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-rw-r--r--intern/cycles/blender/blender_shader.cpp4
-rw-r--r--intern/cycles/kernel/closure/bsdf_util.h14
-rw-r--r--intern/cycles/kernel/shaders/CMakeLists.txt1
-rw-r--r--intern/cycles/kernel/shaders/node_hash.h81
-rw-r--r--intern/cycles/kernel/shaders/node_voronoi_texture.osl1065
-rw-r--r--intern/cycles/kernel/svm/svm.h2
-rw-r--r--intern/cycles/kernel/svm/svm_noise.h24
-rw-r--r--intern/cycles/kernel/svm/svm_types.h15
-rw-r--r--intern/cycles/kernel/svm/svm_voronoi.h1217
-rw-r--r--intern/cycles/render/nodes.cpp104
-rw-r--r--intern/cycles/render/nodes.h4
-rw-r--r--intern/cycles/util/util_math.h15
-rw-r--r--intern/cycles/util/util_math_float2.h31
-rw-r--r--intern/cycles/util/util_math_float3.h12
-rw-r--r--intern/cycles/util/util_math_float4.h42
-rw-r--r--source/blender/blenkernel/BKE_blender_version.h2
-rw-r--r--source/blender/blenloader/intern/versioning_cycles.c254
-rw-r--r--source/blender/editors/space_node/drawnode.c8
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/intern/gpu_material_library.h11
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl17
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl26
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl1130
-rw-r--r--source/blender/makesdna/DNA_node_types.h32
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c52
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c139
26 files changed, 3779 insertions, 524 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index db01167cc2a..257c799a3e0 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -733,9 +733,9 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
VoronoiTextureNode *voronoi = new VoronoiTextureNode();
- voronoi->coloring = (NodeVoronoiColoring)b_voronoi_node.coloring();
- voronoi->metric = (NodeVoronoiDistanceMetric)b_voronoi_node.distance();
+ voronoi->dimensions = b_voronoi_node.voronoi_dimensions();
voronoi->feature = (NodeVoronoiFeature)b_voronoi_node.feature();
+ voronoi->metric = (NodeVoronoiDistanceMetric)b_voronoi_node.distance();
BL::TexMapping b_texture_mapping(b_voronoi_node.texture_mapping());
get_tex_mapping(&voronoi->tex_mapping, b_texture_mapping);
node = voronoi;
diff --git a/intern/cycles/kernel/closure/bsdf_util.h b/intern/cycles/kernel/closure/bsdf_util.h
index 3bce47caedb..a73dee1b045 100644
--- a/intern/cycles/kernel/closure/bsdf_util.h
+++ b/intern/cycles/kernel/closure/bsdf_util.h
@@ -134,20 +134,6 @@ ccl_device float schlick_fresnel(float u)
return m2 * m2 * m; // pow(m, 5)
}
-ccl_device float smooth_step(float edge0, float edge1, float x)
-{
- float result;
- if (x < edge0)
- result = 0.0f;
- else if (x >= edge1)
- result = 1.0f;
- else {
- float t = (x - edge0) / (edge1 - edge0);
- result = (3.0f - 2.0f * t) * (t * t);
- }
- return result;
-}
-
/* Calculate the fresnel color which is a blend between white and the F0 color (cspec0) */
ccl_device_forceinline float3
interpolate_fresnel_color(float3 L, float3 H, float ior, float F0, float3 cspec0)
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt
index a45c43e01ed..38ba113a184 100644
--- a/intern/cycles/kernel/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/shaders/CMakeLists.txt
@@ -97,6 +97,7 @@ set(SRC_OSL
set(SRC_OSL_HEADERS
node_color.h
node_fresnel.h
+ node_hash.h
node_noise.h
node_ramp_util.h
stdosl.h
diff --git a/intern/cycles/kernel/shaders/node_hash.h b/intern/cycles/kernel/shaders/node_hash.h
new file mode 100644
index 00000000000..7affe432bf2
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_hash.h
@@ -0,0 +1,81 @@
+#include "stdosl.h"
+#include "vector2.h"
+#include "vector4.h"
+
