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authorCharlie Jolly <charlie>2021-10-18 12:12:22 +0300
committerCharlie Jolly <mistajolly@gmail.com>2021-10-18 16:24:14 +0300
commit729b2d026d1379de92908b16e7492a509721c796 (patch)
tree7cd9396e59006f9bbd5135e6c4556df25040bae5
parentde6bf5d4d2f1f832f8305c519fc88d8896ea9a0b (diff)
Geometry Nodes: Add shader Musgrave texture node
Port shader node musgrave texture Differential Revision: https://developer.blender.org/D12701
-rw-r--r--release/scripts/startup/nodeitems_builtins.py1
-rw-r--r--source/blender/blenlib/BLI_noise.hh99
-rw-r--r--source/blender/blenlib/intern/noise.cc718
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc410
4 files changed, 1226 insertions, 2 deletions
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 68dc7103f3a..8087f64c5ab 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -722,6 +722,7 @@ geometry_node_categories = [
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexGradient"),
+ NodeItem("ShaderNodeTexMusgrave"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexVoronoi"),
NodeItem("ShaderNodeTexWhiteNoise"),
diff --git a/source/blender/blenlib/BLI_noise.hh b/source/blender/blenlib/BLI_noise.hh
index 93980e3569e..a7af69f42a9 100644
--- a/source/blender/blenlib/BLI_noise.hh
+++ b/source/blender/blenlib/BLI_noise.hh
@@ -113,6 +113,105 @@ float3 perlin_float3_fractal_distorted(float4 position,
/** \} */
/* -------------------------------------------------------------------- */
+/** \name Musgrave Multi Fractal
+ * \{ */
+
+float musgrave_ridged_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_ridged_multi_fractal(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_ridged_multi_fractal(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_ridged_multi_fractal(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+
+float musgrave_hybrid_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_hybrid_multi_fractal(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_hybrid_multi_fractal(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_hybrid_multi_fractal(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+
+float musgrave_fBm(const float co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(const float2 co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(const float3 co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(const float4 co, const float H, const float lacunarity, const float octaves);
+
+float musgrave_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves);
+float musgrave_multi_fractal(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves);
+float musgrave_multi_fractal(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves);
+float musgrave_multi_fractal(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves);
+
+float musgrave_hetero_terrain(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset);
+float musgrave_hetero_terrain(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset);
+float musgrave_hetero_terrain(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset);
+float musgrave_hetero_terrain(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset);
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Voronoi Noise
* \{ */
diff --git a/source/blender/blenlib/intern/noise.cc b/source/blender/blenlib/intern/noise.cc
index a6c3377b71f..812e6ddd181 100644
--- a/source/blender/blenlib/intern/noise.cc
+++ b/source/blender/blenlib/intern/noise.cc
@@ -756,6 +756,724 @@ float3 perlin_float3_fractal_distorted(float4 position,
perlin_fractal(position + random_float4_offset(5.0f), octaves, roughness));
}
+/* --------------
+ * Musgrave Noise
+ * --------------
+ */
+
+/* 1D 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 musgrave_fBm(const float co, const float H, const float lacunarity, const float octaves)
+{
+ float p = co;
+ float value = 0.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value += perlin_signed(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * perlin_signed(p) * pwr;
+ }
+
+ return value;
+}
+
+/* 1D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float musgrave_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves)
+{
+ float p = co;
+ float value = 1.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value *= (pwr * perlin_signed(p) + 1.0f);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value *= (rmd * pwr * perlin_signed(p) + 1.0f); /* correct? */
+ }
+
+ return value;
+}
+
+/* 1D 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 musgrave_hetero_terrain(
+ const float co, const float H, const float lacunarity, const float octaves, const float offset)
+{
+ float p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ float value = offset + perlin_signed(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* 1D 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 musgrave_hybrid_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain)
+{
+ float p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ float value = perlin_signed(p) + offset;
+ float weight = gain * value;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001f) && (i < (int)octaves); i++) {
+ if (weight > 1.0f) {
+ weight = 1.0f;
+ }
+
+ float signal = (perlin_signed(p) + offset) * pwr;
+ pwr *= pwHL;
+ value += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * ((perlin_signed(p) + offset) * pwr);
+ }
+
+ return value;
+}
+
+/* 1D 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 musgrave_ridged_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain)
+{
+ float p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ float signal = offset - fabsf(perlin_signed(p));
+ signal *= signal;
+ float value = signal;
+ float weight = 1.0f;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ p *= lacunarity;
+ weight = CLAMPIS(signal * gain, 0.0f, 1.0f);
+ signal = offset - fabsf(perlin_signed(p));
+ signal *= signal;
+ signal *= weight;
+ value += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return value;
+}
+
+/* 2D 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 musgrave_fBm(const float2 co, const float H, const float lacunarity, const float octaves)
+{
+ float2 p = co;
+ float value = 0.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value += perlin_signed(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * perlin_signed(p) * pwr;
+ }
+
+ return value;
+}
+
+/* 2D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float musgrave_multi_fractal(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves)
