18#include "FastNoiseLite.h"
24#define HMAP_GRADIENT_OFFSET 0.001f
74 const glm::ivec2 &shape,
75 const Array *p_noise_x =
nullptr,
76 const Array *p_noise_y =
nullptr,
77 glm::vec2 center = {0.5f, 0.5f},
78 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
100 const Array *p_ctrl_param =
nullptr,
101 const Array *p_noise_x =
nullptr,
102 const Array *p_noise_y =
nullptr,
103 const Array *p_stretching =
nullptr,
104 glm::vec2 center = {0.5f, 0.5f},
105 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
126Array
bump(glm::ivec2 shape,
128 const Array *p_ctrl_param =
nullptr,
129 const Array *p_noise_x =
nullptr,
130 const Array *p_noise_y =
nullptr,
131 const Array *p_stretching =
nullptr,
132 glm::vec2 center = {0.5f, 0.5f},
133 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
180 float shape_factor = 0.5f,
182 const Array *p_ctrl_param =
nullptr,
183 const Array *p_noise_x =
nullptr,
184 const Array *p_noise_y =
nullptr,
185 glm::vec2 center = {0.5f, 0.5f},
186 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
214 const Array *p_noise,
217 glm::vec2 center = {0.5f, 0.5f},
218 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
225 glm::vec2 center = {0.5f, 0.5f},
226 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
246 const Array *p_noise_x =
nullptr,
247 const Array *p_noise_y =
nullptr,
248 const Array *p_stretching =
nullptr,
249 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
278Array
cone(glm::ivec2 shape,
280 float apex_elevation = 1.f,
281 bool smooth_profile =
false,
282 glm::vec2 center = {0.5f, 0.5f},
283 const Array *p_noise_x =
nullptr,
284 const Array *p_noise_y =
nullptr,
285 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
344 bool smooth_profile =
true,
345 float valley_amp = 0.2f,
347 float valley_decay_ratio = 0.5f,
348 float valley_angle0 = 15.f,
350 float erosion_delta = 0.01f,
351 float radial_waviness_amp = 0.05f,
352 float radial_waviness_kw = 2.f,
353 float bias_angle = 30.f,
354 float bias_amp = 0.75f,
355 float bias_exponent = 1.f,
356 glm::vec2 center = {0.5f, 0.5f},
357 const Array *p_ctrl_param =
nullptr,
358 const Array *p_noise_x =
nullptr,
359 const Array *p_noise_y =
nullptr,
360 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
396 glm::vec2 center = {0.5f, 0.5f},
397 const Array *p_noise_x =
nullptr,
398 const Array *p_noise_y =
nullptr,
399 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
408Array
constant(glm::ivec2 shape,
float value = 0.f);
432Array
crater(glm::ivec2 shape,
436 float lip_height_ratio = 0.5f,
437 const Array *p_ctrl_param =
nullptr,
438 const Array *p_noise_x =
nullptr,
439 const Array *p_noise_y =
nullptr,
440 glm::vec2 center = {0.5f, 0.5f},
441 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
447 const Array *p_noise_x,
448 const Array *p_noise_y,
449 glm::vec2 center = {0.5f, 0.5f},
450 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
488Array
dendry(glm::ivec2 shape,
491 Array &control_function,
494 float displacement = 0.075,
495 int primitives_resolution_steps = 3,
496 float slope_power = 2.f,
497 float noise_amplitude_proportion = 0.01,
498 bool add_control_function =
true,
499 float control_function_overlap = 0.5f,
500 const Array *p_noise_x =
nullptr,
501 const Array *p_noise_y =
nullptr,
502 const Array *p_stretching =
nullptr,
503 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
504 int subsampling = 1);
506Array
dendry(glm::ivec2 shape,
509 NoiseFunction &noise_function,
510 float noise_function_offset = 0.f,
511 float noise_function_scaling = 1.f,
514 float displacement = 0.075,
515 int primitives_resolution_steps = 3,
516 float slope_power = 2.f,
517 float noise_amplitude_proportion = 0.01,
518 bool add_control_function =
true,
519 float control_function_overlap = 0.5f,
520 const Array *p_noise_x =
nullptr,
521 const Array *p_noise_y =
nullptr,
522 const Array *p_stretching =
nullptr,
523 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
571 float seeding_radius = 0.4f,
572 float seeding_outer_radius_ratio = 0.2f,
574 float noise_ratio = 0.2f);
610Array
disk(glm::ivec2 shape,
613 const Array *p_ctrl_param =
nullptr,
614 const Array *p_noise_x =
nullptr,
615 const Array *p_noise_y =
nullptr,
616 const Array *p_stretching =
nullptr,
617 glm::vec2 center = {0.5f, 0.5f},
618 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
666 const Array *p_ctrl_param =
nullptr,
667 const Array *p_noise_x =
nullptr,
668 const Array *p_noise_y =
nullptr,
669 const Array *p_stretching =
nullptr,
670 glm::vec2 center = {0.5f, 0.5f},
671 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
704 float displacement = 0.2f,
709 float persistence = 0.5f,
710 float lacunarity = 2.f,
711 const glm::vec2 ¢er = {0.5f, 0.5f},
712 const glm::vec4 &bbox = {0.f, 1.f, 0.f, 1.f});
747 float elevation_exponent = 0.7f,
748 float shape_gain = 4.f,
750 float outer_slope = 0.1f,
751 const Array *p_ctrl_param =
nullptr,
752 const Array *p_noise_x =
nullptr,
753 const Array *p_noise_y =
nullptr,
754 const glm::vec2 ¢er = {0.5f, 0.5f},
755 const glm::vec4 &bbox = {0.f, 1.f, 0.f, 1.f});
779 const Array *p_noise_x =
nullptr,
780 const Array *p_noise_y =
nullptr,
781 const Array *p_stretching =
nullptr,
782 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
821 float persistence = 0.5f,
822 float lacunarity = 2.f,
823 const Array *p_ctrl_param =
nullptr,
