diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-22 20:09:42 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-22 20:10:15 +0300 |
commit | 2f978656ab7d076706ef458ddd7674a6f653cad8 (patch) | |
tree | 490458542cfcff566c3a72962051f6c9dfe7ce8b /source | |
parent | 22ff9c5568cdcf9a5c7ec7925469dea651e2aab5 (diff) |
Support Musgrave texture for Cycles GLSL viewport
Only for non-OSX viewport!
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 227 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c | 9 |
2 files changed, 228 insertions, 8 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index e97dddfd00f..dcb888b1a9b 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2875,12 +2875,6 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec fac = (color.x + color.y + color.z) / 3.0; } -void node_tex_musgrave(vec3 co, float scale, float detail, float dimension, float lacunarity, float offset, float gain, out vec4 color, out float fac) -{ - color = vec4(1.0); - fac = 1.0; -} - #ifdef BIT_OPERATIONS float noise_fade(float t) { @@ -2934,6 +2928,11 @@ float noise(vec3 p) return 0.5 * noise_perlin(p.x, p.y, p.z) + 0.5; } +float snoise(vec3 p) +{ + return noise_perlin(p.x, p.y, p.z); +} + float noise_turbulence(vec3 p, float octaves, int hard) { float fscale = 1.0; @@ -2993,6 +2992,222 @@ void node_tex_noise(vec3 co, float scale, float detail, float distortion, out ve #endif // BIT_OPERATIONS } + +#ifdef BIT_OPERATIONS + +/* 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(vec3 p, float H, float lacunarity, float octaves) +{ + float rmd; + float value = 0.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + int i; + + for(i = 0; i < int(octaves); i++) { + value += snoise(p) * pwr; + pwr *= pwHL; + p *= lacunarity; + } + + rmd = octaves - floor(octaves); + if(rmd != 0.0) + value += rmd * snoise(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(vec3 p, float H, float lacunarity, float octaves) +{ + float rmd; + float value = 1.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); + int i; + + for(i = 0; i < int(octaves); i++) { + value *= (pwr * snoise(p) + 1.0); + pwr *= pwHL; + p *= lacunarity; + } + + rmd = octaves - floor(octaves); + if(rmd != 0.0) + value *= (rmd * pwr * snoise(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(vec3 p, float H, float lacunarity, float octaves, float offset) +{ + float value, increment, rmd; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + int i; + + /* first unscaled octave of function; later octaves are scaled */ + value = offset + snoise(p); + p *= lacunarity; + + for(i = 1; i < int(octaves); i++) { + increment = (snoise(p) + offset) * pwr * value; + value += increment; + pwr *= pwHL; + p *= lacunarity; + } + + rmd = octaves - floor(octaves); + if(rmd != 0.0) { + increment = (snoise(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(vec3 p, 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; + + result = snoise(p) + offset; + weight = gain * result; + p *= lacunarity; + + for(i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { + if(weight > 1.0) + weight = 1.0; + + signal = (snoise(p) + offset) * pwr; + pwr *= pwHL; + result += weight * signal; + weight *= gain * signal; + p *= lacunarity; + } + + rmd = octaves - floor(octaves); + if(rmd != 0.0) + result += rmd * ((snoise(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(vec3 p, float H, float lacunarity, float octaves, float offset, float gain) +{ + float result, signal, weight; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + int i; + + signal = offset - abs(snoise(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 - abs(snoise(p)); + signal *= signal; + signal *= weight; + result += signal * pwr; + pwr *= pwHL; + } + + return result; +} + +float svm_musgrave(int type, + float dimension, + float lacunarity, + float octaves, + float offset, + float intensity, + float gain, + vec3 p) +{ + if (type == 0 /*NODE_MUSGRAVE_MULTIFRACTAL*/) + return intensity*noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves); + else if (type == 1 /*NODE_MUSGRAVE_FBM*/) + return intensity*noise_musgrave_fBm(p, dimension, lacunarity, octaves); + else if (type == 2 /*NODE_MUSGRAVE_HYBRID_MULTIFRACTAL*/) + return intensity*noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); + else if (type == 3 /*NODE_MUSGRAVE_RIDGED_MULTIFRACTAL*/) + return intensity*noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); + else if (type == 4 /*NODE_MUSGRAVE_HETERO_TERRAIN*/) + return intensity*noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset); + return 0.0; +} +#endif // #ifdef BIT_OPERATIONS + +void node_tex_musgrave(vec3 co, + float scale, + float detail, + float dimension, + float lacunarity, + float offset, + float gain, + float type, + out vec4 color, + out float fac) +{ +#ifdef BIT_OPERATIONS + fac = svm_musgrave(int(type), + dimension, + lacunarity, + detail, + offset, + 1.0, + gain, + co*scale); +#else + fac = 1.0; +#endif + + color = vec4(fac, fac, fac, 1.0); +} + void node_tex_sky(vec3 co, out vec4 color) { color = vec4(1.0); diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c index 825ba7eb3c1..51d6699fadd 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c @@ -58,12 +58,17 @@ static void node_shader_init_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *node) static int node_shader_gpu_tex_musgrave(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { - if (!in[0].link) + if (!in[0].link) { in[0].link = GPU_attribute(CD_ORCO, ""); + GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link); + } node_shader_gpu_tex_mapping(mat, node, in, out); - return GPU_stack_link(mat, "node_tex_musgrave", in, out); + NodeTexMusgrave *tex = (NodeTexMusgrave *)node->storage; + float type = tex->musgrave_type; + + return GPU_stack_link(mat, "node_tex_musgrave", in, out, GPU_uniform(&type)); } /* node type definition */ |