noise 0.9.0

Procedural noise generation library.
Documentation
extern crate noise;

use noise::{utils::*, *};

mod utils;

fn main() {
    // Base wood texture. Uses concentric cylinders aligned on the z-axis, like a log.
    let base_wood = Cylinders::new().set_frequency(16.0);

    // Basic Multifractal noise to use for the wood grain.
    let wood_grain_noise = BasicMulti::<Perlin>::new(0)
        .set_frequency(48.0)
        .set_persistence(0.5)
        .set_lacunarity(2.20703125)
        .set_octaves(3);

    // Stretch the perlin noise in the same direction as the center of the log. Should
    // produce a nice wood-grain texture.
    let scaled_base_wood_grain = ScalePoint::new(wood_grain_noise).set_z_scale(0.25);

    // Scale the wood-grain values so that they can be added to the base wood texture.
    let wood_grain = ScaleBias::new(scaled_base_wood_grain)
        .set_scale(0.25)
        .set_bias(0.125);

    // Add the wood grain texture to the base wood texture.
    let combined_wood = Add::new(base_wood, wood_grain);

    // Slightly perturb the wood to create a more realistic texture.
    let perturbed_wood = Turbulence::<_, Perlin>::new(combined_wood)
        .set_seed(1)
        .set_frequency(4.0)
        .set_power(1.0 / 256.0)
        .set_roughness(4);

    // Cut the wood texture a small distance from the center of the log.
    let translated_wood = TranslatePoint::new(perturbed_wood).set_y_translation(1.48);

    // Set the cut on a angle to produce a more interesting texture.
    let rotated_wood = RotatePoint::new(translated_wood).set_angles(84.0, 0.0, 0.0, 0.0);

    // Finally, perturb the wood texture again to produce the final texture.
    let final_wood = Turbulence::<_, Perlin>::new(rotated_wood)
        .set_seed(2)
        .set_frequency(2.0)
        .set_power(1.0 / 64.0)
        .set_roughness(4);

    let planar_texture = PlaneMapBuilder::new(final_wood)
        .set_size(1024, 1024)
        .build();

    // Create a wood palette.
    let wood_gradient = ColorGradient::new()
        .clear_gradient()
        .add_gradient_point(-1.000, [189, 94, 4, 255])
        .add_gradient_point(0.500, [144, 48, 6, 255])
        .add_gradient_point(1.0, [60, 10, 8, 255]);

    let mut renderer = ImageRenderer::new().set_gradient(wood_gradient);

    utils::write_image_to_file(&renderer.render(&planar_texture), "texture_wood_planar.png");
}