+#define vector3 point
+
+/* **** Hash a float or vector[234] into a float [0, 1] **** */
+
+float hash_float_to_float(float k)
+{
+ return hashnoise(k);
+}
+
+float hash_vector2_to_float(vector2 k)
+{
+ return hashnoise(k.x, k.y);
+}
+
+float hash_vector3_to_float(vector3 k)
+{
+ return hashnoise(k);
+}
+
+float hash_vector4_to_float(vector4 k)
+{
+ return hashnoise(vector3(k.x, k.y, k.z), k.w);
+}
+
+/* **** Hash a vector[234] into a vector[234] [0, 1] **** */
+
+vector2 hash_vector2_to_vector2(vector2 k)
+{
+ return vector2(hash_vector2_to_float(k), hash_vector3_to_float(vector3(k.x, k.y, 1.0)));
+}
+
+vector3 hash_vector3_to_vector3(vector3 k)
+{
+ return vector3(hash_vector3_to_float(k),
+ hash_vector4_to_float(vector4(k[0], k[1], k[2], 1.0)),
+ hash_vector4_to_float(vector4(k[0], k[1], k[2], 2.0)));
+}
+
+vector4 hash_vector4_to_vector4(vector4 k)
+{
+ return vector4(hash_vector4_to_float(k),
+ hash_vector4_to_float(vector4(k.w, k.x, k.y, k.z)),
+ hash_vector4_to_float(vector4(k.z, k.w, k.x, k.y)),
+ hash_vector4_to_float(vector4(k.y, k.z, k.w, k.x)));
+}
+
+/* **** Hash a float or a vec[234] into a color [0, 1] **** */
+
+color hash_float_to_color(float k)
+{
+ return color(hash_float_to_float(k),
+ hash_vector2_to_float(vector2(k, 1.0)),
+ hash_vector2_to_float(vector2(k, 2.0)));
+}
+
+color hash_vector2_to_color(vector2 k)
+{
+ return color(hash_vector2_to_float(k),
+ hash_vector3_to_float(vector3(k.x, k.y, 1.0)),
+ hash_vector3_to_float(vector3(k.x, k.y, 2.0)));
+}
+
+color hash_vector3_to_color(vector3 k)
+{
+ return color(hash_vector3_to_float(k),
+ hash_vector4_to_float(vector4(k[0], k[1], k[2], 1.0)),
+ hash_vector4_to_float(vector4(k[0], k[1], k[2], 2.0)));
+}
+
+color hash_vector4_to_color(vector4 k)
+{
+ return color(hash_vector4_to_float(k),
+ hash_vector4_to_float(vector4(k.z, k.x, k.w, k.y)),
+ hash_vector4_to_float(vector4(k.w, k.z, k.y, k.x)));
+}
+
+#undef vector3
diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
index 0d547b4b615..5de4aeef943 100644
--- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl
+++ b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
@@ -15,158 +15,1013 @@
*/
#include "stdosl.h"
+#include "vector2.h"
+#include "vector4.h"
+#include "node_hash.h"
-color cellnoise_color(point p)
+#define vector3 point
+
+/* **** Distance Functions **** */
+
+float distance(float a, float b)
+{
+ return abs(a - b);
+}
+
+float distance(vector2 a, vector2 b)
+{
+ return length(a - b);
+}
+
+float distance(vector4 a, vector4 b)
+{
+ return length(a - b);
+}
+
+/* **** Safe Division **** */
+
+vector2 safe_divide(vector2 a, float b)
+{
+ return vector2((b != 0.0) ? a.x / b : 0.0, (b != 0.0) ? a.y / b : 0.0);
+}
+
+vector4 safe_divide(vector4 a, float b)
{
- float r = cellnoise(p);
- float g = cellnoise(point(p[1], p[0], p[2]));
- float b = cellnoise(point(p[1], p[2], p[0]));
+ return vector4((b != 0.0) ? a.x / b : 0.0,
+ (b != 0.0) ? a.y / b : 0.0,
+ (b != 0.0) ? a.z / b : 0.0,
+ (b != 0.0) ? a.w / b : 0.0);
+}
+
+/*
+ * Smooth Voronoi:
+ *
+ * - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
+ *
+ * Distance To Edge:
+ *
+ * - https://www.shadertoy.com/view/llG3zy
+ *
+ */
- return color(r, g, b);
+/* **** 1D Voronoi **** */
+
+float voronoi_distance(float a, float b, string metric, float exponent)
+{
+ return abs(a - b);
}
-void voronoi_m(point p, string metric, float e, float da[4], point pa[4])
+void voronoi_f1_1d(float w,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output float outW)
{
- /* 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;
+ float cellPosition = floor(w);
+ float localPosition = w - cellPosition;
