Loonim Namespace Reference

Classes

class  DrawInfo
 
class  DrawStack
 A stack of nodes used for GPU drawing. Note that the stack is built "backwards" - i.e. we start by adding the top most node and go down. More...
 
class  DrawStackNode
 A single node on the stack. More...
 
class  LiveStackNode
 
class  TextureStackNode
 
class  StackerStackNode
 
class  MaterialStackNodeCleared
 The same as a MaterialStackNode only this optionally clears before it draws. More...
 
class  MaterialStackNode
 
class  BatchStackNode
 
class  BlockStackNode
 
class  BoxBlurFilter
 
class  ConvolveFilter
 
class  FFT
 Performs the fast fourier transform. More...
 
class  GaussianFilter
 
class  Kernel
 
class  LensBlurFilter
 
class  UnsharpFilter
 
class  PercentileFilter
 Percentile filters essentially average a region of the image. The average weighting used is the percentile. More...
 
class  HslRgb
 HSL to and from RGB. All remapped to 0-1. More...
 
class  HsvRgb
 
class  HsyRgb
 
class  LabRgb
 http://www.brucelindbloom.com/index.html?Equations.html. Note that this is remapped and is all in the 0-1 range. More...
 
class  BitmapNode
 Some nodes in CPU mode have to cache their complete input in order to apply their effect. An example is blur. These are 'bitmap' nodes. More...
 
class  FastNoiseBasis
 
class  Output
 Describes a series of fully packed textures. Usually 2 of them in a normal PBR setup. It can define the following typical channels plus any custom ones: More...
 
class  RidgedMultifractal
 
class  Linear
 Generates a linear graph. More...
 
class  SineWave
 Generates a sine wave. More...
 
class  Staircase
 Generates a staircase. Input2 is step count. N cubes inside which the input graph is placed. Input1 is the step curve. Copied step count times into it's own little cube of space. More...
 
class  GainCurve
 Generates a gain curve. Input1 is the gain factor. If 0, it comes out as a straight line. If 1, it looks more like half of a gaussian function. More...
 
class  Gaussian
 Generates a gaussian curve. Input1 is mu. Input2 is sigma squared (controls the width). More...
 
class  Arc
 Generates an arc of given curvature. Input: Curvature. 1 means it looks like a circle quadrant, 0 means straight line. -1 means it looks like an inverse of a circle quadrant. More...
 
class  Gamma
 Generates a gamma correction curve. Input1 is gamma. Typical value is 2.2. More...
 
class  BiasCurve
 Generates a bias curve. Input1 is bias factor. More...
 
class  NoiseCurve
 Generates a noisy curve. Ranges from 0.5 + (amplitude * value). Amplitude of 1 makes it range from 0-1. More...
 
class  Bounce
 Generates a "bounce" wave. More...
 
class  Spheres
 
class  Square
 Generates a square wave. Checkerboard is the 2D version of this. More...
 
class  ClippingPath
 Draws a custom 2D mesh with a given fill. Note that these work best with the Stack node. The path ranges from +1 to -1 on x and y. More...
 
class  Stack
 Fast stacking of images with their default blending. More...
 
class  Voronoi
 
class  Checkerboard
 
class  Property
 Pulls in a property value from the surfaces property set. More...
 
class  Cylinders
 
class  FastBillow
 
class  FastPerlin
 
class  FastRidgedMultifractal
 
class  Billow
 
class  Perlin
 
class  Spectrum
 Generates a "full colour" spectrum. More...
 
class  NoisyGradient
 Generates a noisy gradient. Essentially adds a random HSL colour to the base colour. The range of available colours is given with h,s and l. Base colour is source. The randomness factors are given with the 3 noise details. More...
 
class  Gradient
 
class  RoundedBox
 Generates a box with rounded edges. Can produce circles and elipses too. More...
 
class  GradientNoise
 
class  GraphNode
 Represents a node for graph data. More...
 
class  Math
 Provides math operations not found in System.Math. More...
 
class  HueSatLum
 
class  Sepia
 
class  Occlusion
 
class  Turbulence
 
class  AbsoluteOutput
 Module that returns the absolute value of the output of a source module. More...
 
