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TerrainEffect.h 文件参考
#include "common/Result.h"

浏览源代码.

类

struct  eve::procgen::TerrainSmoothSettings
 Two-pass smoothing controls; radius in texels, verticality in [-1,1], strength in [0,1]. 更多...
 
struct  eve::procgen::TerrainRidgeSettings
 Ridge controls in caller height units, with explicit clipping bounds. Defaults match the Pcg packed scalar domain [0,0.5]. World-height callers must supply their bounds. Passes counts actual shader applications: Pcg's UI iteration value N maps to floor(N)+2 passes, so its default 16 maps to 18 here. 更多...
 
struct  eve::procgen::TerrainTerraceSettings
 Terrace frequency in inverse height units, interior bevel in [0,1], strength in [0,1]. 更多...
 
struct  eve::procgen::TerrainHeightMixSettings
 Mix-height scalar controls; delta scale is maximum-minimum, independent of clipping bounds. Defaults use Pcg's scalar input range [0,1] and packed terrain output [0,0.5]. World-height callers must provide consistent delta scale and clipping bounds. 更多...
 

命名空间

namespace  eve
 Build metadata (engine git commit, build time, third-party version).
 
namespace  eve::procgen
 

函数

Result< int > eve::procgen::applyTerrainContrast (Heightmap &target, const Heightmap &mask, float strength, float featureSize)
 Apply the nine-tap Pcg contrast equation to native scalar heights.
 
Result< int > eve::procgen::applyTerrainSmooth (Heightmap &target, const Heightmap &mask, const TerrainSmoothSettings &settings)
 Apply Pcg's horizontal then vertical seven-pair weighted smooth passes.
 
Result< int > eve::procgen::applyTerrainRidges (Heightmap &target, const Heightmap &mask, const TerrainRidgeSettings &settings)
 Apply ordered horizontal/vertical ridge powers, neighbor mixing and per-pass clipping.
 
Result< int > eve::procgen::applyTerrainTerrace (Heightmap &target, const Heightmap &mask, const TerrainTerraceSettings &settings)
 Terrace scalar heights using nearest-even rounding and the shader's one-sided bevel.
 
Result< int > eve::procgen::applyTerrainPower (Heightmap &target, const Heightmap &mask, float power)
 Apply the Pcg PowerOf control: lerp(height,pow(height,4-power),mask).
 
Result< int > eve::procgen::applyTerrainHeightCurve (Heightmap &target, const Heightmap &mask, const Heightmap &curve, float minimum, float maximum)
 Apply the height-transform shader's smoothstep and one-row height curve.
 
Result< int > eve::procgen::applyTerrainHeightMix (Heightmap &target, const Heightmap &local, const Heightmap &global, const TerrainHeightMixSettings &settings)
 Mix centered local brush heights into terrain, then globally mask and clip.