File: texturewood.cpp

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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 ();
}