824 const Array *p_noise_x =
nullptr,
825 const Array *p_noise_y =
nullptr,
826 const Array *p_stretching =
nullptr,
827 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
867 float persistence = 0.5f,
868 float lacunarity = 2.f,
869 float gradient_scale = 0.05f,
870 const Array *p_ctrl_param =
nullptr,
871 const Array *p_noise_x =
nullptr,
872 const Array *p_noise_y =
nullptr,
873 const Array *p_stretching =
nullptr,
874 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
917 float persistence = 0.5f,
918 float lacunarity = 2.f,
921 float warp_scale = 0.4f,
922 float damp_scale = 1.f,
923 const Array *p_ctrl_param =
nullptr,
924 const Array *p_noise_x =
nullptr,
925 const Array *p_noise_y =
nullptr,
926 const Array *p_stretching =
nullptr,
927 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
966 float persistence = 0.5f,
967 float lacunarity = 2.f,
969 const Array *p_ctrl_param =
nullptr,
970 const Array *p_noise_x =
nullptr,
971 const Array *p_noise_y =
nullptr,
972 const Array *p_stretching =
nullptr,
973 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1011 float weight = 0.7f,
1012 float persistence = 0.5f,
1013 float lacunarity = 2.f,
1014 const Array *p_ctrl_param =
nullptr,
1015 const Array *p_noise_x =
nullptr,
1016 const Array *p_noise_y =
nullptr,
1017 const Array *p_stretching =
nullptr,
1018 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1057 float weight = 0.7f,
1058 float persistence = 0.5f,
1059 float lacunarity = 2.f,
1060 float k_smoothing = 0.1f,
1061 const Array *p_ctrl_param =
nullptr,
1062 const Array *p_noise_x =
nullptr,
1063 const Array *p_noise_y =
nullptr,
1064 const Array *p_stretching =
nullptr,
1065 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1104 float weight = 0.7f,
1105 float persistence = 0.5f,
1106 float lacunarity = 2.f,
1107 float warp_scale = 0.1f,
1108 const Array *p_ctrl_param =
nullptr,
1109 const Array *p_noise_x =
nullptr,
1110 const Array *p_noise_y =
nullptr,
1111 const Array *p_stretching =
nullptr,
1112 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1142 bool reverse_x =
false,
1143 bool reverse_y =
false,
1144 const Array *p_noise_x =
nullptr,
1145 const Array *p_noise_y =
nullptr,
1146 const Array *p_stretching =
nullptr,
1147 glm::vec2 center = {0.5f, 0.5f},
1148 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1168Array
peak(glm::ivec2 shape,
1170 const Array *p_noise,
1172 float noise_z_ratio,
1173 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1218 const Array *p_ctrl_param =
nullptr,
1219 const Array *p_noise_x =
nullptr,
1220 const Array *p_noise_y =
nullptr,
1221 const Array *p_stretching =
nullptr,
1222 glm::vec2 center = {0.5f, 0.5f},
1223 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1248Array
rift(glm::ivec2 shape,
1252 bool sharp_bottom =
false,
1253 const Array *p_ctrl_param =
nullptr,
1254 const Array *p_noise_x =
nullptr,
1255 const Array *p_noise_y =
nullptr,
1256 const Array *p_stretching =
nullptr,
1257 glm::vec2 center = {0.5f, 0.5f},
1258 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1280Array
slope(glm::ivec2 shape,
1283 const Array *p_ctrl_param =
nullptr,
1284 const Array *p_noise_x =
nullptr,
1285 const Array *p_noise_y =
nullptr,
1286 const Array *p_stretching =
nullptr,
1287 glm::vec2 center = {0.5f, 0.5f},
1288 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1294 const Array *p_noise_x,
1295 const Array *p_noise_y,
1296 glm::vec2 center = {0.5f, 0.5f},
1297 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1320Array
step(glm::ivec2 shape,
1323 const Array *p_ctrl_param =
nullptr,
1324 const Array *p_noise_x =
nullptr,
1325 const Array *p_noise_y =
nullptr,
1326 const Array *p_stretching =
nullptr,
1327 glm::vec2 center = {0.5f, 0.5f},
1328 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1347void swirl(Array &dx,
1349 float amplitude = 1.f,
1350 float exponent = 1.f,
1351 const Array *p_noise =
nullptr,
1352 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1375 float phase_shift = 0.f,
1376 const Array *p_noise_x =
nullptr,
1377 const Array *p_noise_y =
nullptr,
1378 const Array *p_stretching =
nullptr,
1379 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1403 float phase_shift = 0.f,
1404 const Array *p_noise_x =
nullptr,
1405 const Array *p_noise_y =
nullptr,
1406 const Array *p_stretching =
nullptr,
1407 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1431 float phase_shift = 0.f,
1432 const Array *p_noise_x =
nullptr,
1433 const Array *p_noise_y =
nullptr,
1434 const Array *p_stretching =
nullptr,
1435 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1462 float phase_shift = 0.f,
1463 const Array *p_noise_x =
nullptr,
1464 const Array *p_noise_y =
nullptr,
1465 const Array *p_stretching =
nullptr,
1466 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1485Array
white(glm::ivec2 shape,
float a,
float b,
uint seed);
1566 const Array *p_ctrl_param =
nullptr,
1567 const Array *p_noise_x =
nullptr,
1568 const Array *p_noise_y =
nullptr,
1569 const Array *p_stretching =
nullptr,
1570 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1616 float k_smoothing = 0.1f,
1617 float base_noise_amp = 0.2f,
1618 const Array *p_noise_x =
nullptr,
1619 const Array *p_noise_y =
nullptr,
1620 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1701 float warp_kw = 4.f,
1702 float large_scale_warp_amp = 0.2f,
