Geometry Nodes: Add shader Musgrave texture node

Port shader node musgrave texture

Differential Revision: https://developer.blender.org/D12701
This commit is contained in:
Charlie Jolly 2021-10-18 10:12:22 +01:00 committed by Charlie Jolly
parent de6bf5d4d2
commit 729b2d026d
4 changed files with 1226 additions and 2 deletions

View File

@ -722,6 +722,7 @@ geometry_node_categories = [
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexMusgrave"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexVoronoi"),
NodeItem("ShaderNodeTexWhiteNoise"),

View File

@ -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
* \{ */

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@ -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 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_ridged_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 signal = offset - fabsf(perlin_signed(p));
signal *= signal;
float value = signal;
float weight = 1.0f;
for (int i = 1; i < (int)octaves; i++) {
p *= lacunarity;
weight = CLAMPIS(signal * gain, 0.0f, 1.0f);
signal = offset - fabsf(perlin_signed(p));
signal *= signal;
signal *= weight;
value += signal * pwr;
pwr *= pwHL;
}
return value;
}
/* 2D 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 float2 co, const float H, const float lacunarity, const float octaves)
{
float2 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;
}
const float rmd = octaves - floorf(octaves);
if (rmd != 0.0f) {
value += rmd * perlin_signed(p) * pwr;
}
return value;
}
/* 2D Musgrave Multifractal
*
* H: highest fractal dimension
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
*/
float musgrave_multi_fractal(const float2 co,
const float H,
const float lacunarity,
const float octaves)
{
float2 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;
}
/* 2D 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 float2 co,
const float H,
const float lacunarity,
const float octaves,
const float offset)
{
float2 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;
}
/* 2D 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 float2 co,
const float H,
const float lacunarity,
const float octaves,
const float offset,
const float gain)
{
float2 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;
}
/* 2D 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 musgrave_ridged_multi_fractal(const float2 co,
const float H,
const float lacunarity,
const float octaves,
const float offset,
const float gain)
{
float2 p = co;
const float pwHL = powf(lacunarity, -H);
float pwr = pwHL;
float signal = offset - fabsf(perlin_signed(p));
signal *= signal;
float value = signal;
float weight = 1.0f;
for (int i = 1; i < (int)octaves; i++) {
p *= lacunarity;
weight = CLAMPIS(signal * gain, 0.0f, 1.0f);
signal = offset - fabsf(perlin_signed(p));
signal *= signal;
signal *= weight;
value += signal * pwr;
pwr *= pwHL;
}
return value;
}
/* 3D 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 float3 co, const float H, const float lacunarity, const float octaves)
{
float3 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;
}
const float rmd = octaves - floorf(octaves);
if (rmd != 0.0f) {
value += rmd * perlin_signed(p) * pwr;
}
return value;
}
/* 3D Musgrave Multifractal
*
* H: highest fractal dimension
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
*/
float musgrave_multi_fractal(const float3 co,
const float H,
const float lacunarity,
const float octaves)
{
float3 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;
}
/* 3D 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 float3 co,
const float H,
const float lacunarity,
const float octaves,
const float offset)
{
float3 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;
}
/* 3D 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 float3 co,
const float H,
const float lacunarity,
const float octaves,
const float offset,
const float gain)
{
float3 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;
}
/* 3D 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 musgrave_ridged_multi_fractal(const float3 co,
const float H,
const float lacunarity,
const float octaves,
const float offset,
const float gain)
{
float3 p = co;
const float pwHL = powf(lacunarity, -H);
float pwr = pwHL;
float signal = offset - fabsf(perlin_signed(p));
signal *= signal;
float value = signal;
float weight = 1.0f;
for (int i = 1; i < (int)octaves; i++) {
p *= lacunarity;
weight = CLAMPIS(signal * gain, 0.0f, 1.0f);
signal = offset - fabsf(perlin_signed(p));
signal *= signal;
signal *= weight;
value += signal * pwr;
pwr *= pwHL;
}
return value;
}
/* 4D 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 float4 co, const float H, const float lacunarity, const float octaves)
{
float4 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;
}
const float rmd = octaves - floorf(octaves);
if (rmd != 0.0f) {
value += rmd * perlin_signed(p) * pwr;
}
return value;
}
/* 4D Musgrave Multifractal
*
* H: highest fractal dimension
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
*/
float musgrave_multi_fractal(const float4 co,
const float H,
const float lacunarity,
const float octaves)
{
float4 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;
}
/* 4D 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 float4 co,
const float H,
const float lacunarity,
const float octaves,
const float offset)
{
float4 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;
}
/* 4D 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 float4 co,
const float H,
const float lacunarity,
const float octaves,
const float offset,
const float gain)
{
float4 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;
}
/* 4D 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 musgrave_ridged_multi_fractal(const float4 co,
const float H,
const float lacunarity,
const float octaves,
const float offset,
const float gain)
{
float4 p = co;
const float pwHL = powf(lacunarity, -H);
float pwr = pwHL;
float signal = offset - fabsf(perlin_signed(p));
signal *= signal;
float value = signal;
float weight = 1.0f;
for (int i = 1; i < (int)octaves; i++) {
p *= lacunarity;
weight = CLAMPIS(signal * gain, 0.0f, 1.0f);
signal = offset - fabsf(perlin_signed(p));
signal *= signal;
signal *= weight;
value += signal * pwr;
pwr *= pwHL;
}
return value;
}
/*
* Voronoi: Ported from Cycles code.
*

