Documentation
¶
Index ¶
- Variables
- func BoxBlur(src image.Image) image.Image
- func BoxBlurNTimes(src image.Image, iterations int) image.Image
- func Convolve[T any](tex Texture[T], f func(x, y int, kernel []T))
- func ConvolveArray[T any](arr [][]T, f func(x, y int, kernel []T))
- func ConvolveImage(src image.Image, f func(x, y int, values []color.Color))
- func SimpleEdgeTest(kernel []color.Color) bool
- func ToNormal(src image.Image) *image.RGBA
- type AddColorNode
- type AddFloat1Node
- type AddFloat2Node
- type AddFloat3Node
- type AddFloat4Node
- type ApplyGradientNode
- type ApplyMaskNode
- type Artifact
- type ColorToImageNode
- type CompareValueNode
- func (n CompareValueNode[T]) Equal(out *nodes.StructOutput[Texture[T]])
- func (n CompareValueNode[T]) EqualMask(out *nodes.StructOutput[Texture[bool]])
- func (n CompareValueNode[T]) GreaterThan(out *nodes.StructOutput[Texture[T]])
- func (n CompareValueNode[T]) GreaterThanMask(out *nodes.StructOutput[Texture[bool]])
- func (n CompareValueNode[T]) GreaterThanOrEqualTo(out *nodes.StructOutput[Texture[T]])
- func (n CompareValueNode[T]) GreaterThanOrEqualToMask(out *nodes.StructOutput[Texture[bool]])
- func (n CompareValueNode[T]) LessThan(out *nodes.StructOutput[Texture[T]])
- func (n CompareValueNode[T]) LessThanMask(out *nodes.StructOutput[Texture[bool]])
- func (n CompareValueNode[T]) LessThanOrEqualTo(out *nodes.StructOutput[Texture[T]])
- func (n CompareValueNode[T]) LessThanOrEqualToMask(out *nodes.StructOutput[Texture[bool]])
- type DebugUV
- type DebugUVNode
- type DotProductNode
- type FloatToImageNode
- type FromArrayNode
- type FromImageNode
- type GaussianBlurColorNode
- type GaussianBlurFloat2Node
- type GaussianBlurFloat3Node
- type GaussianBlurFloatNode
- type InvalidDimension
- type LinearGradient
- type LinearGradientNode
- type MaskToSDFNode
- type MultiplyFloat1Node
- type NoiseNode
- func (n NoiseNode) Cellular(out *nodes.StructOutput[Texture[float64]])
- func (n NoiseNode) Cellular2(out *nodes.StructOutput[Texture[float64]])
- func (n NoiseNode) Cellular3(out *nodes.StructOutput[Texture[float64]])
- func (n NoiseNode) Cellular4(out *nodes.StructOutput[Texture[float64]])
- func (n NoiseNode) Cellular5(out *nodes.StructOutput[Texture[float64]])
- func (n NoiseNode) Cellular6(out *nodes.StructOutput[Texture[float64]])
- func (n NoiseNode) Perlin(out *nodes.StructOutput[Texture[float64]])
- func (n NoiseNode) Simplex(out *nodes.StructOutput[Texture[float64]])
- func (n NoiseNode) Value(out *nodes.StructOutput[Texture[float64]])
- func (n NoiseNode) ValueDescription() string
- func (n NoiseNode) Voronoise(out *nodes.StructOutput[Texture[float64]])
- type OneMinusNode
- type PerlinNode
- type RadialGradient
- type RadialGradientNode
