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authorcharlie <mistajolly@gmail.com>2018-07-14 14:11:28 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-15 01:45:42 +0300
commit83a4e1aaf9d1aa5e4747213dee5485945cecb05d (patch)
tree4e8c5feacaf9a82f314f4b5ff9f9419f3c553133 /intern/cycles/kernel/shaders
parent4697604331482c394c8a148c54a8e942120b634f (diff)
Cycles: add voronoi features and distance settings from Blender.
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and various distance metrics. No viewport/Eevee support yet. Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel. Differential Revision: https://developer.blender.org/D3503
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_voronoi_texture.osl122
1 files changed, 117 insertions, 5 deletions
diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
index 0c3b95ae4d0..2e47d74a414 100644
--- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl
+++ b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
@@ -17,12 +17,93 @@
#include "stdosl.h"
#include "node_texture.h"
+void voronoi_m(point p, string metric, float e, float da[4], point pa[4])
+{
+ /* Compute the distance to and the position of the four closest neighbors to p.
+ *
+ * The neighbors are randomly placed, 1 each in a 3x3x3 grid (Worley pattern).
+ * The distances and points are returned in ascending order, i.e. da[0] and pa[0] will
+ * contain the distance to the closest point and its coordinates respectively.
+ */
+ int xx, yy, zz, xi, yi, zi;
+
+ xi = (int)floor(p[0]);
+ yi = (int)floor(p[1]);
+ zi = (int)floor(p[2]);
+
+ da[0] = 1e10;
+ da[1] = 1e10;
+ da[2] = 1e10;
+ da[3] = 1e10;
+
+ for (xx = xi - 1; xx <= xi + 1; xx++) {
+ for (yy = yi - 1; yy <= yi + 1; yy++) {
+ for (zz = zi - 1; zz <= zi + 1; zz++) {
+ point ip = point(xx, yy, zz);
+ point vp = (point)cellnoise_color(ip);
+ point pd = p - (vp + ip);
+
+ float d = 0.0;
+ if (metric == "distance") {
+ d = dot(pd, pd);
+ }
+ else if (metric == "manhattan") {
+ d = fabs(pd[0]) + fabs(pd[1]) + fabs(pd[2]);
+ }
+ else if (metric == "chebychev") {
+ d = max(fabs(pd[0]), max(fabs(pd[1]), fabs(pd[2])));
+ }
+ else if (metric == "minkowski") {
+ d = pow(pow(fabs(pd[0]), e) + pow(fabs(pd[1]), e) + pow(fabs(pd[2]), e), 1.0/e);
+ }
+
+ vp += point(xx, yy, zz);
+
+ if (d < da[0]) {
+ da[3] = da[2];
+ da[2] = da[1];
+ da[1] = da[0];
+ da[0] = d;
+
+ pa[3] = pa[2];
+ pa[2] = pa[1];
+ pa[1] = pa[0];
+ pa[0] = vp;
+ }
+ else if (d < da[1]) {
+ da[3] = da[2];
+ da[2] = da[1];
+ da[1] = d;
+
+ pa[3] = pa[2];
+ pa[2] = pa[1];
+ pa[1] = vp;
+ }
+ else if (d < da[2]) {
+ da[3] = da[2];
+ da[2] = d;
+
+ pa[3] = pa[2];
+ pa[2] = vp;
+ }
+ else if (d < da[3]) {
+ da[3] = d;
+ pa[3] = vp;
+ }
+ }
+ }
+ }
+}
+
/* Voronoi */
shader node_voronoi_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 coloring = "intensity",
+ string metric = "distance",
+ string feature = "F1",
+ float Exponent = 1.0,
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
@@ -37,17 +118,48 @@ shader node_voronoi_texture(
float da[4];
point pa[4];
- voronoi(p * Scale, 1.0, da, pa);
+ /* compute distance and point coordinate of 4 nearest neighbours */
+ voronoi_m(p * Scale, metric, Exponent, da, pa);
- /* Colored output */
if (coloring == "intensity") {
- Fac = fabs(da[0]);
+ /* Intensity output */
+ if (feature == "F1") {
+ Fac = fabs(da[0]);
+ }
+ else if (feature == "F2") {
+ Fac = fabs(da[1]);
+ }
+ else if (feature == "F3") {
+ Fac = fabs(da[2]);
+ }
+ else if (feature == "F4") {
+ Fac = fabs(da[3]);
+ }
+ else if (feature == "F2F1") {
+ Fac = fabs(da[1] - da[0]);
+ }
Color = color(Fac);
}
else {
- Color = cellnoise_color(pa[0]);
- Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
+ /* Color output */
+ if (feature == "F1") {
+ Color = pa[0];
+ }
+ else if (feature == "F2") {
+ Color = pa[1];
+ }
+ else if (feature == "F3") {
+ Color = pa[2];
+ }
+ else if (feature == "F4") {
+ Color = pa[3];
+ }
+ else if (feature == "F2F1") {
+ Color = fabs(pa[1] - pa[0]);
+ }
+ Color = cellnoise_color(Color);
+ Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
}
}