View File

@ -19,12 +19,14 @@
#include "../node_shader_util.h"
#include "BLI_noise.hh"
namespace blender::nodes {
static void sh_node_tex_musgrave_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Vector>("Vector").hide_value();
b.add_input<decl::Vector>("Vector").hide_value().implicit_field();
b.add_input<decl::Float>("W").min(-1000.0f).max(1000.0f);
b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f);
b.add_input<decl::Float>("Detail").min(0.0f).max(16.0f).default_value(2.0f);
@ -124,11 +126,414 @@ static void node_shader_update_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *nod
node_sock_label(outFacSock, "Height");
}
namespace blender::nodes {
class MusgraveFunction : public fn::MultiFunction {
private:
const int dimensions_;
const int musgrave_type_;
public:
MusgraveFunction(const int dimensions, const int musgrave_type)
: dimensions_(dimensions), musgrave_type_(musgrave_type)
{
BLI_assert(dimensions >= 1 && dimensions <= 4);
BLI_assert(musgrave_type >= 0 && musgrave_type <= 4);
static std::array<fn::MFSignature, 20> signatures{
create_signature(1, SHD_MUSGRAVE_MULTIFRACTAL),
create_signature(2, SHD_MUSGRAVE_MULTIFRACTAL),
create_signature(3, SHD_MUSGRAVE_MULTIFRACTAL),
create_signature(4, SHD_MUSGRAVE_MULTIFRACTAL),
create_signature(1, SHD_MUSGRAVE_FBM),
create_signature(2, SHD_MUSGRAVE_FBM),
create_signature(3, SHD_MUSGRAVE_FBM),
create_signature(4, SHD_MUSGRAVE_FBM),
create_signature(1, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL),
create_signature(2, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL),
create_signature(3, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL),
create_signature(4, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL),
create_signature(1, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL),
create_signature(2, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL),
create_signature(3, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL),
create_signature(4, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL),
create_signature(1, SHD_MUSGRAVE_HETERO_TERRAIN),
create_signature(2, SHD_MUSGRAVE_HETERO_TERRAIN),
create_signature(3, SHD_MUSGRAVE_HETERO_TERRAIN),
create_signature(4, SHD_MUSGRAVE_HETERO_TERRAIN),
};
this->set_signature(&signatures[dimensions + musgrave_type * 4 - 1]);
}
static fn::MFSignature create_signature(const int dimensions, const int musgrave_type)
{
fn::MFSignatureBuilder signature{"Musgrave"};
if (ELEM(dimensions, 2, 3, 4)) {
signature.single_input<float3>("Vector");
}
if (ELEM(dimensions, 1, 4)) {
signature.single_input<float>("W");
}
signature.single_input<float>("Scale");
signature.single_input<float>("Detail");
signature.single_input<float>("Dimension");
signature.single_input<float>("Lacunarity");
if (ELEM(musgrave_type,
SHD_MUSGRAVE_RIDGED_MULTIFRACTAL,
SHD_MUSGRAVE_HYBRID_MULTIFRACTAL,
SHD_MUSGRAVE_HETERO_TERRAIN)) {
signature.single_input<float>("Offset");
}
if (ELEM(musgrave_type, SHD_MUSGRAVE_RIDGED_MULTIFRACTAL, SHD_MUSGRAVE_HYBRID_MULTIFRACTAL)) {
signature.single_input<float>("Gain");
}
signature.single_output<float>("Fac");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
auto get_vector = [&](int param_index) -> const VArray<float3> & {
return params.readonly_single_input<float3>(param_index, "Vector");
};
auto get_w = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "W");
};
auto get_scale = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Scale");
};
auto get_detail = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Detail");
};
auto get_dimension = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Dimension");
};
auto get_lacunarity = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Lacunarity");
};
auto get_offset = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Offset");
};
auto get_gain = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Gain");
};