1703 float large_scale_gain = 6.f,
1704 float large_scale_amp = 0.2f,
1705 float medium_scale_kw_ratio = 3.f,
1706 float medium_scale_warp_amp = 1.f,
1707 float medium_scale_gain = 7.f,
1708 float medium_scale_amp = 0.08f,
1709 float small_scale_kw_ratio = 10.f,
1710 float small_scale_amp = 0.1f,
1711 float small_scale_overlay_amp = 0.002f,
1712 float rugosity_kw_ratio = 1.f,
1713 float rugosity_amp = 1.f,
1714 bool flatten_activate =
true,
1715 float flatten_kw_ratio = 1.f,
1716 float flatten_amp = 0.f,
1717 const Array *p_noise_x =
nullptr,
1718 const Array *p_noise_y =
nullptr,
1719 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1748 float angle_spread_ratio = 1.f,
1749 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1755 float angle_spread_ratio = 1.f,
1756 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1794 float angle_spread_ratio = 1.f,
1796 float weight = 0.7f,
1797 float persistence = 0.5f,
1798 float lacunarity = 2.f,
1799 const Array *p_ctrl_param =
nullptr,
1800 const Array *p_noise_x =
nullptr,
1801 const Array *p_noise_y =
nullptr,
1802 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1808 float angle_spread_ratio = 1.f,
1810 float weight = 0.7f,
1811 float persistence = 0.5f,
1812 float lacunarity = 2.f,
1813 const Array *p_ctrl_param =
nullptr,
1814 const Array *p_noise_x =
nullptr,
1815 const Array *p_noise_y =
nullptr,
1816 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1869 float amplitude = 0.05f,
1870 float angle_spread_ratio = 1.f,
1871 glm::vec2 kw_multiplier = {4.f, 4.f},
1872 float slope_strength = 1.f,
1873 float branch_strength = 2.f,
1874 float z_cut_min = 0.2f,
1875 float z_cut_max = 1.f,
1877 float persistence = 0.4f,
1878 float lacunarity = 2.f,
1879 const Array *p_ctrl_param =
nullptr,
1880 const Array *p_noise_x =
nullptr,
1881 const Array *p_noise_y =
nullptr,
1882 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1888 float amplitude = 0.05f,
1889 float angle_spread_ratio = 1.f,
1890 glm::vec2 kw_multiplier = {4.f, 4.f},
1891 float slope_strength = 1.f,
1892 float branch_strength = 2.f,
1893 float z_cut_min = 0.2f,
1894 float z_cut_max = 1.f,
1896 float persistence = 0.4f,
1897 float lacunarity = 2.f,
1898 const Array *p_ctrl_param =
nullptr,
1899 const Array *p_noise_x =
nullptr,
1900 const Array *p_noise_y =
nullptr,
1901 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1906 float amplitude = 0.05f,
1907 glm::vec2 kw_multiplier = {4.f, 4.f},
1908 float slope_strength = 1.f,
1909 float branch_strength = 2.f,
1910 float z_cut_min = 0.2f,
1911 float z_cut_max = 1.f,
1913 float persistence = 0.4f,
1914 float lacunarity = 2.f,
1915 const Array *p_ctrl_param =
nullptr,
1916 const Array *p_noise_x =
nullptr,
1917 const Array *p_noise_y =
nullptr,
1918 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1953 float amplitude_random_ratio = 1.f,
1954 float density = 0.1f,
1955 glm::vec2 jitter = {1.f, 1.f},
1957 const Array *p_noise_x =
nullptr,
1958 const Array *p_noise_y =
nullptr,
1959 const Array *p_noise_distance =
nullptr,
1960 const Array *p_density_multiplier =
nullptr,
1961 const Array *p_size_multiplier =
nullptr,
1962 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
1970 float amplitude_random_ratio = 1.f,
1971 float density = 0.1f,
1972 glm::vec2 jitter = {0.5f, 0.5f},
1975 float persistence = 0.5f,
1976 float lacunarity = 2.f,
1977 const Array *p_noise_x =
nullptr,
1978 const Array *p_noise_y =
nullptr,
1979 const Array *p_noise_distance =
nullptr,
1980 const Array *p_density_multiplier =
nullptr,
1981 const Array *p_size_multiplier =
nullptr,
1982 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2022Array
island(
const Array &land_mask,
2023 const Array *p_noise_r =
nullptr,
2024 float apex_elevation = 1.f,
2025 bool filter_distance =
true,
2027 float slope_min = 0.1f,
2028 float slope_max = 8.f,
2029 float slope_start = 0.5f,
2030 float slope_end = 1.f,
2031 float slope_noise_intensity = 0.5f,
2032 float k_smooth = 0.05f,
2033 float radial_noise_intensity = 0.3f,
2034 float radial_profile_gain = 2.f,
2035 float water_decay = 0.05f,
2036 float water_depth = 0.3f,
2037 float lee_angle = 30.f,
2038 float lee_amp = 0.f,
2039 float uplift_amp = 0.f,
2040 Array *p_water_depth =
nullptr,
2041 Array *p_inland_mask =
nullptr);
2086Array
island(
const Array &land_mask,
2088 float noise_amp = 0.07f,
2089 glm::vec2 noise_kw = {4.f, 4.f},
2090 int noise_octaves = 8,
2091 float noise_rugosity = 0.7f,
2092 float noise_angle = 45.f,
2093 float noise_k_smoothing = 0.05f,
2094 float apex_elevation = 1.f,
2095 bool filter_distance =
true,
2097 float slope_min = 0.1f,
2098 float slope_max = 8.f,
2099 float slope_start = 0.5f,
2100 float slope_end = 1.f,
2101 float slope_noise_intensity = 0.5f,
2102 float k_smooth = 0.05f,
2103 float radial_noise_intensity = 0.3f,
2104 float radial_profile_gain = 2.f,
2105 float water_decay = 0.05f,
2106 float water_depth = 0.3f,
2107 float lee_angle = 30.f,
2108 float lee_amp = 0.f,
2109 float uplift_amp = 0.f,
2110 Array *p_water_depth =
nullptr,
2111 Array *p_inland_mask =
nullptr);
2164 float peak_kw = 4.f,
2167 float k_smoothing = 0.f,
2169 float cone_alpha = 1.f,
2170 float ridge_amp = 0.4f,
2171 float base_noise_amp = 0.05f,
2172 glm::vec2 center = {0.5f, 0.5f},
2173 const Array *p_noise_x =
nullptr,
2174 const Array *p_noise_y =
nullptr,
