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Diffstat (limited to 'intern/cycles/kernel/shaders/node_musgrave_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_musgrave_texture.osl222
1 files changed, 222 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
new file mode 100644
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+++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "stdosl.h"
+#include "node_texture.h"
+
+/* 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(point p, string basis, 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 += noise("perlin", p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if (rmd != 0.0)
+ value += rmd * noise("perlin", 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(point p, string basis, 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 * noise("perlin", p) + 1.0);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if (rmd != 0.0)
+ value *= (rmd * pwr * noise("perlin", 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(point p, string basis, 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 + noise("perlin", p);
+ p *= lacunarity;
+
+ for (i = 1; i < (int)octaves; i++) {
+ increment = (noise("perlin", p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ increment = (noise("perlin", 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(point p, string basis, 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 = noise("perlin", p) + offset;
+ weight = gain * result;
+ p *= lacunarity;
+
+ for (i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
+ if (weight > 1.0)
+ weight = 1.0;
+
+ signal = (noise("perlin", p) + offset) * pwr;
+ pwr *= pwHL;
+ result += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if (rmd != 0.0)
+ result += rmd * ((noise("perlin", 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(point p, string basis, 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 - fabs(noise("perlin", 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 - fabs(noise("perlin", p));
+ signal *= signal;
+ signal *= weight;
+ result += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return result;
+}
+
+/* Shader */
+
+shader node_musgrave_texture(
+ string Type = "fBM",
+ float Dimension = 2.0,
+ float Lacunarity = 1.0,
+ float Detail = 2.0,
+ float Offset = 0.0,
+ float Gain = 1.0,
+ float Scale = 5.0,
+ point Vector = P,
+ output float Fac = 0.0,
+ output color Color = color(0.0, 0.0, 0.0))
+{
+ float dimension = max(Dimension, 1e-5);
+ float octaves = clamp(Detail, 0.0, 16.0);
+ float lacunarity = max(Lacunarity, 1e-5);
+ string Basis = "Perlin";
+ float intensity = 1.0;
+
+ point p = Vector * Scale;
+
+ if (Type == "Multifractal")
+ Fac = intensity * noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves);
+ else if (Type == "fBM")
+ Fac = intensity * noise_musgrave_fBm(p, Basis, dimension, lacunarity, octaves);
+ else if (Type == "Hybrid Multifractal")
+ Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
+ else if (Type == "Ridged Multifractal")
+ Fac = intensity * noise_musgrave_ridged_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
+ else if (Type == "Hetero Terrain")
+ Fac = intensity * noise_musgrave_hetero_terrain(p, Basis, dimension, lacunarity, octaves, Offset);
+
+ Color = color(Fac, Fac, Fac);
+}
+