- type SampleSDFNode
- type ScaleColorNode
- type ScaleColorUniformNode
- type ScaleFloat1UniformNode
- type ScaleFloat2UniformNode
- type ScaleFloat3UniformNode
- type ScaleFloat4UniformNode
- type SeamlessPerlinNode
- type SelectColorNode
- func (n SelectColorNode) A(out *nodes.StructOutput[Texture[float64]])
- func (n SelectColorNode) Array(out *nodes.StructOutput[[]coloring.Color])
- func (n SelectColorNode) B(out *nodes.StructOutput[Texture[float64]])
- func (n SelectColorNode) G(out *nodes.StructOutput[Texture[float64]])
- func (n SelectColorNode) Height(out *nodes.StructOutput[int])
- func (n SelectColorNode) R(out *nodes.StructOutput[Texture[float64]])
- func (n SelectColorNode) Width(out *nodes.StructOutput[int])
- type SelectNode
- type Texture
- func ApplyGradient[T any](time Texture[float64], gradient coloring.Gradient[T]) Texture[T]
- func ClampColor(a Texture[coloring.Color], minimum, maximum float64) Texture[coloring.Color]
- func Convert[T, G any](in Texture[T], cb func(x int, y int, v T) G) Texture[G]
- func DivideColor(a, b Texture[coloring.Color]) (*Texture[coloring.Color], error)
- func DotProduct(texture Texture[vector3.Float64], v vector3.Float64) Texture[float64]
- func Empty[T any](width, height int) Texture[T]
- func FromArray[T any](arr []T, width, height int) Texture[T]
- func FromImage(img image.Image) Texture[coloring.Color]
- func MaxColor(a Texture[coloring.Color], other float64) Texture[coloring.Color]
- func OneMinus(in Texture[float64]) Texture[float64]
- func RadialGaussianBlur[T any](space vector.Space[T], src Texture[T], radius int, sigma float64) Texture[T]
- func ScaleUniform[T any](tex Texture[T], amount float64, space vector.Space[T]) Texture[T]
- func ToSDF(tex Texture[bool]) Texture[float64]
- func (t Texture[T]) Copy() Texture[T]
- func (t Texture[T]) Fill(v T)
- func (t Texture[T]) Get(x, y int) T
- func (t Texture[T]) Height() int
- func (t Texture[T]) Mutate(cb func(x int, y int, v T) T)
- func (t Texture[T]) MutateParallel(cb func(x int, y int, v T) T)
- func (t Texture[T]) MutateParallelAcross(workers int, cb func(x int, y int, v T) T)
- func (t Texture[T]) Pixels() int
- func (t Texture[T]) SaveImage(fp string, conv func(T) color.Color) error
- func (t Texture[T]) Scan(cb func(x int, y int, v T))
- func (t Texture[T]) ScanParallel(cb func(x int, y int, v T))
- func (t Texture[T]) ScanParallelAcross(workers int, cb func(x int, y int, v T))
- func (t Texture[T]) SearchNeighborhood(start vector2.Int, size int, cb func(x int, y int, v T))
- func (t Texture[T]) Set(x, y int, v T)
- func (t Texture[T]) ToImage(f func(T) color.Color) *image.RGBA
- func (t Texture[T]) UV(x, y float64) T
- func (t Texture[T]) Width() int
- type UniformNode
Constants ¶
This section is empty.
