| 206 | } |
| 207 | |
| 208 | void createEdgeMask(std::vector<std::vector<float>>& pNoise, float pEdgeFade) { |
| 209 | |
| 210 | float percentToGradient = pEdgeFade; |
| 211 | // this is the percentage of the entire width/height from edge to fade in |
| 212 | |
| 213 | for (size_t i = 0; i < pNoise.size(); i++) { |
| 214 | for (size_t j = 0; j < pNoise[i].size(); j++) { |
| 215 | |
| 216 | if (i < pNoise.size() / 2) { // left side of map |
| 217 | float percentIn = (float)i / pNoise.size(); // calculate how far in the map we are |
| 218 | if (percentIn < percentToGradient) { |
| 219 | pNoise[i][j] *= (percentIn / percentToGradient); |
| 220 | } |
| 221 | } |
| 222 | |
| 223 | if (i > pNoise.size() / 2) { // right side of map |
| 224 | float percentIn = 1 - (float)i / pNoise.size(); |
| 225 | if (percentIn < percentToGradient) { |
| 226 | pNoise[i][j] *= (percentIn / percentToGradient); |
| 227 | } |
| 228 | } |
| 229 | |
| 230 | if (j < pNoise[i].size() / 2) { // top side of map |
| 231 | float percentIn = (float)j / pNoise[i].size(); |
| 232 | if (percentIn < percentToGradient) { |
| 233 | pNoise[i][j] *= (percentIn / percentToGradient); |
| 234 | } |
| 235 | } |
| 236 | |
| 237 | if (j > pNoise[i].size() / 2) { // top side of map |
| 238 | float percentIn = 1 - (float)j / pNoise[i].size(); |
| 239 | if (percentIn < percentToGradient) { |
| 240 | pNoise[i][j] *= (percentIn / percentToGradient); |
| 241 | } |
| 242 | } |
| 243 | |
| 244 | } |
| 245 | } |
| 246 | } |
| 247 | void createRadialMask(std::vector<std::vector<float>>& pNoise) { |
| 248 | float centerX = (float) pNoise.size() / 2; |
| 249 | float centerY = (float) pNoise[0].size() / 2; |