[Bf-blender-cvs] [729b2d026d1] master: Geometry Nodes: Add shader Musgrave texture node
Charlie Jolly
noreply at git.blender.org
Mon Oct 18 15:39:43 CEST 2021
Commit: 729b2d026d1379de92908b16e7492a509721c796
Author: Charlie Jolly
Date: Mon Oct 18 10:12:22 2021 +0100
Branches: master
https://developer.blender.org/rB729b2d026d1379de92908b16e7492a509721c796
Geometry Nodes: Add shader Musgrave texture node
Port shader node musgrave texture
Differential Revision: https://developer.blender.org/D12701
===================================================================
M release/scripts/startup/nodeitems_builtins.py
M source/blender/blenlib/BLI_noise.hh
M source/blender/blenlib/intern/noise.cc
M source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc
===================================================================
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 68dc7103f3a..8087f64c5ab 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -722,6 +722,7 @@ geometry_node_categories = [
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexGradient"),
+ NodeItem("ShaderNodeTexMusgrave"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexVoronoi"),
NodeItem("ShaderNodeTexWhiteNoise"),
diff --git a/source/blender/blenlib/BLI_noise.hh b/source/blender/blenlib/BLI_noise.hh
index 93980e3569e..a7af69f42a9 100644
--- a/source/blender/blenlib/BLI_noise.hh
+++ b/source/blender/blenlib/BLI_noise.hh
@@ -112,6 +112,105 @@ float3 perlin_float3_fractal_distorted(float4 position,
/** \} */
+/* -------------------------------------------------------------------- */
+/** \name Musgrave Multi Fractal
+ * \{ */
+
+float musgrave_ridged_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_ridged_multi_fractal(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_ridged_multi_fractal(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_ridged_multi_fractal(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+
+float musgrave_hybrid_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_hybrid_multi_fractal(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_hybrid_multi_fractal(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+float musgrave_hybrid_multi_fractal(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain);
+
+float musgrave_fBm(const float co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(const float2 co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(const float3 co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(const float4 co, const float H, const float lacunarity, const float octaves);
+
+float musgrave_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves);
+float musgrave_multi_fractal(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves);
+float musgrave_multi_fractal(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves);
+float musgrave_multi_fractal(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves);
+
+float musgrave_hetero_terrain(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset);
+float musgrave_hetero_terrain(const float2 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset);
+float musgrave_hetero_terrain(const float3 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset);
+float musgrave_hetero_terrain(const float4 co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset);
+
+/** \} */
+
/* -------------------------------------------------------------------- */
/** \name Voronoi Noise
* \{ */
diff --git a/source/blender/blenlib/intern/noise.cc b/source/blender/blenlib/intern/noise.cc
index a6c3377b71f..812e6ddd181 100644
--- a/source/blender/blenlib/intern/noise.cc
+++ b/source/blender/blenlib/intern/noise.cc
@@ -756,6 +756,724 @@ float3 perlin_float3_fractal_distorted(float4 position,
perlin_fractal(position + random_float4_offset(5.0f), octaves, roughness));
}
+/* --------------
+ * Musgrave Noise
+ * --------------
+ */
+
+/* 1D 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 musgrave_fBm(const float co, const float H, const float lacunarity, const float octaves)
+{
+ float p = co;
+ float value = 0.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value += perlin_signed(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * perlin_signed(p) * pwr;
+ }
+
+ return value;
+}
+
+/* 1D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float musgrave_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves)
+{
+ float p = co;
+ float value = 1.0f;
+ float pwr = 1.0f;
+ const float pwHL = powf(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value *= (pwr * perlin_signed(p) + 1.0f);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value *= (rmd * pwr * perlin_signed(p) + 1.0f); /* correct? */
+ }
+
+ return value;
+}
+
+/* 1D 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 musgrave_hetero_terrain(
+ const float co, const float H, const float lacunarity, const float octaves, const float offset)
+{
+ float p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ float value = offset + perlin_signed(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ float increment = (perlin_signed(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* 1D 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 musgrave_hybrid_multi_fractal(const float co,
+ const float H,
+ const float lacunarity,
+ const float octaves,
+ const float offset,
+ const float gain)
+{
+ float p = co;
+ const float pwHL = powf(lacunarity, -H);
+ float pwr = pwHL;
+
+ float value = perlin_signed(p) + offset;
+ float weight = gain * value;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001f) && (i < (int)octaves); i++) {
+ if (weight > 1.0f) {
+ weight = 1.0f;
+ }
+
+ float signal = (perlin_signed(p) + offset) * pwr;
+ pwr *= pwHL;
+ value += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ const float rmd = octaves - floorf(octaves);
+ if (rmd != 0.0f) {
+ value += rmd * ((perlin_signed(p) + offset) * pwr);
+ }
+
+ return value;
+}
+
+/* 1D Ridged Multifractal Terrain
+ *
+ * H: fractal dimension o
@@ Diff output truncated at 10240 characters. @@
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