2175 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2229 bool round_shape =
false,
2230 bool add_deposition =
true,
2231 float bulk_amp = 0.2f,
2232 float base_noise_amp = 0.2f,
2233 float k_smoothing = 0.1f,
2234 glm::vec2 center = {0.5f, 0.5f},
2235 const Array *p_noise_x =
nullptr,
2236 const Array *p_noise_y =
nullptr,
2237 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2291 float half_width = 0.2f,
2292 float angle_spread_ratio = 0.5f,
2293 float core_size_ratio = 1.f,
2294 glm::vec2 center = {0.5f, 0.5f},
2296 float weight = 0.7f,
2297 float persistence = 0.5f,
2298 float lacunarity = 2.f,
2299 const Array *p_ctrl_param =
nullptr,
2300 const Array *p_noise_x =
nullptr,
2301 const Array *p_noise_y =
nullptr,
2302 const Array *p_angle =
nullptr,
2303 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2354 float peak_kw = 6.f,
2357 float k_smoothing = 0.f,
2358 float gamma = 0.25f,
2359 bool add_deposition =
true,
2360 float ridge_amp = 0.75f,
2361 float base_noise_amp = 0.1f,
2362 glm::vec2 center = {0.5f, 0.5f},
2363 const Array *p_noise_x =
nullptr,
2364 const Array *p_noise_y =
nullptr,
2365 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2416 float peak_kw = 20.f,
2419 float angle_spread_ratio = 0.25f,
2421 bool add_deposition =
true,
2422 float bulk_amp = 1.f,
2423 float base_noise_amp = 0.1f,
2424 glm::vec2 center = {0.5f, 0.5f},
2425 const Array *p_noise_x =
nullptr,
2426 const Array *p_noise_y =
nullptr,
2427 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2464 glm::vec2 kw = {2.f, 2.f},
2465 float noise_amp = 0.1f,
2466 float noise_rugosity = 0.f,
2467 bool noise_inflate =
true,
2470 float elevation_exponent = 0.7f,
2471 float shape_gain = 4.f,
2473 float outer_slope = 0.1f,
2474 const Array *p_ctrl_param =
nullptr,
2475 const glm::vec2 ¢er = {0.5f, 0.5f},
2476 const glm::vec4 &bbox = {0.f, 1.f, 0.f, 1.f});
2483 const Array *p_noise_x =
nullptr,
2484 const Array *p_noise_y =
nullptr,
2485 const Array *p_stretching =
nullptr,
2486 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2494 float weight = 0.7f,
2495 float persistence = 0.5f,
2496 float lacunarity = 2.f,
2497 const Array *p_ctrl_param =
nullptr,
2498 const Array *p_noise_x =
nullptr,
2499 const Array *p_noise_y =
nullptr,
2500 const Array *p_stretching =
nullptr,
2501 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2535 float angle_shift = 0.f,
2536 int n_kernel_samples = 8,
2537 const glm::vec2 jitter = {1.f, 1.f},
2538 int angle_filter_ir = 8,
2539 float delta = 0.01f,
2540 float phase_smoothing = 10.f,
2541 const Array *p_angle =
nullptr,
2542 const Array *p_noise_x =
nullptr,
2543 const Array *p_noise_y =
nullptr,
2544 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2582 float angle_shift = 0.f,
2584 float weight = 0.7f,
2585 float persistence = 0.5f,
2586 float lacunarity = 2.f,
2587 int n_kernel_samples = 8,
2588 const glm::vec2 jitter = {1.f, 1.f},
2589 int angle_filter_ir = 8,
2590 float delta = 0.01f,
2591 float phase_smoothing = 10.f,
2592 const Array *p_angle =
nullptr,
2593 const Array *p_noise_x =
nullptr,
2594 const Array *p_noise_y =
nullptr,
2595 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2623Array
plates(glm::ivec2 shape,
2628 float mix_ratio = 0.9f,
2629 float base_noise_amp = 0.05f,
2630 float kw_multiplier = 2.f,
2633 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2685 float clamping_dist = 0.1f,
2686 float clamping_k = 0.1f,
2687 int n_vertices_min = 3,
2688 int n_vertices_max = 16,
2689 float density = 0.5f,
2690 glm::vec2 jitter = {0.5f, 0.5f},
2692 const Array *p_noise_x =
nullptr,
2693 const Array *p_noise_y =
nullptr,
2694 const Array *p_noise_distance =
nullptr,
2695 const Array *p_density_multiplier =
nullptr,
2696 const Array *p_size_multiplier =
nullptr,
2697 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2748 float clamping_dist = 0.1f,
2749 float clamping_k = 0.1f,
2750 int n_vertices_min = 3,
2751 int n_vertices_max = 16,
2752 float density = 0.1f,
2753 glm::vec2 jitter = {0.5f, 0.5f},
2756 float persistence = 0.5f,
2757 float lacunarity = 2.f,
2758 const Array *p_noise_x =
nullptr,
2759 const Array *p_noise_y =
nullptr,
2760 const Array *p_noise_distance =
nullptr,
2761 const Array *p_density_multiplier =
nullptr,
2762 const Array *p_size_multiplier =
nullptr,
2763 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2813 float peak_kw = 4.f,
2817 bool add_deposition =
true,
2818 float bulk_amp = 0.3f,
2819 float base_noise_amp = 0.1f,
2820 float k_smoothing = 0.f,
2821 glm::vec2 center = {0.5f, 0.5f},
2822 const Array *p_noise_x =
nullptr,
2823 const Array *p_noise_y =
nullptr,
2824 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
2874 float k_smoothing = 0.f,
2875 float exp_sigma = 0.f,
2877 float alpha_span = M_PI,
2879 const Array *p_noise_x =
nullptr,
2880 const Array *p_noise_y =
nullptr,
2881 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
2882 glm::vec4 bbox_points = {0.f, 1.f, 0.f, 1.f});
2943 float k_smoothing = 0.f,
2944 float exp_sigma = 0.f,
2946 float alpha_span = M_PI,
2949 float weight = 0.7f,
2950 float persistence = 0.5f,
2951 float lacunarity = 2.f,
2952 const Array *p_noise_x =
nullptr,
2953 const Array *p_noise_y =
nullptr,
2954 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
2955 glm::vec4 bbox_points = {0.f, 1.f, 0.f, 1.f});
2996Array
voronoi(glm::ivec2 shape,
2999 glm::vec2 jitter = {0.5f, 0.5f},
