#include <material.h>
Definition at line 55 of file material.h.
◆ BOARD_NORMAL() [1/2]
BOARD_NORMAL::BOARD_NORMAL |
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◆ BOARD_NORMAL() [2/2]
BOARD_NORMAL::BOARD_NORMAL |
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float |
aScale | ) |
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◆ ~BOARD_NORMAL()
virtual BOARD_NORMAL::~BOARD_NORMAL |
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inlinevirtual |
◆ Generate()
Generate a 3D vector based on the ray and hit information depending on the implementation.
- Parameters
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aRay | the camera ray that hits the object |
aHitInfo | the hit information |
- Returns
- the result of the procedural
Implements MATERIAL_GENERATOR.
Definition at line 145 of file material.cpp.
152 const float x = glm::sin( glm::sin( hitPos.x ) * 1.5f ) * 0.06f;
153 const float y = glm::sin( glm::sin( hitPos.y ) * 1.5f ) * 0.03f;
154 const float z = -(x + y) + glm::sin( hitPos.z ) * 0.06f;
160 return (
SFVEC3F( noise1, noise2, -( noise3 ) ) * 0.3f +
SFVEC3F( x, y, z ) );
SFVEC3F m_HitPoint
(12) hit position
static PerlinNoise s_perlinNoise
float noise(float x, float y, float z) const
References HITINFO::m_HitPoint, m_scale, PerlinNoise::noise(), and s_perlinNoise.
◆ m_scale
float BOARD_NORMAL::m_scale |
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private |
The documentation for this class was generated from the following files: