23564583a4
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D space. The noise code has also been refactored to be more readable. The Color output and distortion patterns changed, so this patch breaks backward compatibility. This is due to the fact that we now use random offsets as noise seeds, as opposed to swizzling and constants offsets. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5560
234 lines
5.8 KiB
Plaintext
234 lines
5.8 KiB
Plaintext
/*
|
|
* Copyright 2011-2013 Blender Foundation
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*/
|
|
|
|
#include "stdosl.h"
|
|
#include "node_noise.h"
|
|
|
|
/* Musgrave fBm
|
|
*
|
|
* H: fractal increment parameter
|
|
* lacunarity: gap between successive frequencies
|
|
* octaves: number of frequencies in the fBm
|
|
*
|
|
* from "Texturing and Modelling: A procedural approach"
|
|
*/
|
|
|
|
float noise_musgrave_fBm(point ip, float H, float lacunarity, float octaves)
|
|
{
|
|
float rmd;
|
|
float value = 0.0;
|
|
float pwr = 1.0;
|
|
float pwHL = pow(lacunarity, -H);
|
|
int i;
|
|
point p = ip;
|
|
|
|
for (i = 0; i < (int)octaves; i++) {
|
|
value += safe_noise(p) * pwr;
|
|
pwr *= pwHL;
|
|
p *= lacunarity;
|
|
}
|
|
|
|
rmd = octaves - floor(octaves);
|
|
if (rmd != 0.0)
|
|
value += rmd * safe_noise(p) * pwr;
|
|
|
|
return value;
|
|
}
|
|
|
|
/* Musgrave Multifractal
|
|
*
|
|
* H: highest fractal dimension
|
|
* lacunarity: gap between successive frequencies
|
|
* octaves: number of frequencies in the fBm
|
|
*/
|
|
|
|
float noise_musgrave_multi_fractal(point ip, float H, float lacunarity, float octaves)
|
|
{
|
|
float rmd;
|
|
float value = 1.0;
|
|
float pwr = 1.0;
|
|
float pwHL = pow(lacunarity, -H);
|
|
int i;
|
|
point p = ip;
|
|
|
|
for (i = 0; i < (int)octaves; i++) {
|
|
value *= (pwr * safe_noise(p) + 1.0);
|
|
pwr *= pwHL;
|
|
p *= lacunarity;
|
|
}
|
|
|
|
rmd = octaves - floor(octaves);
|
|
if (rmd != 0.0)
|
|
value *= (rmd * pwr * safe_noise(p) + 1.0); /* correct? */
|
|
|
|
return value;
|
|
}
|
|
|
|
/* Musgrave Heterogeneous Terrain
|
|
*
|
|
* H: fractal dimension of the roughest area
|
|
* lacunarity: gap between successive frequencies
|
|
* octaves: number of frequencies in the fBm
|
|
* offset: raises the terrain from `sea level'
|
|
*/
|
|
|
|
float noise_musgrave_hetero_terrain(
|
|
point ip, float H, float lacunarity, float octaves, float offset)
|
|
{
|
|
float value, increment, rmd;
|
|
float pwHL = pow(lacunarity, -H);
|
|
float pwr = pwHL;
|
|
int i;
|
|
point p = ip;
|
|
|
|
/* first unscaled octave of function; later octaves are scaled */
|
|
value = offset + safe_noise(p);
|
|
p *= lacunarity;
|
|
|
|
for (i = 1; i < (int)octaves; i++) {
|
|
increment = (safe_noise(p) + offset) * pwr * value;
|
|
value += increment;
|
|
pwr *= pwHL;
|
|
p *= lacunarity;
|
|
}
|
|
|
|
rmd = octaves - floor(octaves);
|
|
if (rmd != 0.0) {
|
|
increment = (safe_noise(p) + offset) * pwr * value;
|
|
value += rmd * increment;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
/* Hybrid Additive/Multiplicative Multifractal Terrain
|
|
*
|
|
* H: fractal dimension of the roughest area
