Blender V2.61 - r43446
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00001 /* 00002 * Copyright 2011, Blender Foundation. 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 */ 00018 00019 CCL_NAMESPACE_BEGIN 00020 00021 /* Musgrave fBm 00022 * 00023 * H: fractal increment parameter 00024 * lacunarity: gap between successive frequencies 00025 * octaves: number of frequencies in the fBm 00026 * 00027 * from "Texturing and Modelling: A procedural approach" 00028 */ 00029 00030 __device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves) 00031 { 00032 float rmd; 00033 float value = 0.0f; 00034 float pwr = 1.0f; 00035 float pwHL = pow(lacunarity, -H); 00036 int i; 00037 00038 for(i = 0; i < (int)octaves; i++) { 00039 value += snoise(p) * pwr; 00040 pwr *= pwHL; 00041 p *= lacunarity; 00042 } 00043 00044 rmd = octaves - floor(octaves); 00045 if(rmd != 0.0f) 00046 value += rmd * snoise(p) * pwr; 00047 00048 return value; 00049 } 00050 00051 /* Musgrave Multifractal 00052 * 00053 * H: highest fractal dimension 00054 * lacunarity: gap between successive frequencies 00055 * octaves: number of frequencies in the fBm 00056 */ 00057 00058 __device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves) 00059 { 00060 float rmd; 00061 float value = 1.0f; 00062 float pwr = 1.0f; 00063 float pwHL = pow(lacunarity, -H); 00064 int i; 00065 00066 for(i = 0; i < (int)octaves; i++) { 00067 value *= (pwr * snoise(p) + 1.0f); 00068 pwr *= pwHL; 00069 p *= lacunarity; 00070 } 00071 00072 rmd = octaves - floor(octaves); 00073 if(rmd != 0.0f) 00074 value *= (rmd * pwr * snoise(p) + 1.0f); /* correct? */ 00075 00076 return value; 00077 } 00078 00079 /* Musgrave Heterogeneous Terrain 00080 * 00081 * H: fractal dimension of the roughest area 00082 * lacunarity: gap between successive frequencies 00083 * octaves: number of frequencies in the fBm 00084 * offset: raises the terrain from `sea level' 00085 */ 00086 00087 __device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset) 00088 { 00089 float value, increment, rmd; 00090 float pwHL = pow(lacunarity, -H); 00091 float pwr = pwHL; 00092 int i; 00093 00094 /* first unscaled octave of function; later octaves are scaled */ 00095 value = offset + snoise(p); 00096 p *= lacunarity; 00097 00098 for(i = 1; i < (int)octaves; i++) { 00099 increment = (snoise(p) + offset) * pwr * value; 00100 value += increment; 00101 pwr *= pwHL; 00102 p *= lacunarity; 00103 } 00104 00105 rmd = octaves - floor(octaves); 00106 if(rmd != 0.0f) { 00107 increment = (snoise(p) + offset) * pwr * value; 00108 value += rmd * increment; 00109 } 00110 00111 return value; 00112 } 00113 00114 /* Hybrid Additive/Multiplicative Multifractal Terrain 00115 * 00116 * H: fractal dimension of the roughest area 00117 * lacunarity: gap between successive frequencies 00118 * octaves: number of frequencies in the fBm 00119 * offset: raises the terrain from `sea level' 00120 */ 00121 00122 __device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain) 00123 { 00124 float result, signal, weight, rmd; 00125 float pwHL = pow(lacunarity, -H); 00126 float pwr = pwHL; 00127 int i; 00128 00129 result = snoise(p) + offset; 00130 weight = gain * result; 00131 p *= lacunarity; 00132 00133 for(i = 1; (weight > 0.001f) && (i < (int)octaves); i++) { 00134 if(weight > 1.0f) 00135 weight = 1.0f; 00136 00137 signal = (snoise(p) + offset) * pwr; 00138 pwr *= pwHL; 00139 result += weight * signal; 00140 weight *= gain * signal; 00141 p *= lacunarity; 00142 } 00143 00144 rmd = octaves - floor(octaves); 00145 if(rmd != 0.0f) 00146 result += rmd * ((snoise(p) + offset) * pwr); 00147 00148 return