Variables ¶
View Source
var ErrMismatchDimensions = errors.New("mismatch texture resolutions")
Functions ¶
func ConvolveArray ¶ added in v0.9.0
func ConvolveImage ¶ added in v0.33.0
[0][1][2] [3][4][5] [6][7][8]
func SimpleEdgeTest ¶ added in v0.9.0
Types ¶
type AddColorNode ¶ added in v0.33.0
func (AddColorNode) Result ¶ added in v0.33.0
func (n AddColorNode) Result(out *nodes.StructOutput[Texture[coloring.Color]])
type AddFloat1Node ¶ added in v0.33.0
func (AddFloat1Node) Result ¶ added in v0.33.0
func (n AddFloat1Node) Result(out *nodes.StructOutput[Texture[float64]])
type AddFloat2Node ¶ added in v0.33.0
func (AddFloat2Node) Result ¶ added in v0.33.0
func (n AddFloat2Node) Result(out *nodes.StructOutput[Texture[vector2.Float64]])
type AddFloat3Node ¶ added in v0.33.0
func (AddFloat3Node) Result ¶ added in v0.33.0
func (n AddFloat3Node) Result(out *nodes.StructOutput[Texture[vector3.Float64]])
type AddFloat4Node ¶ added in v0.33.0
func (AddFloat4Node) Result ¶ added in v0.33.0
func (n AddFloat4Node) Result(out *nodes.StructOutput[Texture[vector4.Float64]])
type ApplyGradientNode ¶ added in v0.33.0
type ApplyGradientNode[T any] struct { Time nodes.Output[Texture[float64]] Gradient nodes.Output[coloring.Gradient[T]] }
func (ApplyGradientNode[T]) Texture ¶ added in v0.33.0
func (n ApplyGradientNode[T]) Texture(out *nodes.StructOutput[Texture[T]])
type ApplyMaskNode ¶ added in v0.33.0
type ApplyMaskNode[T any] struct { Texture nodes.Output[Texture[T]] Mask nodes.Output[Texture[bool]] Fill nodes.Output[T] }
func (ApplyMaskNode[T]) Kept ¶ added in v0.33.0
func (n ApplyMaskNode[T]) Kept(out *nodes.StructOutput[Texture[T]])
func (ApplyMaskNode[T]) Removed ¶ added in v0.33.0
func (n ApplyMaskNode[T]) Removed(out *nodes.StructOutput[Texture[T]])
type ColorToImageNode ¶ added in v0.33.0
func (ColorToImageNode) Image ¶ added in v0.33.0
func (n ColorToImageNode) Image(out *nodes.StructOutput[image.Image])
type CompareValueNode ¶ added in v0.33.0
type CompareValueNode[T vector.Number] struct { Texture nodes.Output[Texture[T]] Value nodes.Output[T] }
func (CompareValueNode[T]) Equal ¶ added in v0.33.0
func (n CompareValueNode[T]) Equal(out *nodes.StructOutput[Texture[T]])
func (CompareValueNode[T]) EqualMask ¶ added in v0.33.0
func (n CompareValueNode[T]) EqualMask(out *nodes.StructOutput[Texture[bool]])
func (CompareValueNode[T]) GreaterThan ¶ added in v0.33.0
func (n CompareValueNode[T]) GreaterThan(out *nodes.StructOutput[Texture[T]])
func (CompareValueNode[T]) GreaterThanMask ¶ added in v0.33.0
func (n CompareValueNode[T]) GreaterThanMask(out *nodes.StructOutput[Texture[bool]])
func (CompareValueNode[T]) GreaterThanOrEqualTo ¶ added in v0.33.0
func (n CompareValueNode[T]) GreaterThanOrEqualTo(out *nodes.StructOutput[Texture[T]])
func (CompareValueNode[T]) GreaterThanOrEqualToMask ¶ added in v0.33.0
func (n CompareValueNode[T]) GreaterThanOrEqualToMask(out *nodes.StructOutput[Texture[bool]])
func (CompareValueNode[T]) LessThan ¶ added in v0.33.0
func (n CompareValueNode[T]) LessThan(out *nodes.StructOutput[Texture[T]])
func (CompareValueNode[T]) LessThanMask ¶ added in v0.33.0
func (n CompareValueNode[T]) LessThanMask(out *nodes.StructOutput[Texture[bool]])