3000 float k_smoothing = 0.f,
3001 float exp_sigma = 0.f,
3003 const Array *p_ctrl_param =
nullptr,
3004 const Array *p_noise_x =
nullptr,
3005 const Array *p_noise_y =
nullptr,
3006 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
3057 glm::vec2 jitter = {0.5f, 0.5f},
3058 float k_smoothing = 0.f,
3059 float exp_sigma = 0.f,
3062 float weight = 0.7f,
3063 float persistence = 0.5f,
3064 float lacunarity = 2.f,
3065 const Array *p_ctrl_param =
nullptr,
3066 const Array *p_noise_x =
nullptr,
3067 const Array *p_noise_y =
nullptr,
3068 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
3099 glm::vec2 jitter = {0.5f, 0.5f},
3100 const Array *p_ctrl_param =
nullptr,
3101 const Array *p_noise_x =
nullptr,
3102 const Array *p_noise_y =
nullptr,
3103 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
3146 const Array *p_noise_x =
nullptr,
3147 const Array *p_noise_y =
nullptr,
3148 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
3183 float weight = 0.7f,
3184 float persistence = 0.5f,
3185 float lacunarity = 2.f,
3186 const Array *p_ctrl_param =
nullptr,
3187 const Array *p_noise_x =
nullptr,
3188 const Array *p_noise_y =
nullptr,
3189 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
3243 float k_smoothing = 0.f,
3244 float exp_sigma = 0.f,
3246 const Array *p_noise_x =
nullptr,
3247 const Array *p_noise_y =
nullptr,
3248 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
3249 glm::vec4 bbox_points = {0.f, 1.f, 0.f, 1.f});
3252 const std::vector<float> &xp,
3253 const std::vector<float> &yp,
3254 float k_smoothing = 0.f,
3255 float exp_sigma = 0.f,
3257 const Array *p_noise_x =
nullptr,
3258 const Array *p_noise_y =
nullptr,
3259 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
3320 float kw_multiplier = 2.f,
3321 float vorticity = 0.f,
3322 float density = 1.f,
3324 float weight = 0.7f,
3325 float persistence = 0.5f,
3326 float lacunarity = 2.f,
3327 const Array *p_ctrl_param =
nullptr,
3328 const Array *p_noise_x =
nullptr,
3329 const Array *p_noise_y =
nullptr,
3330 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
Declaration of the Array class for 2D floating-point arrays with various mathematical operations and ...
unsigned int uint
Definition array.hpp:14
Implements hydraulic and thermal erosion algorithms for terrain modeling, including particle-based fl...
Defines modular function objects for procedural generation, including noise algorithms (Perlin,...
Definition blending.hpp:186
Array voronoi(glm::ivec2 shape, glm::vec2 kw, uint seed, glm::vec2 jitter={0.5f, 0.5f}, float k_smoothing=0.f, float exp_sigma=0.f, VoronoiReturnType return_type=VoronoiReturnType::F1_SQUARED, const Array *p_ctrl_param=nullptr, 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 Voronoi diagram in a 2D array with configurable properties.
Definition primitives_gpu.cpp:826
Array mountain_cone(glm::ivec2 shape, uint 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.
Definition mountain_cone.cpp:13
Array noise_fbm(NoiseType noise_type, glm::ivec2 shape, glm::vec2 kw, uint seed, 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_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
See hmap::noise_fbm.
Definition primitives_gpu.cpp:529
Array polygon_field_fbm(glm::ivec2 shape, glm::vec2 kw, uint seed, float rmin=0.05f, float rmax=0.8f, float clamping_dist=0.1f, float clamping_k=0.1f, int n_vertices_min=3, int n_vertices_max=16, float density=0.1f, glm::vec2 jitter={0.5f, 0.5f}, float shift=0.1f, int octaves=8, float persistence=0.5f, float lacunarity=2.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_noise_distance=nullptr, const Array *p_density_multiplier=nullptr, const Array *p_size_multiplier=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Generates a scalar field representing the signed distance to randomly generated polygons combined wit...
Definition primitives_gpu.cpp:636
Array wavelet_noise(glm::ivec2 shape, glm::vec2 kw, uint seed, float kw_multiplier=2.f, float vorticity=0.f, float density=1.f, 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, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Generates 2D wavelet noise using an OpenCL kernel.
Definition primitives_gpu.cpp:1127
Array voronoi_edge_distance(glm::ivec2 shape, glm::vec2 kw, uint seed, glm::vec2 jitter={0.5f, 0.5f}, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Computes the Voronoi edge distance.
Definition primitives_gpu.cpp:999
Array gabor_wave_fbm(glm::ivec2 shape, glm::vec2 kw, uint seed, const Array &angle, float angle_spread_ratio=1.f, 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, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence Gabor noise.
Definition primitives_gpu.cpp:85
Array hemisphere_field(glm::ivec2 shape, glm::vec2 kw, uint seed, float rmin=0.05f, float rmax=0.8f, float amplitude_random_ratio=1.f, float density=0.1f, glm::vec2 jitter={1.f, 1.f}, float shift=0.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_noise_distance=nullptr, const Array *p_density_multiplier=nullptr, const Array *p_size_multiplier=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Generates a scalar field representing the signed distance to randomly generated hemispheres.
Definition primitives_gpu.cpp:324
Array mountain_range_radial(glm::ivec2 shape, glm::vec2 kw, uint 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.