result; 00149 } 00150 00151 /* Ridged Multifractal Terrain 00152 * 00153 * H: fractal dimension of the roughest area 00154 * lacunarity: gap between successive frequencies 00155 * octaves: number of frequencies in the fBm 00156 * offset: raises the terrain from `sea level' 00157 */ 00158 00159 __device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain) 00160 { 00161 float result, signal, weight; 00162 float pwHL = pow(lacunarity, -H); 00163 float pwr = pwHL; 00164 int i; 00165 00166 signal = offset - fabsf(snoise(p)); 00167 signal *= signal; 00168 result = signal; 00169 weight = 1.0f; 00170 00171 for(i = 1; i < (int)octaves; i++) { 00172 p *= lacunarity; 00173 weight = clamp(signal * gain, 0.0f, 1.0f); 00174 signal = offset - fabsf(snoise(p)); 00175 signal *= signal; 00176 signal *= weight; 00177 result += signal * pwr; 00178 pwr *= pwHL; 00179 } 00180 00181 return result; 00182 } 00183 00184 /* Shader */ 00185 00186 __device float svm_musgrave(NodeMusgraveType type, float dimension, float lacunarity, float octaves, float offset, float intensity, float gain, float scale, float3 p) 00187 { 00188 NodeNoiseBasis basis = NODE_NOISE_PERLIN; 00189 p *= scale; 00190 00191 if(type == NODE_MUSGRAVE_MULTIFRACTAL) 00192 return intensity*noise_musgrave_multi_fractal(p, basis, dimension, lacunarity, octaves); 00193 else if(type == NODE_MUSGRAVE_FBM) 00194 return intensity*noise_musgrave_fBm(p, basis, dimension, lacunarity, octaves); 00195 else if(type == NODE_MUSGRAVE_HYBRID_MULTIFRACTAL) 00196 return intensity*noise_musgrave_hybrid_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain); 00197 else if(type == NODE_MUSGRAVE_RIDGED_MULTIFRACTAL) 00198 return intensity*noise_musgrave_ridged_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain); 00199 else if(type == NODE_MUSGRAVE_HETERO_TERRAIN) 00200 return intensity*noise_musgrave_hetero_terrain(p, basis, dimension, lacunarity, octaves, offset); 00201 00202 return 0.0f; 00203 } 00204 00205 __device void svm_node_tex_musgrave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) 00206 { 00207 uint4 node2 = read_node(kg, offset); 00208 uint4 node3 = read_node(kg, offset); 00209 00210 uint type, co_offset, color_offset, fac_offset; 00211 uint dimension_offset, lacunarity_offset, detail_offset, offset_offset; 00212 uint gain_offset, scale_offset; 00213 00214 decode_node_uchar4(node.y, &type, &co_offset, &color_offset, &fac_offset); 00215 decode_node_uchar4(node.z, &dimension_offset, &lacunarity_offset, &detail_offset, &offset_offset); 00216 decode_node_uchar4(node.w, &gain_offset, &scale_offset, NULL, NULL); 00217 00218 float3 co = stack_load_float3(stack, co_offset); 00219 float dimension = stack_load_float_default(stack, dimension_offset, node2.x); 00220 float lacunarity = stack_load_float_default(stack, lacunarity_offset, node2.y); 00221 float detail = stack_load_float_default(stack, detail_offset, node2.z); 00222 float foffset = stack_load_float_default(stack, offset_offset, node2.w); 00223 float gain = stack_load_float_default(stack, gain_offset, node3.x); 00224 float scale = stack_load_float_default(stack, scale_offset, node3.y); 00225 00226 dimension = fmaxf(dimension, 1e-5f); 00227 detail = clamp(detail, 0.0f, 16.0f); 00228 lacunarity = fmaxf(lacunarity, 1e-5f); 00229 00230 float f = svm_musgrave((NodeMusgraveType)type, 00231 dimension, lacunarity, detail, foffset, 1.0f, gain, scale, co); 00232 00233 if(stack_valid(fac_offset)) 00234 stack_store_float(stack, fac_offset, f); 00235 if(stack_valid(color_offset)) 00236 stack_store_float3(stack, color_offset, make_float3(f, f, f)); 00237 } 00238 00239 CCL_NAMESPACE_END 00240