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// textureslime.cpp
//
// This program uses the libnoise library to generate texture maps consisting
// of shiny green slime.
//
// Copyright (C) 2004 Jason Bevins
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or (at your option)
// any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
// (COPYING.txt) for more details.
//
// You should have received a copy of the GNU General Public License along
// with this program; if not, write to the Free Software Foundation, Inc., 59
// Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// The developer's email is jlbezigvins@gmzigail.com (for great email, take
// off every 'zig'.)
//
#include <noise/noise.h>
#include "noiseutils.h"
using namespace noise;
// Height of the texture.
const int TEXTURE_HEIGHT = 256;
// Creates the color gradients for the texture.
void CreateTextureColor (utils::RendererImage& renderer);
// Given a noise module, this function renders a flat square texture map and
// writes it to a Windows bitmap (*.bmp) file. Because the texture map is
// square, its width is equal to its height. The texture map can be seamless
// (tileable) or non-seamless.
void CreatePlanarTexture (const module::Module& noiseModule, bool seamless,
int height, const char* filename);
// Given a noise module, this function renders a spherical texture map and
// writes it to a Windows bitmap (*.bmp) file. The texture map's width is
// double its height.
void CreateSphericalTexture (const module::Module& noiseModule, int height,
const char* filename);
// Given a noise map, this function renders a texture map and writes it to a
// Windows bitmap (*.bmp) file.
void RenderTexture (const utils::NoiseMap& noiseMap, const char* filename);
int main ()
{
// Large slime bubble texture.
module::Billow largeSlime;
largeSlime.SetSeed (0);
largeSlime.SetFrequency (4.0);
largeSlime.SetLacunarity (2.12109375);
largeSlime.SetOctaveCount (1);
largeSlime.SetNoiseQuality (QUALITY_BEST);
// Base of the small slime bubble texture. This texture will eventually
// appear inside cracks in the large slime bubble texture.
module::Billow smallSlimeBase;
smallSlimeBase.SetSeed (1);
smallSlimeBase.SetFrequency (24.0);
smallSlimeBase.SetLacunarity (2.14453125);
smallSlimeBase.SetOctaveCount (1);
smallSlimeBase.SetNoiseQuality (QUALITY_BEST);
// Scale and lower the small slime bubble values.
module::ScaleBias smallSlime;
smallSlime.SetSourceModule (0, smallSlimeBase);
smallSlime.SetScale (0.5);
smallSlime.SetBias (-0.5);
// Create a map that specifies where the large and small slime bubble
// textures will appear in the final texture map.
module::RidgedMulti slimeMap;
slimeMap.SetSeed (0);
slimeMap.SetFrequency (2.0);
slimeMap.SetLacunarity (2.20703125);
slimeMap.SetOctaveCount (3);
slimeMap.SetNoiseQuality (QUALITY_STD);
// Choose between the large or small slime bubble textures depending on the
// corresponding value from the slime map. Choose the small slime bubble
// texture if the slime map value is within a narrow range of values,
// otherwise choose the large slime bubble texture. The edge falloff is
// non-zero so that there is a smooth transition between the two textures.
module::Select slimeChooser;
slimeChooser.SetSourceModule (0, largeSlime);
slimeChooser.SetSourceModule (1, smallSlime);
slimeChooser.SetControlModule (slimeMap);
slimeChooser.SetBounds (-0.375, 0.375);
slimeChooser.SetEdgeFalloff (0.5);
// Finally, perturb the slime texture to add realism.
module::Turbulence finalSlime;
finalSlime.SetSourceModule (0, slimeChooser);
finalSlime.SetSeed (2);
finalSlime.SetFrequency (8.0);
finalSlime.SetPower (1.0 / 32.0);
finalSlime.SetRoughness (2);
// Given the slime noise module, create a non-seamless texture map, a
// seamless texture map, and a spherical texture map.
CreatePlanarTexture (finalSlime, false, TEXTURE_HEIGHT,
"textureplane.bmp");
CreatePlanarTexture (finalSlime, true, TEXTURE_HEIGHT,
"textureseamless.bmp");
CreateSphericalTexture (finalSlime, TEXTURE_HEIGHT,
"texturesphere.bmp");
return 0;
}
void CreateTextureColor (utils::RendererImage& renderer)
{
// Create a green slime palette. A dirt brown color is used for very low
// values while green is used for the rest of the values.
renderer.ClearGradient ();
renderer.AddGradientPoint (-1.0000, utils::Color (160, 64, 42, 255));
renderer.AddGradientPoint ( 0.0000, utils::Color ( 64, 192, 64, 255));
renderer.AddGradientPoint ( 1.0000, utils::Color (128, 255, 128, 255));
}
void CreatePlanarTexture (const module::Module& noiseModule, bool seamless,
int height, const char* filename)
{
// Map the output values from the noise module onto a plane. This will
// create a two-dimensional noise map which can be rendered as a flat
// texture map.
utils::NoiseMapBuilderPlane plane;
utils::NoiseMap noiseMap;
plane.SetBounds (-1.0, 1.0, -1.0, 1.0);
plane.SetDestSize (height, height);
plane.SetSourceModule (noiseModule);
plane.SetDestNoiseMap (noiseMap);
plane.EnableSeamless (seamless);
plane.Build ();
RenderTexture (noiseMap, filename);
}
void CreateSphericalTexture (const module::Module& noiseModule, int height,
const char* filename)
{
// Map the output values from the noise module onto a sphere. This will
// create a two-dimensional noise map which can be rendered as a spherical
// texture map.
utils::NoiseMapBuilderSphere sphere;
utils::NoiseMap noiseMap;
sphere.SetBounds (-90.0, 90.0, -180.0, 180.0); // degrees
sphere.SetDestSize (height * 2, height);
sphere.SetSourceModule (noiseModule);
sphere.SetDestNoiseMap (noiseMap);
sphere.Build ();
RenderTexture (noiseMap, filename);
}
void RenderTexture (const utils::NoiseMap& noiseMap, const char* filename)
{
// Create the color gradients for the texture.
utils::RendererImage textureRenderer;
CreateTextureColor (textureRenderer);
// Set up us the texture renderer and pass the noise map to it.
utils::Image destTexture;
textureRenderer.SetSourceNoiseMap (noiseMap);
textureRenderer.SetDestImage (destTexture);
textureRenderer.EnableLight (true);
textureRenderer.SetLightAzimuth (135.0);
textureRenderer.SetLightElev (60.0);
textureRenderer.SetLightContrast (2.0);
textureRenderer.SetLightColor (utils::Color (255, 255, 255, 0));
// Render the texture.
textureRenderer.Render ();
// Write the texture as a Windows bitmap file (*.bmp).
utils::WriterBMP textureWriter;
textureWriter.SetSourceImage (destTexture);
textureWriter.SetDestFilename (filename);
textureWriter.WriteDestFile ();
}
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