auto get_r_factor = [&](int param_index) -> MutableSpan<float> {
return params.uninitialized_single_output_if_required<float>(param_index, "Fac");
};
int param = ELEM(dimensions_, 2, 3, 4) + ELEM(dimensions_, 1, 4);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &detail = get_detail(param++);
const VArray<float> &dimension = get_dimension(param++);
const VArray<float> &lacunarity = get_lacunarity(param++);
switch (musgrave_type_) {
case SHD_MUSGRAVE_MULTIFRACTAL: {
MutableSpan<float> r_factor = get_r_factor(param++);
const bool compute_factor = !r_factor.is_empty();
switch (dimensions_) {
case 1: {
const VArray<float> &w = get_w(0);
if (compute_factor) {
for (int64_t i : mask) {
const float position = w[i] * scale[i];
r_factor[i] = noise::musgrave_multi_fractal(
position, dimension[i], lacunarity[i], detail[i]);
}
}
break;
}
case 2: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float2 position = float2(pxyz[0], pxyz[1]);
r_factor[i] = noise::musgrave_multi_fractal(
position, dimension[i], lacunarity[i], detail[i]);
}
}
break;
}
case 3: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 position = vector[i] * scale[i];
r_factor[i] = noise::musgrave_multi_fractal(
position, dimension[i], lacunarity[i], detail[i]);
}
}
break;
}
case 4: {
const VArray<float3> &vector = get_vector(0);
const VArray<float> &w = get_w(1);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float pw = w[i] * scale[i];
const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
r_factor[i] = noise::musgrave_multi_fractal(
position, dimension[i], lacunarity[i], detail[i]);
}
}
break;
}
}
break;
}
case SHD_MUSGRAVE_RIDGED_MULTIFRACTAL: {
const VArray<float> &offset = get_offset(param++);
const VArray<float> &gain = get_gain(param++);
MutableSpan<float> r_factor = get_r_factor(param++);
const bool compute_factor = !r_factor.is_empty();
switch (dimensions_) {
case 1: {
const VArray<float> &w = get_w(0);
if (compute_factor) {
for (int64_t i : mask) {
const float position = w[i] * scale[i];
r_factor[i] = noise::musgrave_ridged_multi_fractal(
position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
}
}
break;
}
case 2: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float2 position = float2(pxyz[0], pxyz[1]);
r_factor[i] = noise::musgrave_ridged_multi_fractal(
position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
}
}
break;
}
case 3: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 position = vector[i] * scale[i];
r_factor[i] = noise::musgrave_ridged_multi_fractal(
position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
}
}
break;
}
case 4: {
const VArray<float3> &vector = get_vector(0);
const VArray<float> &w = get_w(1);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float pw = w[i] * scale[i];
const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
r_factor[i] = noise::musgrave_ridged_multi_fractal(
position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
}
}
break;
}
}
break;
}
case SHD_MUSGRAVE_HYBRID_MULTIFRACTAL: {
const VArray<float> &offset = get_offset(param++);
const VArray<float> &gain = get_gain(param++);
MutableSpan<float> r_factor = get_r_factor(param++);
const bool compute_factor = !r_factor.is_empty();
switch (dimensions_) {
case 1: {
const VArray<float> &w = get_w(0);
if (compute_factor) {
for (int64_t i : mask) {
const float position = w[i] * scale[i];
r_factor[i] = noise::musgrave_hybrid_multi_fractal(
position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
}
}
break;
}
case 2: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float2 position = float2(pxyz[0], pxyz[1]);
r_factor[i] = noise::musgrave_hybrid_multi_fractal(
position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
}
}
break;
}
case 3: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 position = vector[i] * scale[i];
r_factor[i] = noise::musgrave_hybrid_multi_fractal(
position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
}
}
