/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #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, 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 += safe_noise(p, "signed") * pwr; pwr *= pwHL; p *= lacunarity; } rmd = octaves - floor(octaves); if (rmd != 0.0) value += rmd * safe_noise(p, "signed") * 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, 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 * safe_noise(p, "signed") + 1.0); pwr *= pwHL; p *= lacunarity; } rmd = octaves - floor(octaves); if (rmd != 0.0) value *= (rmd * pwr * safe_noise(p, "signed") + 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, 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 + safe_noise(p, "signed"); p *= lacunarity; for (i = 1; i < (int)octaves; i++) { increment = (safe_noise(p, "signed") + offset) * pwr * value; value += increment; pwr *= pwHL; p *= lacunarity; } rmd = octaves - floor(octaves); if (rmd != 0.0) { increment = (safe_noise(p, "signed") + 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, 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 = safe_noise(p, "signed") + offset; weight = gain * result; p *= lacunarity; for (i = 1; (weight > 0.001) && (i < (int)octaves); i++) { if (weight > 1.0) weight = 1.0; signal = (safe_noise(p, "signed") + offset) * pwr; pwr *= pwHL; result += weight * signal; weight *= gain * signal; p *= lacunarity; } rmd = octaves - floor(octaves); if (rmd != 0.0) result += rmd * ((safe_noise(p, "signed") + 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, 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(safe_noise(p, "signed")); 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(safe_noise(p, "signed")); signal *= signal; signal *= weight; result += signal * pwr; pwr *= pwHL; } return result; } /* Shader */ shader node_musgrave_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), 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 = 0.0) { float dimension = max(Dimension, 1e-5); float octaves = clamp(Detail, 0.0, 16.0); float lacunarity = max(Lacunarity, 1e-5); float intensity = 1.0; point p = Vector; if (use_mapping) p = transform(mapping, p); p = p * Scale; if (Type == "Multifractal") Fac = intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves); else if (Type == "fBM") Fac = intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves); else if (Type == "Hybrid Multifractal") Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain); else if (Type == "Ridged Multifractal") Fac = intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain); else if (Type == "Hetero Terrain") Fac = intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, Offset); Color = color(Fac, Fac, Fac); }