func (CompareValueNode[T]) LessThanOrEqualTo ¶ added in v0.33.0
func (n CompareValueNode[T]) LessThanOrEqualTo(out *nodes.StructOutput[Texture[T]])
func (CompareValueNode[T]) LessThanOrEqualToMask ¶ added in v0.33.0
func (n CompareValueNode[T]) LessThanOrEqualToMask(out *nodes.StructOutput[Texture[bool]])
type DebugUV ¶ added in v0.33.0
type DebugUVNode ¶ added in v0.33.0
type DebugUVNode struct {
ImageResolution nodes.Output[int]
BoardResolution nodes.Output[int]
PositiveCheckerColor nodes.Output[coloring.Color]
NegativeCheckerColor nodes.Output[coloring.Color]
XColorScale nodes.Output[coloring.Color]
YColorScale nodes.Output[coloring.Color]
}
func (DebugUVNode) Result ¶ added in v0.33.0
func (n DebugUVNode) Result(out *nodes.StructOutput[image.Image])
type DotProductNode ¶ added in v0.33.0
type DotProductNode struct {
Texture nodes.Output[Texture[vector3.Float64]]
Vector nodes.Output[vector3.Float64]
}
func (DotProductNode) DotProduct ¶ added in v0.33.0
func (n DotProductNode) DotProduct(out *nodes.StructOutput[Texture[float64]])
type FloatToImageNode ¶ added in v0.33.0
type FloatToImageNode struct {
R nodes.Output[Texture[float64]]
G nodes.Output[Texture[float64]]
B nodes.Output[Texture[float64]]
A nodes.Output[Texture[float64]]
RFill nodes.Output[float64]
GFill nodes.Output[float64]
BFill nodes.Output[float64]
AFill nodes.Output[float64]
}
func (FloatToImageNode) Image ¶ added in v0.33.0
func (n FloatToImageNode) Image(out *nodes.StructOutput[image.Image])
func (FloatToImageNode) Texture ¶ added in v0.33.0
func (n FloatToImageNode) Texture(out *nodes.StructOutput[Texture[coloring.Color]])
type FromArrayNode ¶ added in v0.33.0
type FromArrayNode[T any] struct { Array nodes.Output[[]T] Width nodes.Output[int] Height nodes.Output[int] }
func (FromArrayNode[T]) Texture ¶ added in v0.33.0
func (n FromArrayNode[T]) Texture(out *nodes.StructOutput[Texture[T]])
type FromImageNode ¶ added in v0.37.0
func (FromImageNode) Texture ¶ added in v0.37.0
func (n FromImageNode) Texture(out *nodes.StructOutput[Texture[coloring.Color]])
type GaussianBlurColorNode ¶ added in v0.34.0
type GaussianBlurColorNode struct {
Texture nodes.Output[Texture[coloring.Color]] `description:"Texture to blur"`
Radius nodes.Output[int] `description:"Size of the kernel in pixels"`
Signma nodes.Output[float64] `description:"standard deviation of the gaussian"`
}
func (GaussianBlurColorNode) Value ¶ added in v0.34.0
func (n GaussianBlurColorNode) Value(out *nodes.StructOutput[Texture[coloring.Color]])
type GaussianBlurFloat2Node ¶ added in v0.34.0
type GaussianBlurFloat2Node struct {
Texture nodes.Output[Texture[vector2.Float64]] `description:"Texture to blur"`
Radius nodes.Output[int] `description:"Size of the kernel in pixels"`
Signma nodes.Output[float64] `description:"standard deviation of the gaussian"`
}
func (GaussianBlurFloat2Node) Value ¶ added in v0.34.0
func (n GaussianBlurFloat2Node) Value(out *nodes.StructOutput[Texture[vector2.Float64]])
type GaussianBlurFloat3Node ¶ added in v0.34.0
type GaussianBlurFloat3Node struct {
Texture nodes.Output[Texture[vector3.Float64]] `description:"Texture to blur"`
Radius nodes.Output[int] `description:"Size of the kernel in pixels"`
