pandemonium_engine/modules/material_maker/nodes/noise/voronoi.h

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#ifndef MM_VORONOI_H
#define MM_VORONOI_H
#include "../mm_node.h"
#include "../mm_node_universal_property.h"
class MMVoronoi : public MMNode {
GDCLASS(MMVoronoi, MMNode);
public:
Ref<MMNodeUniversalProperty> get_out_nodes();
void set_out_nodes(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_out_borders();
void set_out_borders(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_out_random_color();
void set_out_random_color(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_out_fill();
void set_out_fill(const Ref<MMNodeUniversalProperty> &val);
Vector2 get_scale();
void set_scale(const Vector2 &val);
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Vector2 get_stretch();
void set_stretch(const Vector2 &val);
float get_intensity() const;
void set_intensity(const float val);
float get_randomness() const;
void set_randomness(const float val);
void _init_properties();
void _register_methods(MMGraphNode *mm_graph_node);
void _render(const Ref<MMMaterial> &material);
Color _get_value_for(const Vector2 &uv, const int pseed);
MMVoronoi();
~MMVoronoi();
protected:
static void _bind_methods();
Ref<MMNodeUniversalProperty> out_nodes;
Ref<MMNodeUniversalProperty> out_borders;
Ref<MMNodeUniversalProperty> out_random_color;
Ref<MMNodeUniversalProperty> out_fill;
Vector2 scale;
Vector2 stretch;
float intensity;
float randomness;
};
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#endif