Definition primitives_gpu.cpp:438
Array vorolines(glm::ivec2 shape, float density, uint seed, float k_smoothing=0.f, float exp_sigma=0.f, float alpha=0.f, float alpha_span=M_PI, VoronoiReturnType return_type=VoronoiReturnType::F1_SQUARED, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}, glm::vec4 bbox_points={0.f, 1.f, 0.f, 1.f})
Generates a Voronoi-based pattern where cells are defined by proximity to random lines.
Definition primitives_gpu.cpp:702
Array gabor_wave(glm::ivec2 shape, glm::vec2 kw, uint seed, const Array &angle, float angle_spread_ratio=1.f, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence Gabor noise.
Definition primitives_gpu.cpp:42
Array mountain_inselberg(glm::ivec2 shape, uint 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.
Definition mountain_inselberg.cpp:13
Array gavoronoise(glm::ivec2 shape, glm::vec2 kw, uint seed, const Array &angle, float amplitude=0.05f, float angle_spread_ratio=1.f, glm::vec2 kw_multiplier={4.f, 4.f}, float slope_strength=1.f, float branch_strength=2.f, float z_cut_min=0.2f, float z_cut_max=1.f, int octaves=8, float persistence=0.4f, float lacunarity=2.f, const Array *p_ctrl_param=nullptr, 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 2D array using the GavoroNoise algorithm, which is a procedural noise technique for terra...
Definition primitives_gpu.cpp:166
Array badlands(glm::ivec2 shape, glm::vec2 kw, uint 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.
Definition badlands.cpp:13
Array phasor(PhasorProfile phasor_profile, glm::ivec2 shape, float kp_global, uint seed, float angle_shift=0.f, int n_kernel_samples=8, const glm::vec2 jitter={1.f, 1.f}, int angle_filter_ir=8, float delta=0.01f, float phase_smoothing=10.f, const Array *p_angle=nullptr, 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 phasor-based pattern.
Definition phasor.cpp:11
Array mountain_stump(glm::ivec2 shape, uint 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.
Definition mountain_stump.cpp:13
Array rugosity(const Array &z, int ir, bool convex=true)
See hmap::rugosity.
Definition features_gpu.cpp:72
Array multisteps(glm::ivec2 shape, float angle, uint seed, glm::vec2 kw={2.f, 2.f}, float noise_amp=0.1f, float noise_rugosity=0.f, bool noise_inflate=true, float r=1.2f, int nsteps=8, float elevation_exponent=0.7f, float shape_gain=4.f, float scale=0.5f, float outer_slope=0.1f, const Array *p_ctrl_param=nullptr, const glm::vec2 ¢er={0.5f, 0.5f}, const glm::vec4 &bbox={0.f, 1.f, 0.f, 1.f})
GPU-accelerated multi-step height generation with procedural noise.
Definition multisteps.cpp:83
Array voronoise(glm::ivec2 shape, glm::vec2 kw, float u_param, float v_param, uint seed, 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 2D Voronoi noise array.
Definition primitives_gpu.cpp:918
Array mountain_tibesti(glm::ivec2 shape, uint 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.
Definition mountain_tibesti.cpp:13
Array noise(NoiseType noise_type, glm::ivec2 shape, glm::vec2 kw, uint seed, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
See hmap::noise.
Definition primitives_gpu.cpp:493
Array shattered_peak(glm::ivec2 shape, uint 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.
Definition shattered_peak.cpp:13
Array phasor_fbm(PhasorProfile phasor_profile, glm::ivec2 shape, float kp_global, uint seed, float angle_shift=0.f, int octaves=8, float weight=0.7f, float persistence=0.5f, float lacunarity=2.f, int n_kernel_samples=8, const glm::vec2 jitter={1.f, 1.f}, int angle_filter_ir=8, float delta=0.01f, float phase_smoothing=10.f, const Array *p_angle=nullptr, 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 multi-octave (fBm) phasor-based pattern.
Definition phasor.cpp:70
Array polygon_field(glm::ivec2 shape, glm::vec2 kw, uint seed, float rmin=0.05f, float rmax=0.8f, float clamping_dist=0.1f, float clamping_k=0.1f, int n_vertices_min=3, int n_vertices_max=16, float density=0.5f, glm::vec2 jitter={0.5f, 0.5f}, float shift=0.1f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_noise_distance=nullptr, const Array *p_density_multiplier=nullptr, const Array *p_size_multiplier=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Generates a scalar field representing the signed distance to randomly generated polygons.
Definition primitives_gpu.cpp:576
Array vorolines_fbm(glm::ivec2 shape, float density, uint seed, float k_smoothing=0.f, float exp_sigma=0.f, float alpha=0.f, float alpha_span=M_PI, VoronoiReturnType return_type=VoronoiReturnType::F1_SQUARED, int octaves=8, float weight=0.7f, float persistence=0.5f, float lacunarity=2.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}, glm::vec4 bbox_points={0.f, 1.f, 0.f, 1.f})
Generates a Voronoi-based pattern using distances to lines defined by random points and angles,...
Definition primitives_gpu.cpp:781
Array voronoi_fbm(glm::ivec2 shape, glm::vec2 kw, uint seed, glm::vec2 jitter={0.5f, 0.5f}, float k_smoothing=0.f, float exp_sigma=0.f, VoronoiReturnType return_type=VoronoiReturnType::F1_SQUARED, 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, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Generates a Voronoi diagram in a 2D array with configurable properties.
Definition primitives_gpu.cpp:868
Array 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,...
Definition island.cpp:108
Array hemisphere_field_fbm(glm::ivec2 shape, glm::vec2 kw, uint seed, float rmin=0.05f, float rmax=0.8f, float amplitude_random_ratio=1.f, float density=0.1f, glm::vec2 jitter={0.5f, 0.5f}, float shift=0.1f, int octaves=8, float persistence=0.5f, float lacunarity=2.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_noise_distance=nullptr, const Array *p_density_multiplier=nullptr, const Array *p_size_multiplier=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
See hmap::hemisphere_field.