Signma nodes.Output[float64] `description:"standard deviation of the gaussian"`
}
func (GaussianBlurFloat3Node) Value ¶ added in v0.34.0
func (n GaussianBlurFloat3Node) Value(out *nodes.StructOutput[Texture[vector3.Float64]])
type GaussianBlurFloatNode ¶ added in v0.34.0
type GaussianBlurFloatNode struct {
Texture nodes.Output[Texture[float64]] `description:"Texture to blur"`
Radius nodes.Output[int] `description:"Size of the kernel in pixels"`
Signma nodes.Output[float64] `description:"standard deviation of the gaussian"`
}
func (GaussianBlurFloatNode) Value ¶ added in v0.34.0
func (n GaussianBlurFloatNode) Value(out *nodes.StructOutput[Texture[float64]])
type InvalidDimension ¶ added in v0.35.0
func (InvalidDimension) Error ¶ added in v0.35.0
func (id InvalidDimension) Error() string
type LinearGradient ¶ added in v0.33.0
type LinearGradient[T any] struct { Repetitions float64 Rotation float64 Width int Height int Gradient coloring.Gradient[T] }
func (LinearGradient[T]) Texture ¶ added in v0.33.0
func (lg LinearGradient[T]) Texture() Texture[T]
type LinearGradientNode ¶ added in v0.33.0
type LinearGradientNode[T any] struct { Repetitions nodes.Output[float64] Rotation nodes.Output[float64] Width nodes.Output[int] Height nodes.Output[int] Gradient nodes.Output[coloring.Gradient[T]] }
func (LinearGradientNode[T]) LinearGradient ¶ added in v0.33.0
func (n LinearGradientNode[T]) LinearGradient(out *nodes.StructOutput[Texture[T]])
type MaskToSDFNode ¶ added in v0.37.0
func (MaskToSDFNode) NormalizedSDF ¶ added in v0.37.0
func (n MaskToSDFNode) NormalizedSDF(out *nodes.StructOutput[Texture[float64]])
func (MaskToSDFNode) SDF ¶ added in v0.37.0
func (n MaskToSDFNode) SDF(out *nodes.StructOutput[Texture[float64]])
type MultiplyFloat1Node ¶ added in v0.33.0
func (MultiplyFloat1Node) Result ¶ added in v0.33.0
func (n MultiplyFloat1Node) Result(out *nodes.StructOutput[Texture[float64]])
type NoiseNode ¶ added in v0.33.0
type NoiseNode struct {
Width nodes.Output[int] `description:"number of pixels in the x direction of the texture"`
Height nodes.Output[int] `description:"number of pixels in the y direction of the texture"`
Scale nodes.Output[vector2.Float64] `description:"the X and Y scale of the first octave noise"`
Folds nodes.Output[int] `description:"the number of folds (offsetting the noise negatively and taking the absolute value)"`
Octaves nodes.Output[int] `description:"the number of iterations"`
Persistence nodes.Output[float64] `description:"the strength of each subsequent iteration"`
Offset nodes.Output[float64] `description:"the offset of the points, can be used to animate the noise"`
Seed nodes.Output[float64] `description:"RNG seed"`
Polar nodes.Output[bool] `description:"Whether or not to use polar coordinates to sample the random function"`
}
func (NoiseNode) Cellular ¶ added in v0.33.0
func (n NoiseNode) Cellular(out *nodes.StructOutput[Texture[float64]])
func (NoiseNode) Cellular2 ¶ added in v0.33.0
func (n NoiseNode) Cellular2(out *nodes.StructOutput[Texture[float64]])
func (NoiseNode) Cellular3 ¶ added in v0.33.0
func (n NoiseNode) Cellular3(out *nodes.StructOutput[Texture[float64]])
func (NoiseNode) Cellular4 ¶ added in v0.33.0
