forked from bartvdbraak/blender
fb56dbc2af
using them, but rather do it now that I have the chance still. Highlights: * Wood and Marble merged into a single Wave texture * Clouds + Distorted Noise merged into new Noise node * Blend renamed to Gradient * Stucci removed, was mostly useful for old bump * Noise removed, will come back later, didn't actually work yet * Depth setting is now Detail socket, which accepts float values * Scale socket instead of Size socket http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
241 lines
7.0 KiB
C
241 lines
7.0 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Musgrave fBm
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*
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* H: fractal increment parameter
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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*
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* from "Texturing and Modelling: A procedural approach"
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*/
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__device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 0.0f;
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float pwr = 1.0f;
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float pwHL = pow(lacunarity, -H);
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int i;
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for(i = 0; i < (int)octaves; i++) {
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value += snoise(p) * pwr;
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pwr *= pwHL;
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p *= lacunarity;
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}
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rmd = octaves - floor(octaves);
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if(rmd != 0.0f)
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value += rmd * snoise(p) * pwr;
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return value;
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}
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/* Musgrave Multifractal
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*
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* H: highest fractal dimension
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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*/
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__device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 1.0f;
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float pwr = 1.0f;
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float pwHL = pow(lacunarity, -H);
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int i;
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for(i = 0; i < (int)octaves; i++) {
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value *= (pwr * snoise(p) + 1.0f);
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pwr *= pwHL;
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p *= lacunarity;
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}
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rmd = octaves - floor(octaves);
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if(rmd != 0.0f)
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value *= (rmd * pwr * snoise(p) + 1.0f); /* correct? */
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return value;
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}
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/* Musgrave Heterogeneous Terrain
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*
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* H: fractal dimension of the roughest area
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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* offset: raises the terrain from `sea level'
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*/
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__device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset)
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{
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float value, increment, rmd;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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/* first unscaled octave of function; later octaves are scaled */
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value = offset + snoise(p);
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p *= lacunarity;
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for(i = 1; i < (int)octaves; i++) {
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increment = (snoise(p) + offset) * pwr * value;
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value += increment;
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pwr *= pwHL;
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p *= lacunarity;
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}
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rmd = octaves - floor(octaves);
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if(rmd != 0.0f) {
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increment = (snoise(p) + offset) * pwr * value;
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value += rmd * increment;
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}
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return value;
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}
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/* Hybrid Additive/Multiplicative Multifractal Terrain
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*
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* H: fractal dimension of the roughest area
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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* offset: raises the terrain from `sea level'
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*/
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__device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
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{
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float result, signal, weight, rmd;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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result = snoise(p) + offset;
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weight = gain * result;
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p *= lacunarity;
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for(i = 1; (weight > 0.001f) && (i < (int)octaves); i++) {
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if(weight > 1.0f)
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weight = 1.0f;
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signal = (snoise(p) + offset) * pwr;
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pwr *= pwHL;
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result += weight * signal;
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weight *= gain * signal;
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p *= lacunarity;
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}
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rmd = octaves - floor(octaves);
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if(rmd != 0.0f)
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result += rmd * ((snoise(p) + offset) * pwr);
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return result;
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}
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/* Ridged Multifractal Terrain
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*
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* H: fractal dimension of the roughest area
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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* offset: raises the terrain from `sea level'
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*/
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__device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
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{
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float result, signal, weight;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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signal = offset - fabsf(snoise(p));
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signal *= signal;
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result = signal;
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weight = 1.0f;
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for(i = 1; i < (int)octaves; i++) {
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p *= lacunarity;
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weight = clamp(signal * gain, 0.0f, 1.0f);
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signal = offset - fabsf(snoise(p));
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signal *= signal;
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signal *= weight;
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result += signal * pwr;
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pwr *= pwHL;
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}
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return result;
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}
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/* Shader */
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__device float svm_musgrave(NodeMusgraveType type, float dimension, float lacunarity, float octaves, float offset, float intensity, float gain, float scale, float3 p)
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{
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NodeNoiseBasis basis = NODE_NOISE_PERLIN;
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p *= scale;
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if(type == NODE_MUSGRAVE_MULTIFRACTAL)
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return intensity*noise_musgrave_multi_fractal(p, basis, dimension, lacunarity, octaves);
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else if(type == NODE_MUSGRAVE_FBM)
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return intensity*noise_musgrave_fBm(p, basis, dimension, lacunarity, octaves);
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else if(type == NODE_MUSGRAVE_HYBRID_MULTIFRACTAL)
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return intensity*noise_musgrave_hybrid_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain);
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else if(type == NODE_MUSGRAVE_RIDGED_MULTIFRACTAL)
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return intensity*noise_musgrave_ridged_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain);
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else if(type == NODE_MUSGRAVE_HETERO_TERRAIN)
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return intensity*noise_musgrave_hetero_terrain(p, basis, dimension, lacunarity, octaves, offset);
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return 0.0f;
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}
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__device void svm_node_tex_musgrave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint4 node2 = read_node(kg, offset);
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uint4 node3 = read_node(kg, offset);
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uint type, co_offset, color_offset, fac_offset;
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uint dimension_offset, lacunarity_offset, detail_offset, offset_offset;
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uint gain_offset, scale_offset;
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decode_node_uchar4(node.y, &type, &co_offset, &color_offset, &fac_offset);
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decode_node_uchar4(node.z, &dimension_offset, &lacunarity_offset, &detail_offset, &offset_offset);
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decode_node_uchar4(node.z, &gain_offset, &scale_offset, NULL, NULL);
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float3 co = stack_load_float3(stack, co_offset);
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float dimension = stack_load_float_default(stack, dimension_offset, node2.x);
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float lacunarity = stack_load_float_default(stack, lacunarity_offset, node2.y);
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float detail = stack_load_float_default(stack, detail_offset, node2.z);
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float foffset = stack_load_float_default(stack, offset_offset, node2.w);
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float gain = stack_load_float_default(stack, gain_offset, node3.x);
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float scale = stack_load_float_default(stack, scale_offset, node3.y);
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dimension = fmaxf(dimension, 1e-5f);
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detail = clamp(detail, 0.0f, 16.0f);
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lacunarity = fmaxf(lacunarity, 1e-5f);
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float f = svm_musgrave((NodeMusgraveType)type,
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dimension, lacunarity, detail, foffset, 1.0f, gain, scale, co);
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if(stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, f);
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if(stack_valid(color_offset))
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stack_store_float3(stack, color_offset, make_float3(f, f, f));
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}
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CCL_NAMESPACE_END
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