+{
+ float2 p = co;
+ float value = 1.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value *= (pwr * perlin_signed(p) + 1.0f);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value *= (rmd * pwr * perlin_signed(p) + 1.0f); /* correct? */
+ }
+
+ return value;
+}
+
+/* 2D 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 musgrave_hetero_terrain(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset)
+{
+ float2 p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ float value = offset + perlin_signed(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* 2D 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 musgrave_hybrid_multi_fractal(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain)
+{
+ float2 p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ float value = perlin_signed(p) + offset;
+ float weight = gain * value;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001f) && (i < (int)octaves); i++) {
+ if (weight > 1.0f) {
+ weight = 1.0f;
+ }
+
+ float signal = (perlin_signed(p) + offset) * pwr;
+ pwr *= pwHL;
+ value += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * ((perlin_signed(p) + offset) * pwr);
+ }
+
+ return value;
+}
+
+/* 2D 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 musgrave_ridged_multi_fractal(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain)
+{
+ float2 p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ float signal = offset - fabsf(perlin_signed(p));
+ signal *= signal;
+ float value = signal;
+ float weight = 1.0f;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ p *= lacunarity;
+ weight = CLAMPIS(signal * gain, 0.0f, 1.0f);
+ signal = offset - fabsf(perlin_signed(p));
+ signal *= signal;
+ signal *= weight;
+ value += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return value;
+}
+
+/* 3D 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 musgrave_fBm(const float3 co, const float H, const float lacunarity, const float octaves)
+{
+ float3 p = co;
+ float value = 0.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value += perlin_signed(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * perlin_signed(p) * pwr;
+ }
+
+ return value;
+}
+
+/* 3D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float musgrave_multi_fractal(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves)
+{
+ float3 p = co;
+ float value = 1.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value *= (pwr * perlin_signed(p) + 1.0f);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value *= (rmd * pwr * perlin_signed(p) + 1.0f); /* correct? */
+ }
+
+ return value;
+}
+
+/* 3D 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 musgrave_hetero_terrain(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset)
+{
+ float3 p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ float value = offset + perlin_signed(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* 3D 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 musgrave_hybrid_multi_fractal(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain)
+{
+ float3 p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ float value = perlin_signed(p) + offset;
+ float weight = gain * value;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001f) && (i < (int)octaves); i++) {
+ if (weight > 1.0f) {
+ weight = 1.0f;
+ }
+
+ float signal = (perlin_signed(p) + offset) * pwr;
+ pwr *= pwHL;
+ value += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * ((perlin_signed(p) + offset) * pwr);
+ }
+
+ return value;
+}
+
+/* 3D 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 musgrave_ridged_multi_fractal(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain)
+{
+ float3 p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ float signal = offset - fabsf(perlin_signed(p));
+ signal *= signal;
+ float value = signal;
+ float weight = 1.0f;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ p *= lacunarity;
+ weight = CLAMPIS(signal * gain, 0.0f, 1.0f);
+ signal = offset - fabsf(perlin_signed(p));
+ signal *= signal;
+ signal *= weight;
+ value += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return value;
+}
+
+/* 4D 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 musgrave_fBm(const float4 co, const float H, const float lacunarity, const float octaves)
+{
+ float4 p = co;
+ float value = 0.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value += perlin_signed(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * perlin_signed(p) * pwr;
+ }
+
+ return value;
+}
+
+/* 4D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float musgrave_multi_fractal(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves)
+{
+ float4 p = co;
+ float value = 1.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value *= (pwr * perlin_signed(p) + 1.0f);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value *= (rmd * pwr * perlin_signed(p) + 1.0f); /* correct? */
+ }
+
+ return value;
+}
+
+/* 4D 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 musgrave_hetero_terrain(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset)
+{
+ float4 p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ float value = offset + perlin_signed(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* 4D 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 musgrave_hybrid_multi_fractal(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain)
+{
+ float4 p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ float value = perlin_signed(p) + offset;
+ float weight = gain * value;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001f) && (i < (int)octaves); i++) {
+ if (weight > 1.0f) {
+ weight = 1.0f;
+ }
+
+ float signal = (perlin_signed(p) + offset) * pwr;
+ pwr *= pwHL;
+ value += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * ((perlin_signed(p) + offset) * pwr);
+ }
+
+ return value;
+}
+
+/* 4D 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 musgrave_ridged_multi_fractal(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain)
+{
+ float4 p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ float signal = offset - fabsf(perlin_signed(p));
+ signal *= signal;
+ float value = signal;
+ float weight = 1.0f;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ p *= lacunarity;
+ weight = CLAMPIS(signal * gain, 0.0f, 1.0f);
+ signal = offset - fabsf(perlin_signed(p));
+ signal *= signal;
+ signal *= weight;
+ value += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return value;
+}
+
/*
* Voronoi: Ported from Cycles code.
