forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
219 lines
5.7 KiB
Plaintext
219 lines
5.7 KiB
Plaintext
/*
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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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#include "stdosl.h"
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#include "node_texture.h"
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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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float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 0.0;
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float pwr = 1.0;
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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 += noise_basis(p, basis) * 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 != 0.0)
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value += rmd * noise_basis(p, basis) * 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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float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 1.0;
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float pwr = 1.0;
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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 * noise_basis(p, basis) + 1.0);
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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 != 0.0)
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value *= (rmd * pwr * noise_basis(p, basis) + 1.0); /* 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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float noise_musgrave_hetero_terrain(point p, string 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 + noise_basis(p, basis);
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p *= lacunarity;
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for(i = 1; i < (int)octaves; i++) {
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increment = (noise_basis(p, basis) + 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 != 0.0) {
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increment = (noise_basis(p, basis) + 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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float noise_musgrave_hybrid_multi_fractal(point p, string 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 = noise_basis(p, basis) + offset;
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weight = gain * result;
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p *= lacunarity;
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for(i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
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if(weight > 1.0)
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weight = 1.0;
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signal = (noise_basis(p, basis) + 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 != 0.0)
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result += rmd * ((noise_basis(p, basis) + 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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float noise_musgrave_ridged_multi_fractal(point p, string 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 - fabs(noise_basis(p, basis));
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signal *= signal;
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result = signal;
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weight = 1.0;
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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, 0.0, 1.0);
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signal = offset - fabs(noise_basis(p, basis));
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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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shader node_musgrave_texture(
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string Type = "fBM",
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string Basis = "Perlin",
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float Dimension = 2.0,
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float Lacunarity = 1.0,
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float Octaves = 2.0,
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float Offset = 0.0,
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float Intensity = 1.0,
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float Gain = 1.0,
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float Size = 0.25,
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point Vector = P,
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output float Fac = 0.0)
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{
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float dimension = max(Dimension, 0.0);
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float octaves = max(Octaves, 0.0);
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float lacunarity = max(Lacunarity, 1e-5);
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float size = nonzero(Size, 1e-5);
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point p = Vector/size;
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if(Type == "Multifractal")
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Fac = Intensity*noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves);
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else if(Type == "fBM")
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Fac = Intensity*noise_musgrave_fBm(p, Basis, dimension, lacunarity, octaves);
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else if(Type == "Hybrid Multifractal")
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Fac = Intensity*noise_musgrave_hybrid_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
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else if(Type == "Ridged Multifractal")
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Fac = Intensity*noise_musgrave_ridged_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
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else if(Type == "Hetero Terrain")
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Fac = Intensity*noise_musgrave_hetero_terrain(p, Basis, dimension, lacunarity, octaves, Offset);
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}
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