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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.osl | 222 |
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 index 00000000000..71461b8fd79 --- /dev/null +++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl @@ -0,0 +1,222 @@ +/* + * 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); +} + |