*
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc
index 23f150d8135..61c26d07e2f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc
@@ -19,12 +19,14 @@
#include "../node_shader_util.h"
+#include "BLI_noise.hh"
+
namespace blender::nodes {
static void sh_node_tex_musgrave_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
- b.add_input<decl::Vector>("Vector").hide_value();
+ b.add_input<decl::Vector>("Vector").hide_value().implicit_field();
b.add_input<decl::Float>("W").min(-1000.0f).max(1000.0f);
b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f);
b.add_input<decl::Float>("Detail").min(0.0f).max(16.0f).default_value(2.0f);
@@ -124,11 +126,414 @@ static void node_shader_update_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *nod
node_sock_label(outFacSock, "Height");
}
+namespace blender::nodes {
+
+class MusgraveFunction : public fn::MultiFunction {
+ private:
+ const int dimensions_;
+ const int musgrave_type_;
+
+ public:
+ MusgraveFunction(const int dimensions, const int musgrave_type)
+ : dimensions_(dimensions), musgrave_type_(musgrave_type)
+ {
+ BLI_assert(dimensions >= 1 && dimensions <= 4);
+ BLI_assert(musgrave_type >= 0 && musgrave_type <= 4);
+ static std::array<fn::MFSignature, 20> signatures{
+ create_signature(1, SHD_MUSGRAVE_MULTIFRACTAL),
+ create_signature(2, SHD_MUSGRAVE_MULTIFRACTAL),
+ create_signature(3, SHD_MUSGRAVE_MULTIFRACTAL),
+ create_signature(4, SHD_MUSGRAVE_MULTIFRACTAL),
+
+ create_signature(1, SHD_MUSGRAVE_FBM),
+ create_signature(2, SHD_MUSGRAVE_FBM),
+ create_signature(3, SHD_MUSGRAVE_FBM),
+ create_signature(4, SHD_MUSGRAVE_FBM),
+
+ create_signature(1, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL),
+ create_signature(2, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL),
+ create_signature(3, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL),
+ create_signature(4, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL),
+
+ create_signature(1, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL),
+ create_signature(2, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL),
+ create_signature(3, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL),
+ create_signature(4, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL),
+
+ create_signature(1, SHD_MUSGRAVE_HETERO_TERRAIN),
+ create_signature(2, SHD_MUSGRAVE_HETERO_TERRAIN),
+ create_signature(3, SHD_MUSGRAVE_HETERO_TERRAIN),
+ create_signature(4, SHD_MUSGRAVE_HETERO_TERRAIN),
+ };
+ this->set_signature(&signatures[dimensions + musgrave_type * 4 - 1]);
+ }
+
+ static fn::MFSignature create_signature(const int dimensions, const int musgrave_type)
+ {
+ fn::MFSignatureBuilder signature{"Musgrave"};
+
+ if (ELEM(dimensions, 2, 3, 4)) {
+ signature.single_input<float3>("Vector");
+ }
+ if (ELEM(dimensions, 1, 4)) {
+ signature.single_input<float>("W");
+ }
+ signature.single_input<float>("Scale");
+ signature.single_input<float>("Detail");
+ signature.single_input<float>("Dimension");
+ signature.single_input<float>("Lacunarity");
+ if (ELEM(musgrave_type,
+ SHD_MUSGRAVE_RIDGED_MULTIFRACTAL,
+ SHD_MUSGRAVE_HYBRID_MULTIFRACTAL,
+ SHD_MUSGRAVE_HETERO_TERRAIN)) {
+ signature.single_input<float>("Offset");
+ }
+ if (ELEM(musgrave_type, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL)) {
+ signature.single_input<float>("Gain");
+ }
+
+ signature.single_output<float>("Fac");
+
+ return signature.build();
+ }
+
+ void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
+ {
+ auto get_vector = [&](int param_index) -> const VArray<float3> & {
+ return params.readonly_single_input<float3>(param_index, "Vector");
+ };
+ auto get_w = [&](int param_index) -> const VArray<float> & {
+ return params.readonly_single_input<float>(param_index, "W");
+ };
+ auto get_scale = [&](int param_index) -> const VArray<float> & {
+ return params.readonly_single_input<float>(param_index, "Scale");
+ };
+ auto get_detail = [&](int param_index) -> const VArray<float> & {
+ return params.readonly_single_input<float>(param_index, "Detail");
+ };
+ auto get_dimension = [&](int param_index) -> const VArray<float> & {
+ return params.readonly_single_input<float>(param_index, "Dimension");
+ };
+ auto get_lacunarity = [&](int param_index) -> const VArray<float> & {