break;
}
case 4: {
const VArray<float3> &vector = get_vector(0);
const VArray<float> &w = get_w(1);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float pw = w[i] * scale[i];
const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
r_factor[i] = noise::musgrave_hybrid_multi_fractal(
position, dimension[i], lacunarity[i], detail[i], offset[i], gain[i]);
}
}
break;
}
}
break;
}
case SHD_MUSGRAVE_FBM: {
MutableSpan<float> r_factor = get_r_factor(param++);
const bool compute_factor = !r_factor.is_empty();
switch (dimensions_) {
case 1: {
const VArray<float> &w = get_w(0);
if (compute_factor) {
for (int64_t i : mask) {
const float position = w[i] * scale[i];
r_factor[i] = noise::musgrave_fBm(
position, dimension[i], lacunarity[i], detail[i]);
}
}
break;
}
case 2: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float2 position = float2(pxyz[0], pxyz[1]);
r_factor[i] = noise::musgrave_fBm(
position, dimension[i], lacunarity[i], detail[i]);
}
}
break;
}
case 3: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 position = vector[i] * scale[i];
r_factor[i] = noise::musgrave_fBm(
position, dimension[i], lacunarity[i], detail[i]);
}
}
break;
}
case 4: {
const VArray<float3> &vector = get_vector(0);
const VArray<float> &w = get_w(1);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float pw = w[i] * scale[i];
const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
r_factor[i] = noise::musgrave_fBm(
position, dimension[i], lacunarity[i], detail[i]);
}
}
break;
}
}
break;
}
case SHD_MUSGRAVE_HETERO_TERRAIN: {
const VArray<float> &offset = get_offset(param++);
MutableSpan<float> r_factor = get_r_factor(param++);
const bool compute_factor = !r_factor.is_empty();
switch (dimensions_) {
case 1: {
const VArray<float> &w = get_w(0);
if (compute_factor) {
for (int64_t i : mask) {
const float position = w[i] * scale[i];
r_factor[i] = noise::musgrave_hetero_terrain(
position, dimension[i], lacunarity[i], detail[i], offset[i]);
}
}
break;
}
case 2: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float2 position = float2(pxyz[0], pxyz[1]);
r_factor[i] = noise::musgrave_hetero_terrain(
position, dimension[i], lacunarity[i], detail[i], offset[i]);
}
}
break;
}
case 3: {
const VArray<float3> &vector = get_vector(0);
if (compute_factor) {
for (int64_t i : mask) {
const float3 position = vector[i] * scale[i];
r_factor[i] = noise::musgrave_hetero_terrain(
position, dimension[i], lacunarity[i], detail[i], offset[i]);
}
}
break;
}
case 4: {
const VArray<float3> &vector = get_vector(0);
const VArray<float> &w = get_w(1);
if (compute_factor) {
for (int64_t i : mask) {
const float3 pxyz = vector[i] * scale[i];
const float pw = w[i] * scale[i];
const float4 position{pxyz[0], pxyz[1], pxyz[2], pw};
r_factor[i] = noise::musgrave_hetero_terrain(
position, dimension[i], lacunarity[i], detail[i], offset[i]);
}
}
break;
}
}
break;
}
}
}
}; // namespace blender::nodes
static void sh_node_musgrave_build_multi_function(
blender::nodes::NodeMultiFunctionBuilder &builder)
{
bNode &node = builder.node();
NodeTexMusgrave *tex = (NodeTexMusgrave *)node.storage;
builder.construct_and_set_matching_fn<MusgraveFunction>(tex->dimensions, tex->musgrave_type);
}
} // namespace blender::nodes
void register_node_type_sh_tex_musgrave(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_MUSGRAVE, "Musgrave Texture", NODE_CLASS_TEXTURE, 0);
sh_fn_node_type_base(&ntype, SH_NODE_TEX_MUSGRAVE, "Musgrave Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_musgrave_declare;
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_tex_musgrave);
@ -136,6 +541,7 @@ void register_node_type_sh_tex_musgrave(void)
&ntype, "NodeTexMusgrave", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_musgrave);
node_type_update(&ntype, node_shader_update_tex_musgrave);
ntype.build_multi_function = blender::nodes::sh_node_musgrave_build_multi_function;
nodeRegisterType(&ntype);
}