- xi = (int)floor(p[0]);
- yi = (int)floor(p[1]);
- zi = (int)floor(p[2]);
+ float minDistance = 8.0;
+ float targetOffset, targetPosition;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ outDistance = minDistance;
+ outColor = hash_float_to_color(cellPosition + targetOffset);
+ outW = targetPosition + cellPosition;
+}
- da[0] = 1e10;
- da[1] = 1e10;
- da[2] = 1e10;
- da[3] = 1e10;
+void voronoi_smooth_f1_1d(float w,
+ float smoothness,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output float outW)
+{
+ float cellPosition = floor(w);
+ float localPosition = w - cellPosition;
- 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 smoothDistance = 8.0;
+ float smoothPosition = 0.0;
+ color smoothColor = color(0.0);
+ for (int i = -2; i <= 2; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0 - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0 + 3.0 * smoothness;
+ color cellColor = hash_float_to_color(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ outDistance = smoothDistance;
+ outColor = smoothColor;
+ outW = cellPosition + smoothPosition;
+}
+
+void voronoi_f2_1d(float w,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output float outW)
+{
+ float cellPosition = floor(w);
+ float localPosition = w - cellPosition;
+
+ float distanceF1 = 8.0;
+ float distanceF2 = 8.0;
+ float offsetF1 = 0.0;
+ float positionF1 = 0.0;
+ float offsetF2, positionF2;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
+ }
+ outDistance = distanceF2;
+ outColor = hash_float_to_color(cellPosition + offsetF2);
+ outW = positionF2 + cellPosition;
+}
+
+void voronoi_distance_to_edge_1d(float w, float randomness, output float outDistance)
+{
+ float cellPosition = floor(w);
+ float localPosition = w - cellPosition;
+
+ float minDistance = 8.0;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ minDistance = min(distanceToPoint, minDistance);
+ }
+ outDistance = minDistance;
+}
+
+void voronoi_n_sphere_radius_1d(float w, float randomness, output float outRadius)
+{
+ float cellPosition = floor(w);
+ float localPosition = w - cellPosition;
+
+ float closestPoint;
+ float closestPointOffset;
+ float minDistance = 8.0;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+
+ minDistance = 8.0;
+ float closestPointToClosestPoint;
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0) {
+ continue;
+ }
+ float cellOffset = float(i) + closestPointOffset;
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
+}
+
+/* **** 2D Voronoi **** */
+
+float voronoi_distance(vector2 a, vector2 b, string metric, float exponent)
+{
+ if (metric == "euclidean") {
+ return distance(a, b);
+ }
+ else if (metric == "manhattan") {
+ return abs(a.x - b.x) + abs(a.y - b.y);
+ }
+ else if (metric == "chebychev") {
+ return max(abs(a.x - b.x), abs(a.y - b.y));
+ }
+ else if (metric == "minkowski") {
+ return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent), 1.0 / exponent);
+ }
+ else {
+ return 0.0;
+ }
+}
+
+void voronoi_f1_2d(vector2 coord,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output vector2 outPosition)
+{
+ vector2 cellPosition = floor(coord);
+ vector2 localPosition = coord - cellPosition;
+
+ float minDistance = 8.0;
+ vector2 targetOffset, targetPosition;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector2 cellOffset = vector2(i, j);
+ vector2 pointPosition = cellOffset +
+ hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ }
+ outDistance = minDistance;
+ outColor = hash_vector2_to_color(cellPosition + targetOffset);
+ outPosition = targetPosition + cellPosition;
+}
+
+void voronoi_smooth_f1_2d(vector2 coord,