func (n NoiseNode) Cellular4(out *nodes.StructOutput[Texture[float64]])
func (NoiseNode) Cellular5 ¶ added in v0.33.0
func (n NoiseNode) Cellular5(out *nodes.StructOutput[Texture[float64]])
func (NoiseNode) Cellular6 ¶ added in v0.33.0
func (n NoiseNode) Cellular6(out *nodes.StructOutput[Texture[float64]])
func (NoiseNode) Perlin ¶ added in v0.33.0
func (n NoiseNode) Perlin(out *nodes.StructOutput[Texture[float64]])
func (NoiseNode) Simplex ¶ added in v0.33.0
func (n NoiseNode) Simplex(out *nodes.StructOutput[Texture[float64]])
func (NoiseNode) Value ¶ added in v0.33.0
func (n NoiseNode) Value(out *nodes.StructOutput[Texture[float64]])
func (NoiseNode) ValueDescription ¶ added in v0.33.0
type OneMinusNode ¶ added in v0.33.0
func (OneMinusNode) Result ¶ added in v0.33.0
func (n OneMinusNode) Result(out *nodes.StructOutput[Texture[float64]])
type PerlinNode ¶ added in v0.33.0
type PerlinNode struct {
Width nodes.Output[int]
Height nodes.Output[int]
Positive nodes.Output[float64]
Negative nodes.Output[float64]
Frequency nodes.Output[vector2.Float64]
}
func (PerlinNode) Out ¶ added in v0.33.0
func (n PerlinNode) Out(out *nodes.StructOutput[Texture[float64]])
type RadialGradient ¶ added in v0.33.0
type RadialGradient[T any] struct { Repetitions float64 Width int Height int Gradient coloring.Gradient[T] }
func (RadialGradient[T]) Texture ¶ added in v0.33.0
func (rg RadialGradient[T]) Texture() Texture[T]
type RadialGradientNode ¶ added in v0.33.0
type RadialGradientNode[T any] struct { Repetitions nodes.Output[float64] Width nodes.Output[int] Height nodes.Output[int] Gradient nodes.Output[coloring.Gradient[T]] }
func (RadialGradientNode[T]) LinearGradient ¶ added in v0.33.0
func (n RadialGradientNode[T]) LinearGradient(out *nodes.StructOutput[Texture[T]])
type SampleSDFNode ¶ added in v0.37.0
type SampleSDFNode struct {
Texture nodes.Output[Texture[float64]]
Size nodes.Output[vector3.Float64]
}
func (SampleSDFNode) SDF ¶ added in v0.37.0
func (n SampleSDFNode) SDF(out *nodes.StructOutput[sample.Vec3ToFloat])
type ScaleColorNode ¶ added in v0.33.0
type ScaleColorNode struct {
Texture nodes.Output[Texture[coloring.Color]]
Scale nodes.Output[Texture[float64]]
}
func (ScaleColorNode) Result ¶ added in v0.33.0
func (n ScaleColorNode) Result(out *nodes.StructOutput[Texture[coloring.Color]])
type ScaleColorUniformNode ¶ added in v0.33.0
type ScaleColorUniformNode struct {
Texture nodes.Output[Texture[coloring.Color]]
Scale nodes.Output[float64]
}
func (ScaleColorUniformNode) Result ¶ added in v0.33.0
func (n ScaleColorUniformNode) Result(out *nodes.StructOutput[Texture[coloring.Color]])
type ScaleFloat1UniformNode ¶ added in v0.33.0
type ScaleFloat1UniformNode struct {
Texture nodes.Output[Texture[float64]]
Scale nodes.Output[float64]
}
func (ScaleFloat1UniformNode) Result ¶ added in v0.33.0
func (n ScaleFloat1UniformNode) Result(out *nodes.StructOutput[Texture[float64]])
type ScaleFloat2UniformNode ¶ added in v0.33.0
type ScaleFloat2UniformNode struct {
Texture nodes.Output[Texture[vector2.Float64]]
Scale nodes.Output[float64]
}
func (ScaleFloat2UniformNode) Result ¶ added in v0.33.0
func (n ScaleFloat2UniformNode) Result(out *nodes.StructOutput[Texture[vector2.Float64]])
