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// texturewood.cpp
//
// This program uses the libnoise library to generate texture maps consisting
// of stained oak-like wood.
//
// 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 ()
{
// Base wood texture. The base texture uses concentric cylinders aligned
// on the z axis, like a log.
module::Cylinders baseWood;
baseWood.SetFrequency (16.0);
// Perlin noise to use for the wood grain.
module::Perlin woodGrainNoise;
woodGrainNoise.SetSeed (0);
woodGrainNoise.SetFrequency (48.0);
woodGrainNoise.SetPersistence (0.5);
woodGrainNoise.SetLacunarity (2.20703125);
woodGrainNoise.SetOctaveCount (3);
woodGrainNoise.SetNoiseQuality (QUALITY_STD);
// Stretch the Perlin noise in the same direction as the center of the
// log. This produces a nice wood-grain texture.
module::ScalePoint scaledBaseWoodGrain;
scaledBaseWoodGrain.SetSourceModule (0, woodGrainNoise);
scaledBaseWoodGrain.SetYScale (0.25);
// Scale the wood-grain values so that they may be added to the base wood
// texture.
module::ScaleBias woodGrain;
woodGrain.SetSourceModule (0, scaledBaseWoodGrain);
woodGrain.SetScale (0.25);
woodGrain.SetBias (0.125);
// Add the wood grain texture to the base wood texture.
module::Add combinedWood;
combinedWood.SetSourceModule (0, baseWood);
combinedWood.SetSourceModule (1, woodGrain);
// Slightly perturb the wood texture for more realism.
module::Turbulence perturbedWood;
perturbedWood.SetSourceModule (0, combinedWood);
perturbedWood.SetSeed (1);
perturbedWood.SetFrequency (4.0);
perturbedWood.SetPower (1.0 / 256.0);
perturbedWood.SetRoughness (4);
// Cut the wood texture a small distance from the center of the "log".
module::TranslatePoint translatedWood;
translatedWood.SetSourceModule (0, perturbedWood);
translatedWood.SetZTranslation (1.48);
// Cut the wood texture on an angle to produce a more interesting wood
// texture.
module::RotatePoint rotatedWood;
rotatedWood.SetSourceModule (0, translatedWood);
rotatedWood.SetAngles (84.0, 0.0, 0.0);
// Finally, perturb the wood texture to produce the final texture.
module::Turbulence finalWood;
finalWood.SetSourceModule (0, rotatedWood);
finalWood.SetSeed (2);
finalWood.SetFrequency (2.0);
finalWood.SetPower (1.0 / 64.0);
finalWood.SetRoughness (4);
// Given the wood noise module, create a non-seamless texture map, a
// seamless texture map, and a spherical texture map.
CreatePlanarTexture (finalWood, false, TEXTURE_HEIGHT,
"textureplane.bmp");
CreatePlanarTexture (finalWood, true, TEXTURE_HEIGHT,
"textureseamless.bmp");
CreateSphericalTexture (finalWood, TEXTURE_HEIGHT,
"texturesphere.bmp");
return 0;
}
void CreateTextureColor (utils::RendererImage& renderer)
{
// Create a dark-stained wood palette (oak?)
renderer.ClearGradient ();
renderer.AddGradientPoint (-1.00, utils::Color (189, 94, 4, 255));
renderer.AddGradientPoint ( 0.50, utils::Color (144, 48, 6, 255));
renderer.AddGradientPoint ( 1.00, utils::Color ( 60, 10, 8, 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 (false);
// 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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