("Could not create file: " + filename + ".png");
return false;
}
}
/**
* <code>addTexture</code> adds an additional texture to the list of
* input textures. Each texture has a low, optimal and high value
* associated with it. This determines how much of the texture color
* to use for a particular pixel. Where optimal is 100% of the color,
* less than low is 0% and higher than high is 0%. For example if the
* values are (0, 10, 20), and the height is 5, then 50% of the
* color will be used.
*
* @param image the input texture.
* @param low the low color value for this texture.
* @param optimal the optimal color value for this texture.
* @param high the high color value for this texture.
*/
public void addTexture(ImageIcon image, int low, int optimal, int high) {
//create the texture data.
BufferedImage img =
new BufferedImage(
image.getIconWidth(),
image.getIconHeight(),
BufferedImage.TYPE_INT_RGB);
Graphics2D g = (Graphics2D) img.getGraphics();
g.drawImage(image.getImage(), null, null);
g.dispose();
//set the texture data and add it to the list.
TextureTile tile = new TextureTile();
tile.highHeight = high;
tile.optimalHeight = optimal;
tile.lowHeight = low;
tile.imageData = img;
textureList.add(tile);
}
public void clearTextures() {
for ( TextureTile tile : textureList ) {
tile.imageData = null;
}
textureList.clear();
}
/**
* <code>setHeightMap</code> sets the input heightmap to use
* for the texture generation.
* @param hm the new heightmap.
* @throws JmeException if hm is null.
*/
public void setHeightMap(AbstractHeightMap hm) {
if (null == hm) {
throw new JmeException("Heightmap cannot be null");
}
heightMap = hm;
}
/**
* <code>getImageIcon</code> retrieves the procedural texture that
* has been created. Note that this will return null until
* <code>createTexture</code> has been called.
* @return the <code>ImageIcon</code> of the output texture.
*/
public ImageIcon getImageIcon() {
return proceduralTexture;
}
/**
* <code>getTextureScale</code> returns the percentage of the
* color to use for a given height.
* @param height the height to compare.
* @param tileIndex the texture id.
* @return the percentage to use 0 to 1.
*/
private float getTextureScale(float height, int tileIndex) {
TextureTile tile = textureList.get(tileIndex);
//check if the height is within the textures boundary's, if not
//use 0%, otherwise determine where it lies on the scale.
if (height < tile.optimalHeight && height > tile.lowHeight) {
return ( (float) (height - tile.lowHeight))
/ (tile.optimalHeight - tile.lowHeight);
} else if (height > tile.optimalHeight && height < tile.highHeight) {
return ( (float) (tile.highHeight - height))
/ (tile.highHeight - tile.optimalHeight);
} else if (height == tile.optimalHeight) {
return 1.0f;
} else {
return 0.0f;
}
}
private float interpolateHeight(int x, int z, float ratio) {
float low, highX, highZ;
float intX, intZ;
float scaledX = x * ratio;
float scaledZ = z * ratio;
float interpolation;
low = heightMap.getTrueHeightAtPoint( (int) scaledX, (int) scaledZ);
if (scaledX + 1 >= size) {
return low;
}
highX = heightMap.getTrueHeightAtPoint( (int) scaledX + 1, (int) scaledZ);
interpolation = scaledX - (int) scaledX;
intX = ( (highX - low) * interpolation) + low;
if (scaledZ + 1 >= size) {
return low;
}
highZ = heightMap.getTrueHeightAtPoint( (int) scaledX, (int) scaledZ + 1);
interpolation = scaledZ - (int) scaledZ;
intZ = ( (highZ - low) * interpolation) + low;
return (int) ( (intX + intZ) / 2f);
}
/**
* <code>TextureTile</code> is an inner class that contains data
* for each input texture. All data is public with no methods.
*/
private static class TextureTile {
public BufferedImage imageData;
public int lowHeight;
public int optimalHeight;
public int highHeight;
}
}
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