diff --git a/core/math/noise/opensimplex2.odin b/core/math/noise/opensimplex2.odin index d90dafdf5..d28356f2c 100644 --- a/core/math/noise/opensimplex2.odin +++ b/core/math/noise/opensimplex2.odin @@ -20,6 +20,7 @@ Vec4 :: [4]f64 /* 2D Simplex noise, standard lattice orientation. */ +@(require_results) noise_2d :: proc(seed: i64, coord: Vec2) -> (value: f32) { // Get points for A2* lattice skew := SKEW_2D * (coord.x + coord.y) @@ -35,6 +36,7 @@ noise_2d :: proc(seed: i64, coord: Vec2) -> (value: f32) { unless your map is centered around an equator. It's a subtle difference, but the option is here to make it an easy choice. */ +@(require_results) noise_2d_improve_x :: proc(seed: i64, coord: Vec2) -> (value: f32) { // Skew transform and rotation baked into one. xx := coord.x * ROOT_2_OVER_2 @@ -51,6 +53,7 @@ noise_2d_improve_x :: proc(seed: i64, coord: Vec2) -> (value: f32) { If Z is vertical in world coordinates, call `noise_3d_improve_xz(x, y, Z)`. For a time varied animation, call `noise_3d_improve_xz(x, y, T)`. */ +@(require_results) noise_3d_improve_xy :: proc(seed: i64, coord: Vec3) -> (value: f32) { /* Re-orient the cubic lattices without skewing, so Z points up the main lattice diagonal, @@ -75,6 +78,7 @@ noise_3d_improve_xy :: proc(seed: i64, coord: Vec3) -> (value: f32) { If Z is vertical in world coordinates, call `noise_3d_improve_xz(x, Z, y)` or use `noise_3d_improve_xy`. For a time varied animation, call `noise_3d_improve_xz(x, T, y)` or use `noise_3d_improve_xy`. */ +@(require_results) noise_3d_improve_xz :: proc(seed: i64, coord: Vec3) -> (value: f32) { /* Re-orient the cubic lattices without skewing, so Y points up the main lattice diagonal, @@ -96,6 +100,7 @@ noise_3d_improve_xz :: proc(seed: i64, coord: Vec3) -> (value: f32) { Use `noise_3d_improve_xy` or `noise_3d_improve_xz` instead, wherever appropriate. They have less diagonal bias. This function's best use is as a fallback. */ +@(require_results) noise_3d_fallback :: proc(seed: i64, coord: Vec3) -> (value: f32) { /* Re-orient the cubic lattices via rotation, to produce a familiar look. @@ -114,6 +119,7 @@ noise_3d_fallback :: proc(seed: i64, coord: Vec3) -> (value: f32) { Recommended for time-varied animations which texture a 3D object (W=time) in a space where Z is vertical. */ +@(require_results) noise_4d_improve_xyz_improve_xy :: proc(seed: i64, coord: Vec4) -> (value: f32) { xy := coord.x + coord.y s2 := xy * -0.21132486540518699998 @@ -133,6 +139,7 @@ noise_4d_improve_xyz_improve_xy :: proc(seed: i64, coord: Vec4) -> (value: f32) Recommended for time-varied animations which texture a 3D object (W=time) in a space where Y is vertical. */ +@(require_results) noise_4d_improve_xyz_improve_xz :: proc(seed: i64, coord: Vec4) -> (value: f32) { xz := coord.x + coord.z s2 := xz * -0.21132486540518699998 @@ -152,6 +159,7 @@ noise_4d_improve_xyz_improve_xz :: proc(seed: i64, coord: Vec4) -> (value: f32) Recommended for time-varied animations which texture a 3D object (W=time) where there isn't a clear distinction between horizontal and vertical */ +@(require_results) noise_4d_improve_xyz :: proc(seed: i64, coord: Vec4) -> (value: f32) { xyz := coord.x + coord.y + coord.z ww := coord.w * 0.2236067977499788 @@ -164,6 +172,7 @@ noise_4d_improve_xyz :: proc(seed: i64, coord: Vec4) -> (value: f32) { /* 4D OpenSimplex2 noise, fallback lattice orientation. */ +@(require_results) noise_4d_fallback :: proc(seed: i64, coord: Vec4) -> (value: f32) { // Get points for A4 lattice skew := f64(SKEW_4D) * (coord.x + coord.y + coord.z + coord.w)