+ float smoothness,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output vector2 outPosition)
+{
+ vector2 cellPosition = floor(coord);
+ vector2 localPosition = coord - cellPosition;
+
+ float smoothDistance = 8.0;
+ color smoothColor = color(0.0);
+ vector2 smoothPosition = vector2(0.0, 0.0);
+ for (int j = -2; j <= 2; j++) {
+ for (int i = -2; i <= 2; i++) {
+ vector2 cellOffset = vector2(i, j);
+ vector2 pointPosition = cellOffset +
+ hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0 - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0 + 3.0 * smoothness;
+ color cellColor = hash_vector2_to_color(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ }
+ outDistance = smoothDistance;
+ outColor = smoothColor;
+ outPosition = cellPosition + smoothPosition;
+}
+
+void voronoi_f2_2d(vector2 coord,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output vector2 outPosition)
+{
+ vector2 cellPosition = floor(coord);
+ vector2 localPosition = coord - cellPosition;
+
+ float distanceF1 = 8.0;
+ float distanceF2 = 8.0;
+ vector2 offsetF1 = vector2(0.0, 0.0);
+ vector2 positionF1 = vector2(0.0, 0.0);
+ vector2 offsetF2, positionF2;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector2 cellOffset = vector2(i, j);
+ vector2 pointPosition = cellOffset +
+ hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
+ }
+ }
+ outDistance = distanceF2;
+ outColor = hash_vector2_to_color(cellPosition + offsetF2);
+ outPosition = positionF2 + cellPosition;
+}
+
+void voronoi_distance_to_edge_2d(vector2 coord, float randomness, output float outDistance)
+{
+ vector2 cellPosition = floor(coord);
+ vector2 localPosition = coord - cellPosition;
+
+ vector2 vectorToClosest;
+ float minDistance = 8.0;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector2 cellOffset = vector2(i, j);
+ vector2 vectorToPoint = cellOffset +
+ hash_vector2_to_vector2(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float distanceToPoint = dot(vectorToPoint, vectorToPoint);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ vectorToClosest = vectorToPoint;
+ }
+ }
+ }
+
+ minDistance = 8.0;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector2 cellOffset = vector2(i, j);
+ vector2 vectorToPoint = cellOffset +
+ hash_vector2_to_vector2(cellPosition + cellOffset) * randomness -
+ localPosition;
+ vector2 perpendicularToEdge = vectorToPoint - vectorToClosest;
+ if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) {
+ float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0,
+ normalize(perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
+ }
+ }
+ }
+ outDistance = minDistance;
+}
+
+void voronoi_n_sphere_radius_2d(vector2 coord, float randomness, output float outRadius)
+{
+ vector2 cellPosition = floor(coord);
+ vector2 localPosition = coord - cellPosition;
+
+ vector2 closestPoint;
+ vector2 closestPointOffset;
+ float minDistance = 8.0;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector2 cellOffset = vector2(i, j);
+ vector2 pointPosition = cellOffset +
+ hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+ }
+
+ minDistance = 8.0;
+ vector2 closestPointToClosestPoint;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0 && j == 0) {
+ continue;
+ }
+ vector2 cellOffset = vector2(i, j) + closestPointOffset;
+ vector2 pointPosition = cellOffset +
+ hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ }
+ outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
+}
+
+/* **** 3D Voronoi **** */
+
+float voronoi_distance(vector3 a, vector3 b, string metric, float exponent)
+{
+ if (metric == "euclidean") {
+ return distance(a, b);
+ }
+ else if (metric == "manhattan") {