Definition primitives_gpu.cpp:378
Array voronoise_fbm(glm::ivec2 shape, glm::vec2 kw, float u_param, float v_param, uint seed, 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, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence Voronoise.
Definition primitives_gpu.cpp:953
Array vororand(glm::ivec2 shape, float density, float variability, uint seed, float k_smoothing=0.f, float exp_sigma=0.f, VoronoiReturnType return_type=VoronoiReturnType::F1_SQUARED, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}, glm::vec4 bbox_points={0.f, 1.f, 0.f, 1.f})
Generates a 2D Voronoi-based scalar field using OpenCL.
Definition primitives_gpu.cpp:1035
Array basalt_field(glm::ivec2 shape, glm::vec2 kw, uint 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.
Definition basalt_field.cpp:13
Array plates(glm::ivec2 shape, glm::vec2 kw, uint 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.
Definition plates.cpp:11
Definition algebra.hpp:23
Array white(glm::ivec2 shape, float a, float b, uint seed)
Return an array filled with white noise.
Definition white.cpp:12
Array noise_pingpong(NoiseType noise_type, glm::ivec2 shape, glm::vec2 kw, uint seed, 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_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence fbm pingpong noise.
Definition noise.cpp:194
Array bump(glm::ivec2 shape, float gain=1.f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a bump.
Definition primitives.cpp:41
Array noise_ridged(NoiseType noise_type, glm::ivec2 shape, glm::vec2 kw, uint seed, int octaves=8, float weight=0.7f, float persistence=0.5f, float lacunarity=2.f, float k_smoothing=0.1f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence fbm ridged noise.
Definition noise.cpp:230
ErosionProfile
Procedural erosion angular profile type.
Definition erosion.hpp:44
@ EP_TRIANGLE_GRENIER
Definition erosion.hpp:53
Array dendry(glm::ivec2 shape, glm::vec2 kw, uint seed, Array &control_function, float eps=0.05, int resolution=1, float displacement=0.075, int primitives_resolution_steps=3, float slope_power=2.f, float noise_amplitude_proportion=0.01, bool add_control_function=true, float control_function_overlap=0.5f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}, int subsampling=1)
Dendry is a locally computable procedural function that generates branching patterns at various scale...
Definition dendry.cpp:26
Array constant(glm::ivec2 shape, float value=0.f)
Return a constant value array.
Definition primitives.cpp:102
Array biquad_pulse(glm::ivec2 shape, float gain=1.f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a 'biquadratic pulse'.
Definition primitives.cpp:19
Array cubic_pulse(glm::ivec2 shape)
Generates a cubic pulse kernel array.
Definition kernels.cpp:97
Array worley_double(glm::ivec2 shape, glm::vec2 kw, uint seed, float ratio=0.5f, float k=0.f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with the maximum of two Worley (cellular) noises.
Definition worley.cpp:15
Array bump_lorentzian(glm::ivec2 shape, float shape_factor=0.5f, float radius=0.5f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Generates a 2D Lorentzian bump pattern.
Definition primitives.cpp:63
Array diffusion_limited_aggregation(glm::ivec2 shape, float scale, uint seed, float seeding_radius=0.4f, float seeding_outer_radius_ratio=0.2f, float slope=8.f, float noise_ratio=0.2f)
Generates a diffusion-limited aggregation (DLA) pattern.
Definition diffusion_limited_aggregation.cpp:14
Array checkerboard(glm::ivec2 shape, glm::vec2 kw, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a checkerboard heightmap.
Definition checkerboard.cpp:12
Array crater(glm::ivec2 shape, float radius, float depth, float lip_decay, float lip_height_ratio=0.5f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a crater-shaped heightmap.
Definition geo.cpp:94
PrimitiveType
Defines the primitive shape used for synthesis.
Definition primitives.hpp:53
@ PRIM_BIQUAD_PULSE
Definition primitives.hpp:54
@ PRIM_CONE_SMOOTH
Definition primitives.hpp:57
@ PRIM_BUMP
Definition primitives.hpp:55
@ PRIM_SMOOTH_COSINE
Definition primitives.hpp:59
@ PRIM_CUBIC_PULSE
Definition primitives.hpp:58
@ PRIM_CONE
Definition primitives.hpp:56
Array noise_parberry(glm::ivec2 shape, glm::vec2 kw, uint seed, int octaves=8, float weight=0.7f, float persistence=0.5f, float lacunarity=2.f, float mu=1.02f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherent fbm Parberry variant of Perlin noise.
Definition noise.cpp:159
Array noise(NoiseType noise_type, glm::ivec2 shape, glm::vec2 kw, uint seed, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence noise.
Definition noise.cpp:16
Array white_density_map(const Array &density_map, uint seed)
Return an array filled 1 with a probability based on a density map.
Definition white.cpp:24
PhasorProfile
Phasor angular profile type.
Definition math.hpp:54
Array wave_dune(glm::ivec2 shape, float kw, float angle, float xtop, float xbottom, float phase_shift=0.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a dune shape wave.
Definition wave.cpp:15
Array gaussian_pulse(glm::ivec2 shape, float sigma, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a gaussian_decay pulse kernel.
Definition primitives.cpp:163
Array peak(glm::ivec2 shape, float radius, const Array *p_noise, float noise_r_amp, float noise_z_ratio, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a peak-shaped heightmap.
Definition geo.cpp:122
Array cone_sigmoid(glm::ivec2 shape, float alpha, float radius=0.5f, 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 smooth conical heightmap using a sigmoid-based profile.
Definition cone.cpp:154
Array slope(glm::ivec2 shape, float angle, float slope, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array corresponding to a slope with a given overall.
Definition primitives.cpp:279
void swirl(Array &dx, Array &dy, float amplitude=1.f, float exponent=1.f, const Array *p_noise=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Generate displacements dx and dy to apply a swirl effect to another primitve.
Definition swirl.cpp:16
Array rift(glm::ivec2 shape, float angle, float slope, float width, bool sharp_bottom=false, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a rift function (Heaviside with an optional talus slope at the transition).
