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| Array | hmap::caldera (glm::ivec2 shape, float radius, float sigma_inner, float sigma_outer, float z_bottom, const Array *p_noise, float noise_amp_r, float noise_ratio_z, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Return a caldera-shaped heightmap.
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| Array | hmap::caldera (glm::ivec2 shape, float radius, float sigma_inner, float sigma_outer, float z_bottom, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
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| Array | hmap::crater (glm::ivec2 shape, float radius, glm::vec2 center={0.5f, 0.5f}, float angle=30.f, float inner_depth=0.1f, float inner_exp=3.f, float lip_height=0.02f, float lip_extent=0.25f, float lip_exp=2.f, float asym_ratio=0.8f, float central_peak_height=0.01f, float central_peak_extent=0.4f, int n_terraces=0, float terrace_extent=0.1f, float terrace_exp=2.f, float terrace_persistence=0.5f, const Array *p_noise_r=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}, Array *p_crater_mask=nullptr, Array *p_inner_crater_mask=nullptr) |
| | Generate a procedural impact crater heightmap.
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| Array | hmap::island_land_mask (glm::ivec2 shape, float radius, std::uint32_t seed, float displacement=0.2f, NoiseType noise_type=NoiseType::SIMPLEX2S, float kw=4.f, int octaves=8, float weight=0.f, float persistence=0.5f, float lacunarity=2.f, const glm::vec2 ¢er={0.5f, 0.5f}, const glm::vec4 &bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generates a 2D island mask by perturbing a radial boundary with noise.
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| Array | hmap::rift (glm::ivec2 shape, float angle, float radius=0.1f, float axial_slope=0.2f, float depth=0.5f, bool scale_with_depth=true, RadialProfile profile=RadialProfile::RP_SMOOTHSTEP, float profile_param=0.f, float bottom_extent=0.1, float bottom_depth=0.05f, RadialProfile bottom_profile=RadialProfile::RP_SQRT, float bottom_profile_param=0.f, bool bottom_force_minimum_depth=true, float outer_slope=0.5f, const Array *p_noise_r=nullptr, const Array *p_noise_offset=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}, Array *p_rift_mask=nullptr, Array *p_bottom_mask=nullptr) |
| | Generate a rift-shaped primitive.
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| Array | hmap::gpu::badlands (glm::ivec2 shape, glm::vec2 kw, std::uint32_t seed, int octaves=8, float rugosity=0.2f, float angle=30.f, float k_smoothing=0.1f, float base_noise_amp=0.2f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generates a synthetic "badlands" terrain heightmap.
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| Array | hmap::gpu::basalt_field (glm::ivec2 shape, glm::vec2 kw, std::uint32_t seed, float warp_kw=4.f, float large_scale_warp_amp=0.2f, float large_scale_gain=6.f, float large_scale_amp=0.2f, float medium_scale_kw_ratio=3.f, float medium_scale_warp_amp=1.f, float medium_scale_gain=7.f, float medium_scale_amp=0.08f, float small_scale_kw_ratio=10.f, float small_scale_amp=0.1f, float small_scale_overlay_amp=0.002f, float rugosity_kw_ratio=1.f, float rugosity_amp=1.f, bool flatten_activate=true, float flatten_kw_ratio=1.f, float flatten_amp=0.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generates a synthetic procedural terrain resembling basaltic landforms.
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| Array | hmap::gpu::island (const Array &land_mask, const Array *p_noise_r=nullptr, float apex_elevation=1.f, bool filter_distance=true, int filter_ir=32, float slope_min=0.1f, float slope_max=8.f, float slope_start=0.5f, float slope_end=1.f, float slope_noise_intensity=0.5f, float k_smooth=0.05f, float radial_noise_intensity=0.3f, float radial_profile_gain=2.f, float water_decay=0.05f, float water_depth=0.3f, float lee_angle=30.f, float lee_amp=0.f, float uplift_amp=0.f, Array *p_water_depth=nullptr, Array *p_inland_mask=nullptr) |
| | Generates an island heightmap from a land mask using radial profiles, slope shaping, optional noise, and water attenuation.
