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

50 lines
1.1 KiB
C++

#ifndef MM_FBM_NOISE_H
#define MM_FBM_NOISE_H
#include "../mm_node.h"
#include "../mm_node_universal_property.h"
class MMFbmNoise : public MMNode {
GDCLASS(MMFbmNoise, MMNode);
public:
Ref<MMNodeUniversalProperty> get_image();
void set_image(const Ref<MMNodeUniversalProperty> &val);
int get_type() const;
void set_type(const int val);
Vector2 get_scale();
void set_scale(const Vector2 &val);
int get_folds() const;
void set_folds(const int val);
int get_iterations() const;
void set_iterations(const int val);
float get_persistence() const;
void set_persistence(const float val);
void _init_properties();
void _register_methods(MMGraphNode *mm_graph_node);
Color _get_value_for(const Vector2 &uv, const int pseed);
void _render(const Ref<MMMaterial> &material);
MMFbmNoise();
~MMFbmNoise();
protected:
static void _bind_methods();
Ref<MMNodeUniversalProperty> image;
//export(int, "Value,Perlin,Simplex,Cellular1,Cellular2,Cellular3,Cellular4,Cellular5,Cellular6")
int type;
Vector2 scale;
int folds;
int iterations;
float persistence;
};
#endif