class  Add
 Module that returns the output of two source modules added together. More...
 
class  Average
 Similar to a 50% blend but this one ignores alpha. More...
 
class  Blend
 Module that blends the output of two source modules using the output of an weight module as the blending weight. More...
 
class  ClampOutput
 
class  Repeat
 Repeats an image. Different from scaling input as this clips the input coords to being always in the 0-1 range. More...
 
class  Normals
 Computes the normals from a height map. Uses the greyscale brightness. More...
 
class  Divide
 
class  InvertColourInput
 Samples at 1-x,1-y. More...
 
class  InvertInput
 
class  InvertOutput
 Note that this differs from InvertColour. This is simply -X. More...
 
class  LargerOutput
 
class  Multiply
 
class  Power
 
class  RotateInput
 
class  Box
 Puts a texture into a "box". Primarily used by graphs. Essentially adjusts its start/end points in 2D or 3D space. Graphs flatline outside this box. More...
 
class  ScaleInput
 
class  Percentile
 Percentile filter (such as median). More...
 
class  SelectFalloff
 
class  SmallerOutput
 
class  Subtract
 Module that returns the output of a source module minus another. More...
 
class  Blur
 
class  TranslateInput
 
class  Edges
 Highlights edges on the greyscale image. More...
 
class  ContrastOrigin
 Contrast around a particular origin. More...
 
class  Brightness
 
class  Contrast
 
class  Hue
 
class  Saturation
 
class  Luminance
 
class  LessThanA
 Less than. Applies to alpha channel too. More...
 
class  GreaterThanA
 Greater than. Applies to alpha channel too. More...
 
class  LessOrEqualA
 Less than or equal. Applies to alpha channel too. More...
 
class  GreaterOrEqualA
 Greater or equal. Applies to alpha channel too. More...
 
class  EqualA
 Source1 == SourceB. Applies to alpha channel too. More...
 
class  NotEqualA
 Source1 != SourceB. Applies to alpha channel too. More...
 
class  Log
 
class  ArcCosine
 
class  ArcSine
 
class  ArcTangent
 atan(src1). More...
 
class  ArcTangent2
 
class  InvertColour
 Similar to invert only this is 1-X. More traditional colour inversion. More...
 
class  Cosine
 
class  Sine
 
class  Tangent
 
class  Root
 
class  Modulus
 
class  Round
 Rounds Source to nearest 'ToNearest'. More...
 
class  Floor
 Rounds Source to nearest 'ToNearest'. More...
 
class  Ceiling
 Rounds Source upwards to nearest 'ToNearest'. More...
 
class  DirectionalDerivative
 Computes the directional derivative. More...
 
class  CombineRGB
 Combines r,g and b channels into one. Best sampled using GetColour of course! More...
 
class  CombineHSL
 Combines h,s and l channels into one. Best sampled using GetColour of course! More...
 
class  CombineHSB
 Aka HSV. Combines h,s and b channels into one. Best sampled using GetColour of course! More...
 
class  CombineHSY
 Combines h,s and y channels into one. Best sampled using GetColour of course! More...
 
class  CombineLAB
 Combines l,a and b channels into one. Best sampled using GetColour of course! More...
 
class  GammaCorrect
 
class  WrapClip
 
class  SplitRed
 Reads the red channel of an image. More...
 
class  SplitGreen
 Reads the green channel of an image. More...
 
class  SplitBlue
 Reads the blue channel of an image. More...
 
class  SplitHue
 Reads the hue channel of an image. More...
 
class  SplitSaturation
 Reads the saturation channel of an image. More...
 
class  SplitLuminosityL
 Reads the luminosity (HSL) channel of an image. More...
 
class  SplitLuminosityY
 Reads the luminosity (HSY) channel of an image. More...
 
class  SplitLuminosityB
 Reads the luminosity (HSB aka HSV) channel of an image. More...
 
class  FastTurbulence
 
class  SplitAlpha
 Reads the alpha channel of an image. More...
 
class  SplitLabL
 Reads the LAB L channel of an image. More...
 
class  SplitLabA
 Reads the LAB A channel of an image. More...
 