+ return abs(a[0] - b[0]) + abs(a[1] - b[1]) + abs(a[2] - b[2]);
+ }
+ else if (metric == "chebychev") {
+ return max(abs(a[0] - b[0]), max(abs(a[1] - b[1]), abs(a[2] - b[2])));
+ }
+ else if (metric == "minkowski") {
+ return pow(pow(abs(a[0] - b[0]), exponent) + pow(abs(a[1] - b[1]), exponent) +
+ pow(abs(a[2] - b[2]), exponent),
+ 1.0 / exponent);
+ }
+ else {
+ return 0.0;
+ }
+}
- float d = 0.0;
- if (metric == "distance") {
- d = dot(pd, pd);
+void voronoi_f1_3d(vector3 coord,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output vector3 outPosition)
+{
+ vector3 cellPosition = floor(coord);
+ vector3 localPosition = coord - cellPosition;
+
+ float minDistance = 8.0;
+ vector3 targetOffset, targetPosition;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector3 cellOffset = vector3(i, j, k);
+ vector3 pointPosition = cellOffset +
+ hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ }
+ }
+ outDistance = minDistance;
+ outColor = hash_vector3_to_color(cellPosition + targetOffset);
+ outPosition = targetPosition + cellPosition;
+}
+
+void voronoi_smooth_f1_3d(vector3 coord,
+ float smoothness,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output vector3 outPosition)
+{
+ vector3 cellPosition = floor(coord);
+ vector3 localPosition = coord - cellPosition;
+
+ float smoothDistance = 8.0;
+ color smoothColor = color(0.0);
+ vector3 smoothPosition = vector3(0.0);
+ for (int k = -2; k <= 2; k++) {
+ for (int j = -2; j <= 2; j++) {
+ for (int i = -2; i <= 2; i++) {
+ vector3 cellOffset = vector3(i, j, k);
+ vector3 pointPosition = cellOffset +
+ hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(
+ 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0 - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0 + 3.0 * smoothness;
+ color cellColor = hash_vector3_to_color(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ }
+ }
+ outDistance = smoothDistance;
+ outColor = smoothColor;
+ outPosition = cellPosition + smoothPosition;
+}
+
+void voronoi_f2_3d(vector3 coord,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output vector3 outPosition)
+{
+ vector3 cellPosition = floor(coord);
+ vector3 localPosition = coord - cellPosition;
+
+ float distanceF1 = 8.0;
+ float distanceF2 = 8.0;
+ vector3 offsetF1 = vector3(0.0);
+ vector3 positionF1 = vector3(0.0);
+ vector3 offsetF2, positionF2;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector3 cellOffset = vector3(i, j, k);
+ vector3 pointPosition = cellOffset +
+ hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
+ }
+ }
+ }
+ outDistance = distanceF2;
+ outColor = hash_vector3_to_color(cellPosition + offsetF2);
+ outPosition = positionF2 + cellPosition;
+}
+
+void voronoi_distance_to_edge_3d(vector3 coord, float randomness, output float outDistance)
+{
+ vector3 cellPosition = floor(coord);
+ vector3 localPosition = coord - cellPosition;
+
+ vector3 vectorToClosest;
+ float minDistance = 8.0;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector3 cellOffset = vector3(i, j, k);
+ vector3 vectorToPoint = cellOffset +
+ hash_vector3_to_vector3(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float distanceToPoint = dot(vectorToPoint, vectorToPoint);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ vectorToClosest = vectorToPoint;
+ }
+ }
+ }
+ }
+
+ minDistance = 8.0;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector3 cellOffset = vector3(i, j, k);
+ vector3 vectorToPoint = cellOffset +
+ hash_vector3_to_vector3(cellPosition + cellOffset) * randomness -
+ localPosition;
+ vector3 perpendicularToEdge = vectorToPoint - vectorToClosest;
+ if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) {