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| Array | hmap::gpu::island (const Array &land_mask, std::uint32_t seed, float noise_amp=0.07f, glm::vec2 noise_kw={4.f, 4.f}, int noise_octaves=8, float noise_rugosity=0.7f, float noise_angle=45.f, float noise_k_smoothing=0.05f, float apex_elevation=1.f, bool filter_distance=true, int filter_ir=32, float slope_min=0.1f, float slope_max=8.f, float slope_start=0.5f, float slope_end=1.f, float slope_noise_intensity=0.5f, float k_smooth=0.05f, float radial_noise_intensity=0.3f, float radial_profile_gain=2.f, float water_decay=0.05f, float water_depth=0.3f, float lee_angle=30.f, float lee_amp=0.f, float uplift_amp=0.f, Array *p_water_depth=nullptr, Array *p_inland_mask=nullptr) |
| | Generates an island heightmap from a land mask using internally generated FBM noise for radial perturbation and slope modulation.
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| Array | hmap::gpu::mountain_cone (glm::ivec2 shape, std::uint32_t seed, float scale=1.f, int octaves=8, float peak_kw=4.f, float rugosity=0.f, float angle=45.f, float k_smoothing=0.f, float gamma=0.5f, float cone_alpha=1.f, float ridge_amp=0.4f, float base_noise_amp=0.05f, glm::vec2 center={0.5f, 0.5f}, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generates a procedural "mountain cone" heightmap using fractal noise and Voronoi patterns.
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| Array | hmap::gpu::mountain_inselberg (glm::ivec2 shape, std::uint32_t seed, float scale=1.f, int octaves=8, float rugosity=0.2f, float angle=45.f, float gamma=1.1f, bool round_shape=false, bool add_deposition=true, float bulk_amp=0.2f, float base_noise_amp=0.2f, float k_smoothing=0.1f, glm::vec2 center={0.5f, 0.5f}, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generates a synthetic mountain-like inselberg (isolated hill) heightmap.
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| Array | hmap::gpu::mountain_range_radial (glm::ivec2 shape, glm::vec2 kw, std::uint32_t seed, float half_width=0.2f, float angle_spread_ratio=0.5f, float core_size_ratio=1.f, glm::vec2 center={0.5f, 0.5f}, int octaves=8, float weight=0.7f, float persistence=0.5f, float lacunarity=2.f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_angle=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generates a heightmap representing a radial mountain range.
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| Array | hmap::gpu::mountain_stump (glm::ivec2 shape, std::uint32_t seed, float scale=1.f, int octaves=8, float peak_kw=6.f, float rugosity=0.f, float angle=45.f, float k_smoothing=0.f, float gamma=0.25f, bool add_deposition=true, float ridge_amp=0.75f, float base_noise_amp=0.1f, glm::vec2 center={0.5f, 0.5f}, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generates a mountain-like heightmap with a flattened (stump-shaped) peak.
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| Array | hmap::gpu::mountain_tibesti (glm::ivec2 shape, std::uint32_t seed, float scale=1.f, int octaves=8, float peak_kw=20.f, float rugosity=0.f, float angle=30.f, float angle_spread_ratio=0.25f, float gamma=1.f, bool add_deposition=true, float bulk_amp=1.f, float base_noise_amp=0.1f, glm::vec2 center={0.5f, 0.5f}, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generates a synthetic "Tibesti" mountain heightmap.
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| Array | hmap::gpu::plates (glm::ivec2 shape, glm::vec2 kw, std::uint32_t seed, float talus, int direction=0, float mix_ratio=0.9f, float base_noise_amp=0.05f, float kw_multiplier=2.f, int octaves=8, float rugosity=0.f, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generate a tectonic plate–like heightfield using Voronoi FBM and directional talus projection.
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| Array | hmap::gpu::shattered_peak (glm::ivec2 shape, std::uint32_t seed, float scale=1.f, int octaves=8, float peak_kw=4.f, float rugosity=0.f, float angle=30.f, float gamma=1.f, bool add_deposition=true, float bulk_amp=0.3f, float base_noise_amp=0.1f, float k_smoothing=0.f, glm::vec2 center={0.5f, 0.5f}, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}) |
| | Generates a synthetic "shattered peak" terrain heightmap.
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