class  SplitLabB
 Reads the LAB B channel of an image. More...
 
class  CombineAlpha
 Module that returns the output of two source modules added together. More...
 
class  Levels
 Changes the range of RGB values to the specified white/black range. Clipped to the min/max, then stretched out. More...
 
class  Threshold
 Threshold. Selects high if above and low if below. May blend depending on smoothing range. More...
 
class  Desaturate
 
class  ToneMap
 Remaps the incoming data according to a given tone curve. More...
 
class  RotateInputAngle
 
class  AbsThreshold
 Checks if the difference between two textures is above a threshold (channelwise). If it is, src2 is used. The bigger the absolute difference, the more apparent src2 is. More...
 
class  Lookup
 Does Source(LookupX(x,y),LookupY(x,y)); or Source(LookupX(x,y),0) if Y is null. More...
 
class  SelectAny
 Control(t) normalised to an index in Points, which is then read. Note that this also blends between the nearest points when possible. More...
 
class  Refraction
 
class  Smudge
 Smudges the input. More...
 
class  TextureNode
 A node in a texture generation graph. More...
 
class  ValueNoiseBasis
 
class  RasterSurfaceTexture
 A raster texture which is applied to a surface. Should generally be avoided as they're fixed size. More...
 
class  SimplexNoiseGenerator
 
class  Std1InputNode
 A node with 1 input node. E.g. phase shift etc. More...
 
class  Std2InputNode
 A node with 2 input nodes. E.g. add, subtract etc. More...
 
class  StdLogicNode
 A node with 4 input nodes. E.g. a < b etc. More...
 
class  StrokeLineMode
 Various stroke-line values used by both stroke-linecap and stroke-linejoin. More...
 
class  StrokePath
 Helper class for generating stroke paths. More...
 
struct  StrokePoint
 A point on the stroke. More...
 
class  StrokePathMesh
 Helper class for generating stroke meshes. More...
 
class  SurfaceProperty
 An instance property on a surface texture. More...
 
class  SurfaceTexture
 A texture which can be used to describe a surface. More...
 
class  TextureNodeMeta
 
class  TextureNodes
 Used to load procedural texture descriptions from the binary format. They're made up of a series of "nodes" called modules. Each module has it's own loader. Some modules make use of 2D graphs - these graphs use graph loaders, and the concept there is exactly the same too; i.e. each graph can actually be a series of conneted modules too. Both graph modules and texture modules are dealt with here. The functions which deal with this at a more abstract level are in TextureReader.cs More...
 
class  TextureReader
 A loader which is used to load textures. More...
 

Enumerations

enum Loonim.BlendingMode : int

The available blending modes for the blend node.

Enumerator
Normal 
Darken 
Multiply 
ColourBurn 
LinearBurn 
Lighten 
Screen 
ColourDodge 
LinearDodge 
Overlay 
SoftLight 
HardLight 
VividLight 
LinearLight 
Difference 
Hue 
Saturation 
Colour 
Luminosity 
Divide 
Subtract 
Exclusion 
HardMix 
PinLight 
LighterColor 
DarkerColor 
enum Loonim.BlurMethod : int
Enumerator
Box 
Gaussian 
Enumerator
ZeroEdges 
ClampEdges 
WrapEdges 
Enumerator
Greyscale 
YChannel 
LChannel 
VChannel 
enum Loonim.EdgeMethod : int

Edge detection method.

Enumerator
Sobel 
Gradient 
Roberts 
Enumerator
Low 
Standard 
High 
Enumerator
Low 
Medium 
High 

The mode to use when drawing a texture.

Enumerator
GPU 
CPU 

The type of surface to draw.

Enumerator
Albedo 
Normals 
Enumerator
Euclidean 
Manhattan 
Chebyshev 
Minkowski 
enum Loonim.VoronoiDraw : int
Enumerator
Normal 
Flat 
Solid 

The available voronoi functions. Note: (n%4)+1 describes how many nodes a method requires.

Enumerator
F1 
F2 
F3 
F4 
F2minusF1 
F3minusF2 
F4minusF3 
Average2 
Average3 
Average4 
TwoF3minusF2minusF1