forked from bartvdbraak/blender
228 lines
5.8 KiB
Plaintext
228 lines
5.8 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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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 += safe_noise(p, "signed") * 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 * safe_noise(p, "signed") * 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 * safe_noise(p, "signed") + 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 * safe_noise(p, "signed") + 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 + safe_noise(p, "signed");
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p *= lacunarity;
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for (i = 1; i < (int)octaves; i++) {
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increment = (safe_noise(p, "signed") + 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 = (safe_noise(p, "signed") + 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,
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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 = safe_noise(p, "signed") + 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 = (safe_noise(p, "signed") + 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 * ((safe_noise(p, "signed") + 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,
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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(safe_noise(p, "signed"));
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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(safe_noise(p, "signed"));
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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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int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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string Type = "fBM",
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float Dimension = 2.0,
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float Lacunarity = 1.0,
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float Detail = 2.0,
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float Offset = 0.0,
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float Gain = 1.0,
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float Scale = 5.0,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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{
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float dimension = max(Dimension, 1e-5);
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float octaves = clamp(Detail, 0.0, 16.0);
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float lacunarity = max(Lacunarity, 1e-5);
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string Basis = "Perlin";
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float intensity = 1.0;
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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p = p * Scale;
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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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Color = color(Fac, Fac, Fac);
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}
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