+ float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0,
+ normalize(perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
}
- else if (metric == "manhattan") {
- d = fabs(pd[0]) + fabs(pd[1]) + fabs(pd[2]);
+ }
+ }
+ }
+ outDistance = minDistance;
+}
+
+void voronoi_n_sphere_radius_3d(vector3 coord, float randomness, output float outRadius)
+{
+ vector3 cellPosition = floor(coord);
+ vector3 localPosition = coord - cellPosition;
+
+ vector3 closestPoint;
+ vector3 closestPointOffset;
+ float minDistance = 8.0;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector3 cellOffset = vector3(i, j, k);
+ vector3 pointPosition = cellOffset +
+ hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
}
- else if (metric == "chebychev") {
- d = max(fabs(pd[0]), max(fabs(pd[1]), fabs(pd[2])));
+ }
+ }
+ }
+
+ minDistance = 8.0;
+ vector3 closestPointToClosestPoint;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0 && j == 0 && k == 0) {
+ continue;
}
- else if (metric == "minkowski") {
- d = pow(pow(fabs(pd[0]), e) + pow(fabs(pd[1]), e) + pow(fabs(pd[2]), e), 1.0 / e);
+ vector3 cellOffset = vector3(i, j, k) + closestPointOffset;
+ vector3 pointPosition = cellOffset +
+ hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
}
+ }
+ }
+ }
+ outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
+}
+
+/* **** 4D Voronoi **** */
+
+float voronoi_distance(vector4 a, vector4 b, string metric, float exponent)
+{
+ if (metric == "euclidean") {
+ return distance(a, b);
+ }
+ else if (metric == "manhattan") {
+ return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z) + abs(a.w - b.w);
+ }
+ else if (metric == "chebychev") {
+ return max(abs(a.x - b.x), max(abs(a.y - b.y), max(abs(a.z - b.z), abs(a.w - b.w))));
+ }
+ else if (metric == "minkowski") {
+ return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent) +
+ pow(abs(a.z - b.z), exponent) + pow(abs(a.w - b.w), exponent),
+ 1.0 / exponent);
+ }
+ else {
+ return 0.0;
+ }
+}
+
+void voronoi_f1_4d(vector4 coord,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output vector4 outPosition)
+{
+ vector4 cellPosition = floor(coord);
+ vector4 localPosition = coord - cellPosition;
- vp += point(xx, yy, zz);
+ float minDistance = 8.0;
+ vector4 targetOffset, targetPosition;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector4 cellOffset = vector4(i, j, k, u);
+ vector4 pointPosition = cellOffset +
+ hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ }
+ }
+ }
+ outDistance = minDistance;
+ outColor = hash_vector4_to_color(cellPosition + targetOffset);
+ outPosition = targetPosition + cellPosition;
+}
- if (d < da[0]) {
- da[3] = da[2];
- da[2] = da[1];
- da[1] = da[0];
- da[0] = d;
+void voronoi_smooth_f1_4d(vector4 coord,
+ float smoothness,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output vector4 outPosition)
+{
+ vector4 cellPosition = floor(coord);
+ vector4 localPosition = coord - cellPosition;
- pa[3] = pa[2];
- pa[2] = pa[1];
- pa[1] = pa[0];
- pa[0] = vp;
+ float smoothDistance = 8.0;
+ color smoothColor = color(0.0);
+ vector4 smoothPosition = vector4(0.0, 0.0, 0.0, 0.0);
+ for (int u = -2; u <= 2; u++) {
+ for (int k = -2; k <= 2; k++) {
+ for (int j = -2; j <= 2; j++) {
+ for (int i = -2; i <= 2; i++) {
+ vector4 cellOffset = vector4(i, j, k, u);
+ vector4 pointPosition = cellOffset +
+ hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(
+ 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0 - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0 + 3.0 * smoothness;
+ color cellColor = hash_vector4_to_color(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