|
|
* lacunarity: gap between successive frequencies
|
|
* octaves: number of frequencies in the fBm
|
|
* offset: raises the terrain from `sea level'
|
|
*/
|
|
|
|
float noise_musgrave_hybrid_multi_fractal(
|
|
point ip, float H, float lacunarity, float octaves, float offset, float gain)
|
|
{
|
|
float result, signal, weight, rmd;
|
|
float pwHL = pow(lacunarity, -H);
|
|
float pwr = pwHL;
|
|
int i;
|
|
point p = ip;
|
|
|
|
result = safe_noise(p) + offset;
|
|
weight = gain * result;
|
|
p *= lacunarity;
|
|
|
|
for (i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
|
|
if (weight > 1.0)
|
|
weight = 1.0;
|
|
|
|
signal = (safe_noise(p) + offset) * pwr;
|
|
pwr *= pwHL;
|
|
result += weight * signal;
|
|
weight *= gain * signal;
|
|
p *= lacunarity;
|
|
}
|
|
|
|
rmd = octaves - floor(octaves);
|
|
if (rmd != 0.0)
|
|
result += rmd * ((safe_noise(p) + offset) * pwr);
|
|
|
|
return result;
|
|
}
|
|
|
|
/* Ridged Multifractal Terrain
|
|
*
|
|
* H: fractal dimension of the roughest area
|
|
* lacunarity: gap between successive frequencies
|
|
* octaves: number of frequencies in the fBm
|
|
* offset: raises the terrain from `sea level'
|
|
*/
|
|
|
|
float noise_musgrave_ridged_multi_fractal(
|
|
point ip, float H, float lacunarity, float octaves, float offset, float gain)
|
|
{
|
|
float result, signal, weight;
|
|
float pwHL = pow(lacunarity, -H);
|
|
float pwr = pwHL;
|
|
int i;
|
|
point p = ip;
|
|
|
|
signal = offset - fabs(safe_noise(p));
|
|
signal *= signal;
|
|
result = signal;
|
|
weight = 1.0;
|
|
|
|
for (i = 1; i < (int)octaves; i++) {
|
|
p *= lacunarity;
|
|
weight = clamp(signal * gain, 0.0, 1.0);
|
|
signal = offset - fabs(safe_noise(p));
|
|
signal *= signal;
|
|
signal *= weight;
|
|
result += signal * pwr;
|
|
pwr *= pwHL;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/* Shader */
|
|
|
|
shader node_musgrave_texture(
|
|
int use_mapping = 0,
|
|
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
|
|
string type = "fBM",
|
|
float Dimension = 2.0,
|
|
float Lacunarity = 1.0,
|
|
float Detail = 2.0,
|
|
float Offset = 0.0,
|
|
float Gain = 1.0,
|
|
float Scale = 5.0,
|
|
point Vector = P,
|
|
output float Fac = 0.0,
|
|
output color Color = 0.0)
|
|
{
|
|
float dimension = max(Dimension, 1e-5);
|
|
float octaves = clamp(Detail, 0.0, 16.0);
|
|
float lacunarity = max(Lacunarity, 1e-5);
|
|
float intensity = 1.0;
|
|
|
|
point p = Vector;
|
|
|
|
if (use_mapping)
|
|
p = transform(mapping, p);
|
|
|
|
p = p * Scale;
|
|
|
|
if (type == "multifractal")
|
|
Fac = intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
|
|
else if (type == "fBM")
|
|
Fac = intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
|
|
else if (type == "hybrid_multifractal")
|
|
Fac = intensity *
|
|
noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
|
|
else if (type == "ridged_multifractal")
|
|
Fac = intensity *
|
|
noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
|
|
else if (type == "hetero_terrain")
|
|
Fac = intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, Offset);
|
|
|
|
Color = color(Fac, Fac, Fac);
|
|
}
|