Definition primitives.cpp:250
Array step(glm::ivec2 shape, float angle, float slope, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a step function (Heaviside with an optional talus slope at the transition).
Definition primitives.cpp:332
Array island_land_mask(glm::ivec2 shape, float radius, uint 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.
Definition island.cpp:16
Array noise_jordan(NoiseType noise_type, glm::ivec2 shape, glm::vec2 kw, uint seed, int octaves=8, float weight=0.7f, float persistence=0.5f, float lacunarity=2.f, float warp0=0.4f, float damp0=1.f, float warp_scale=0.4f, float damp_scale=1.f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence fbm noise.
Definition noise.cpp:115
VoronoiReturnType
Selects the value returned by the Voronoi evaluation.
Definition primitives.hpp:36
@ EDGE_DISTANCE_SQUARED
Squared edge distance.
Definition primitives.hpp:43
@ F1_SQUARED
Returns F1^2.
Definition primitives.hpp:37
@ CONSTANT_F2MF1_SQUARED
Constant × (F2 - F1)^2.
Definition primitives.hpp:45
@ F2_SQUARED
Returns F2^2.
Definition primitives.hpp:38
@ CONSTANT
Constant value.
Definition primitives.hpp:44
@ F1TF2_SQUARED
Returns (F1 * F2)^2.
Definition primitives.hpp:39
@ F2MF1_SQUARED
Returns (F2 - F1)^2.
Definition primitives.hpp:41
@ F1DF2_SQUARED
Returns (F1 / F2)^2.
Definition primitives.hpp:40
@ EDGE_DISTANCE_EXP
Exponential edge distance.
Definition primitives.hpp:42
Array paraboloid(glm::ivec2 shape, float angle, float a, float b, float v0=0.f, bool reverse_x=false, bool reverse_y=false, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a paraboloid.
Definition primitives.cpp:185
Array 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.
Definition geo.cpp:16
Array get_primitive_base(const PrimitiveType &primitive_type, const glm::ivec2 &shape, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Generates a primitive shape as a 2D array.
Definition primitives.cpp:357
float angle(const Point &p1, const Point &p2)
Computes the angle between two points relative to the x-axis.
Definition points.cpp:42
void gain(Array &array, float factor, const Array *p_mask)
Apply a gain correction to the array elements.
Definition filters.cpp:189
NoiseType
Enumeration of various noise types used for procedural generation.
Definition functions.hpp:62
@ SIMPLEX2S
OpenSimplex2S.
Definition functions.hpp:68
Array disk(glm::ivec2 shape)
Generates a disk-shaped kernel footprint.
Definition kernels.cpp:225
Array noise_iq(NoiseType noise_type, glm::ivec2 shape, glm::vec2 kw, uint seed, int octaves=8, float weight=0.7f, float persistence=0.5f, float lacunarity=2.f, float gradient_scale=0.05f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence fbm noise.
Definition noise.cpp:77
Array noise_fbm(NoiseType noise_type, glm::ivec2 shape, glm::vec2 kw, uint seed, 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_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence fbm noise.
Definition noise.cpp:41
Array cone_complex(glm::ivec2 shape, float alpha, float radius=0.5f, bool smooth_profile=true, float valley_amp=0.2f, int valley_nb=5, float valley_decay_ratio=0.5f, float valley_angle0=15.f, const ErosionProfile &erosion_profile=ErosionProfile::EP_TRIANGLE_GRENIER, float erosion_delta=0.01f, float radial_waviness_amp=0.05f, float radial_waviness_kw=2.f, float bias_angle=30.f, float bias_amp=0.75f, float bias_exponent=1.f, glm::vec2 center={0.5f, 0.5f}, const Array *p_ctrl_param=nullptr, 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 complex conical heightfield with valleys, directional bias, and radial waviness.
Definition cone.cpp:73
Array smooth_cosine(glm::ivec2 shape)
Generate a smooth cosine kernel.
Definition kernels.cpp:431
Array noise_swiss(NoiseType noise_type, glm::ivec2 shape, glm::vec2 kw, uint seed, int octaves=8, float weight=0.7f, float persistence=0.5f, float lacunarity=2.f, float warp_scale=0.1f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return an array filled with coherence fbm swiss noise.
Definition noise.cpp:268
Array white_sparse(glm::ivec2 shape, float a, float b, float density, uint seed)
Return an array sparsely filled with white noise.
Definition white.cpp:39
Array white_sparse_binary(glm::ivec2 shape, float density, uint seed)
Return an array sparsely filled with random 0 and 1.
Definition white.cpp:53
Array rectangle(glm::ivec2 shape, float rx, float ry, float angle, float slope=1.f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec2 center={0.5f, 0.5f}, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Generates a rectangle-shaped heightmap with optional modifications.
Definition primitives.cpp:225
Array wave_triangular(glm::ivec2 shape, float kw, float angle, float slant_ratio, float phase_shift=0.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a triangular wave.
Definition wave.cpp:91
Array wave_square(glm::ivec2 shape, float kw, float angle, float phase_shift=0.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a square wave.
Definition wave.cpp:67
Array multisteps(glm::ivec2 shape, float angle, float r=1.2f, int nsteps=8, float elevation_exponent=0.7f, float shape_gain=4.f, float scale=0.5f, float outer_slope=0.1f, const Array *p_ctrl_param=nullptr, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const glm::vec2 ¢er={0.5f, 0.5f}, const glm::vec4 &bbox={0.f, 1.f, 0.f, 1.f})
Generate a multi-step height profile along a rotated axis.
Definition multisteps.cpp:14
Array wave_sine(glm::ivec2 shape, float kw, float angle, float phase_shift=0.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr, const Array *p_stretching=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Return a sine wave.
Definition wave.cpp:43
Array gabor_noise(glm::ivec2 shape, float kw, float angle, int width, float density, uint seed)
Return a sparse Gabor noise.
Definition gabor.cpp:19
Array cone(glm::ivec2 shape)
Generates a cone-shaped kernel array.
Definition kernels.cpp:56