type ScaleFloat3UniformNode ¶ added in v0.33.0
type ScaleFloat3UniformNode struct {
Texture nodes.Output[Texture[vector3.Float64]]
Scale nodes.Output[float64]
}
func (ScaleFloat3UniformNode) Result ¶ added in v0.33.0
func (n ScaleFloat3UniformNode) Result(out *nodes.StructOutput[Texture[vector3.Float64]])
type ScaleFloat4UniformNode ¶ added in v0.33.0
type ScaleFloat4UniformNode struct {
Texture nodes.Output[Texture[vector4.Float64]]
Scale nodes.Output[float64]
}
func (ScaleFloat4UniformNode) Result ¶ added in v0.33.0
func (n ScaleFloat4UniformNode) Result(out *nodes.StructOutput[Texture[vector4.Float64]])
type SeamlessPerlinNode ¶ added in v0.17.0
type SeamlessPerlinNode struct {
Dimensions nodes.Output[int]
Positive nodes.Output[float64]
Negative nodes.Output[float64]
Octaves nodes.Output[int]
Frequency nodes.Output[float64]
}
func (SeamlessPerlinNode) Out ¶ added in v0.33.0
func (an SeamlessPerlinNode) Out(out *nodes.StructOutput[Texture[float64]])
type SelectColorNode ¶ added in v0.37.0
func (SelectColorNode) A ¶ added in v0.37.0
func (n SelectColorNode) A(out *nodes.StructOutput[Texture[float64]])
func (SelectColorNode) Array ¶ added in v0.37.0
func (n SelectColorNode) Array(out *nodes.StructOutput[[]coloring.Color])
func (SelectColorNode) B ¶ added in v0.37.0
func (n SelectColorNode) B(out *nodes.StructOutput[Texture[float64]])
func (SelectColorNode) G ¶ added in v0.37.0
func (n SelectColorNode) G(out *nodes.StructOutput[Texture[float64]])
func (SelectColorNode) Height ¶ added in v0.37.0
func (n SelectColorNode) Height(out *nodes.StructOutput[int])
func (SelectColorNode) R ¶ added in v0.37.0
func (n SelectColorNode) R(out *nodes.StructOutput[Texture[float64]])
func (SelectColorNode) Width ¶ added in v0.37.0
func (n SelectColorNode) Width(out *nodes.StructOutput[int])
type SelectNode ¶ added in v0.33.0
func (SelectNode[T]) Array ¶ added in v0.33.0
func (n SelectNode[T]) Array(out *nodes.StructOutput[[]T])
func (SelectNode[T]) Height ¶ added in v0.33.0
func (n SelectNode[T]) Height(out *nodes.StructOutput[int])
func (SelectNode[T]) Width ¶ added in v0.33.0
func (n SelectNode[T]) Width(out *nodes.StructOutput[int])
type Texture ¶ added in v0.25.0
type Texture[T any] struct { // contains filtered or unexported fields }
func ApplyGradient ¶ added in v0.33.0
func ClampColor ¶ added in v0.34.0
func DivideColor ¶ added in v0.34.0
func DotProduct ¶ added in v0.33.0
func RadialGaussianBlur ¶ added in v0.34.0
func RadialGaussianBlur[T any](space vector.Space[T], src Texture[T], radius int, sigma float64) Texture[T]
GaussianBlur applies a Gaussian blur to the texture
func ScaleUniform ¶ added in v0.34.0
func ToSDF ¶ added in v0.37.0
Implementation of:
Distance Transforms of Sampled Functions by Pedro F. Felzenszwalb and Daniel P. Huttenlocher https://cs.brown.edu/people/pfelzens/papers/dt-final.pdf
func (Texture[T]) MutateParallel ¶ added in v0.34.0
func (Texture[T]) MutateParallelAcross ¶ added in v0.34.0
func (Texture[T]) ScanParallel ¶ added in v0.34.0
func (Texture[T]) ScanParallelAcross ¶ added in v0.34.0
func (Texture[T]) SearchNeighborhood ¶ added in v0.25.0
Source Files
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