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Pillars.h
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#pragma once
#include "Core\filter.h"
// A practical example filter. This device is act
class Pillars :
public Filter
{
public:
Pillars(void);
virtual ~Pillars(void);
virtual bool Load(std::istream &in);
virtual bool Save(std::ostream &out);
virtual char *GetDescription() { return "Makes pillars in voronoi noise";};
virtual char *GetTypeName() { return "Pillars"; };
virtual char *GetInputName(int slot){
if (slot==0) return "Primary heightfield input";
if (slot==1) return "Voronoi cells input";
if (slot==2) return "Pillar strength mask";
};
virtual bool Activate(BuildContext &context);
void walk(float curr,int x, int y, int height, int width, int * avgx, int * avgy, size_t* pcnt, HFPointer hf, HFPointer hf2, HFPointer hf3, float pheight,float pillarstrength,int depth);
// Unless you need some special UI elements, I highly recommend _NOT_ overriding RunUI(), and letting your parameters be set by way
// of the generic dialog manager... this is also much easier and faster to develop.
// virtual bool RunUI();
};