+ return params.readonly_single_input<float>(param_index, "Lacunarity");
+ };
+ auto get_offset = [&](int param_index) -> const VArray<float> & {
+ return params.readonly_single_input<float>(param_index, "Offset");
+ };
+ auto get_gain = [&](int param_index) -> const VArray<float> & {
+ return params.readonly_single_input<float>(param_index, "Gain");
+ };
+
+ auto get_r_factor = [&](int param_index) -> MutableSpan<float> {
+ return params.uninitialized_single_output_if_required<float>(param_index, "Fac");
+ };
+
+ int param = ELEM(dimensions_, 2, 3, 4) + ELEM(dimensions_, 1, 4);
+ const VArray<float> &scale = get_scale(param++);
+ const VArray<float> &detail = get_detail(param++);
+ const VArray<float> &dimension = get_dimension(param++);
+ const VArray<float> &lacunarity = get_lacunarity(param++);
+
+ switch (musgrave_type_) {
+ case SHD_MUSGRAVE_MULTIFRACTAL: {
+ MutableSpan<float> r_factor = get_r_factor(param++);
+ const bool compute_factor = !r_factor.is_empty();
+ switch (dimensions_) {
+ case 1: {
+ const VArray<float> &w = get_w(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float position = w[i] * scale[i];
+ r_factor[i] = noise::musgrave_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i]);
+ }
+ }
+ break;
+ }
+ case 2: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float2 position = float2(pxyz[0], pxyz[1]);
+ r_factor[i] = noise::musgrave_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i]);
+ }
+ }
+ break;
+ }
+ case 3: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 position = vector[i] * scale[i];
+ r_factor[i] = noise::musgrave_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i]);
+ }
+ }
+ break;
+ }
+ case 4: {
+ const VArray<float3> &vector = get_vector(0);
+ const VArray<float> &w = get_w(1);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float pw = w[i] * scale[i];
+ const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
+ r_factor[i] = noise::musgrave_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i]);
+ }
+ }
+ break;
+ }
+ }
+ break;
+ }
+ case SHD_MUSGRAVE_RIDGED_MULTIFRACTAL: {
+ const VArray<float> &offset = get_offset(param++);
+ const VArray<float> &gain = get_gain(param++);
+ MutableSpan<float> r_factor = get_r_factor(param++);
+ const bool compute_factor = !r_factor.is_empty();
+ switch (dimensions_) {
+ case 1: {
+ const VArray<float> &w = get_w(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float position = w[i] * scale[i];
+ r_factor[i] = noise::musgrave_ridged_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
+ }
+ }
+ break;
+ }
+ case 2: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float2 position = float2(pxyz[0], pxyz[1]);
+ r_factor[i] = noise::musgrave_ridged_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
+ }
+ }
+ break;
+ }
+ case 3: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 position = vector[i] * scale[i];
+ r_factor[i] = noise::musgrave_ridged_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
+ }
+ }
+ break;
+ }
+ case 4: {
+ const VArray<float3> &vector = get_vector(0);
+ const VArray<float> &w = get_w(1);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float pw = w[i] * scale[i];
+ const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
+ r_factor[i] = noise::musgrave_ridged_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
+ }
+ }
+ break;
+ }
+ }
+ break;
+ }
+ case SHD_MUSGRAVE_HYBRID_MULTIFRACTAL: {
+ const VArray<float> &offset = get_offset(param++);
+ const VArray<float> &gain = get_gain(param++);
+ MutableSpan<float> r_factor = get_r_factor(param++);
+ const bool compute_factor = !r_factor.is_empty();
+ switch (dimensions_) {
+ case 1: {
+ const VArray<float> &w = get_w(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float position = w[i] * scale[i];
+ r_factor[i] = noise::musgrave_hybrid_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
+ }
+ }
+ break;
+ }
+ case 2: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float2 position = float2(pxyz[0], pxyz[1]);
+ r_factor[i] = noise::musgrave_hybrid_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
+ }
+ }
+ break;
+ }
+ case 3: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 position = vector[i] * scale[i];
