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authorskal <pascal.massimino@gmail.com>2026-02-01 11:31:00 +0100
committerskal <pascal.massimino@gmail.com>2026-02-01 11:31:00 +0100
commitf80e37bd61e447f1d66fbb5eb4c1ab7a8a77cf0f (patch)
treed6c06e4c9e6d2570458d88d35acba9e64231cbc0 /src/procedural/generator.h
parentf307cde4ac1126e38c5595ce61a26d50cdd7ad4a (diff)
feat: Add seamless bump mapping with procedural noise
- Replaced white noise with smooth value-like noise. - Implemented periodic texture generation (seam blending). - Integrated bump mapping into Renderer3D using finite difference of displaced SDF. - Updated test_3d_render with noise texture and multiple SDF shapes (Box, Sphere, Torus).
Diffstat (limited to 'src/procedural/generator.h')
-rw-r--r--src/procedural/generator.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/procedural/generator.h b/src/procedural/generator.h
index a5ced68..8a9e757 100644
--- a/src/procedural/generator.h
+++ b/src/procedural/generator.h
@@ -24,4 +24,9 @@ void gen_noise(uint8_t* buffer, int w, int h, const float* params,
void gen_grid(uint8_t* buffer, int w, int h, const float* params,
int num_params);
+// Post-process: Make texture periodic by blending edges
+// Params[0]: Border size ratio (0.0 - 0.5), default 0.1
+void make_periodic(uint8_t* buffer, int w, int h, const float* params,
+ int num_params);
+
} // namespace procedural