+ r_factor[i] = noise::musgrave_hybrid_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
+ }
+ }
+ break;
+ }
+ case 4: {
+ const VArray<float3> &vector = get_vector(0);
+ const VArray<float> &w = get_w(1);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float pw = w[i] * scale[i];
+ const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
+ r_factor[i] = noise::musgrave_hybrid_multi_fractal(
+ position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
+ }
+ }
+ break;
+ }
+ }
+ break;
+ }
+ case SHD_MUSGRAVE_FBM: {
+ MutableSpan<float> r_factor = get_r_factor(param++);
+ const bool compute_factor = !r_factor.is_empty();
+ switch (dimensions_) {
+ case 1: {
+ const VArray<float> &w = get_w(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float position = w[i] * scale[i];
+ r_factor[i] = noise::musgrave_fBm(
+ position, dimension[i], lacunarity[i], detail[i]);
+ }
+ }
+ break;
+ }
+ case 2: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float2 position = float2(pxyz[0], pxyz[1]);
+ r_factor[i] = noise::musgrave_fBm(
+ position, dimension[i], lacunarity[i], detail[i]);
+ }
+ }
+ break;
+ }
+ case 3: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 position = vector[i] * scale[i];
+ r_factor[i] = noise::musgrave_fBm(
+ position, dimension[i], lacunarity[i], detail[i]);
+ }
+ }
+ break;
+ }
+ case 4: {
+ const VArray<float3> &vector = get_vector(0);
+ const VArray<float> &w = get_w(1);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float pw = w[i] * scale[i];
+ const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
+ r_factor[i] = noise::musgrave_fBm(
+ position, dimension[i], lacunarity[i], detail[i]);
+ }
+ }
+ break;
+ }
+ }
+ break;
+ }
+ case SHD_MUSGRAVE_HETERO_TERRAIN: {
+ const VArray<float> &offset = get_offset(param++);
+ MutableSpan<float> r_factor = get_r_factor(param++);
+ const bool compute_factor = !r_factor.is_empty();
+ switch (dimensions_) {
+ case 1: {
+ const VArray<float> &w = get_w(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float position = w[i] * scale[i];
+ r_factor[i] = noise::musgrave_hetero_terrain(
+ position, dimension[i], lacunarity[i], detail[i], offset[i]);
+ }
+ }
+ break;
+ }
+ case 2: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float2 position = float2(pxyz[0], pxyz[1]);
+ r_factor[i] = noise::musgrave_hetero_terrain(
+ position, dimension[i], lacunarity[i], detail[i], offset[i]);
+ }
+ }
+ break;
+ }
+ case 3: {
+ const VArray<float3> &vector = get_vector(0);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 position = vector[i] * scale[i];
+ r_factor[i] = noise::musgrave_hetero_terrain(
+ position, dimension[i], lacunarity[i], detail[i], offset[i]);
+ }
+ }
+ break;
+ }
+ case 4: {
+ const VArray<float3> &vector = get_vector(0);
+ const VArray<float> &w = get_w(1);
+ if (compute_factor) {
+ for (int64_t i : mask) {
+ const float3 pxyz = vector[i] * scale[i];
+ const float pw = w[i] * scale[i];
+ const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
+ r_factor[i] = noise::musgrave_hetero_terrain(
+ position, dimension[i], lacunarity[i], detail[i], offset[i]);
+ }
+ }
+ break;
+ }
+ }
+ break;
+ }
+ }
+ }
+}; // namespace blender::nodes
+
+static void sh_node_musgrave_build_multi_function(
+ blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+ bNode &node = builder.node();
+ NodeTexMusgrave *tex = (NodeTexMusgrave *)node.storage;
+ builder.construct_and_set_matching_fn<MusgraveFunction>(tex->dimensions, tex->musgrave_type);
+}
+
+} // namespace blender::nodes
+
void register_node_type_sh_tex_musgrave(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_TEX_MUSGRAVE, "Musgrave Texture", NODE_CLASS_TEXTURE, 0);
+ sh_fn_node_type_base(&ntype, SH_NODE_TEX_MUSGRAVE, "Musgrave Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_musgrave_declare;
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tex_musgrave);
@@ -136,6 +541,7 @@ void register_node_type_sh_tex_musgrave(void)
&ntype, "NodeTexMusgrave", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_musgrave);
node_type_update(&ntype, node_shader_update_tex_musgrave);
+ ntype.build_multi_function = blender::nodes::sh_node_musgrave_build_multi_function;
nodeRegisterType(&ntype);
}