- 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;
+ }
+ }
+ }
+ outDistance = smoothDistance;
+ outColor = smoothColor;
+ outPosition = cellPosition + smoothPosition;
+}
+
+void voronoi_f2_4d(vector4 coord,
+ float exponent,
+ float randomness,
+ string metric,
+ output float outDistance,
+ output color outColor,
+ output vector4 outPosition)
+{
+ vector4 cellPosition = floor(coord);
+ vector4 localPosition = coord - cellPosition;
+
+ float distanceF1 = 8.0;
+ float distanceF2 = 8.0;
+ vector4 offsetF1 = vector4(0.0, 0.0, 0.0, 0.0);
+ vector4 positionF1 = vector4(0.0, 0.0, 0.0, 0.0);
+ vector4 offsetF2, positionF2;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector4 cellOffset = vector4(i, j, k, u);
+ vector4 pointPosition = cellOffset +
+ hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
}
- else if (d < da[2]) {
- da[3] = da[2];
- da[2] = d;
+ }
+ }
+ }
+ outDistance = distanceF2;
+ outColor = hash_vector4_to_color(cellPosition + offsetF2);
+ outPosition = positionF2 + cellPosition;
+}
+
+void voronoi_distance_to_edge_4d(vector4 coord, float randomness, output float outDistance)
+{
+ vector4 cellPosition = floor(coord);
+ vector4 localPosition = coord - cellPosition;
- pa[3] = pa[2];
- pa[2] = vp;
+ vector4 vectorToClosest;
+ float minDistance = 8.0;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector4 cellOffset = vector4(i, j, k, u);
+ vector4 vectorToPoint = cellOffset +
+ hash_vector4_to_vector4(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float distanceToPoint = dot(vectorToPoint, vectorToPoint);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ vectorToClosest = vectorToPoint;
+ }
}
- else if (d < da[3]) {
- da[3] = d;
- pa[3] = vp;
+ }
+ }
+ }
+
+ minDistance = 8.0;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector4 cellOffset = vector4(i, j, k, u);
+ vector4 vectorToPoint = cellOffset +
+ hash_vector4_to_vector4(cellPosition + cellOffset) * randomness -
+ localPosition;
+ vector4 perpendicularToEdge = vectorToPoint - vectorToClosest;
+ if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) {
+ float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0,
+ normalize(perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
+ }
}
}
}
}
+ outDistance = minDistance;
}
-/* Voronoi */
+void voronoi_n_sphere_radius_4d(vector4 coord, float randomness, output float outRadius)
+{
+ vector4 cellPosition = floor(coord);
+ vector4 localPosition = coord - cellPosition;
+
+ vector4 closestPoint;
+ vector4 closestPointOffset;
+ float minDistance = 8.0;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vector4 cellOffset = vector4(i, j, k, u);
+ vector4 pointPosition = cellOffset +
+ hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+ }
+ }
+ }
+
+ minDistance = 8.0;
+ vector4 closestPointToClosestPoint;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0 && j == 0 && k == 0 && u == 0) {
+ continue;
+ }
+ vector4 cellOffset = vector4(i, j, k, u) + closestPointOffset;
+ vector4 pointPosition = cellOffset +
+ hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ }
+ }
+ }
+ outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
+}
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,
+ string dimensions = "3D",
+ string feature = "f1",
+ string metric = "euclidean",
+ vector3 Vector = P,
+ float WIn = 0.0,
float Scale = 5.0,
- point Vector = P,
- output float Fac = 0.0,
- output color Color = 0.0)
+ float Smoothness = 5.0,
+ float Exponent = 1.0,
+ float Randomness = 1.0,
+ output float Distance = 0.0,
+ output color Color = 0.0,
+ output vector3 Position = P,
+ output float WOut = 0.0,
+ output float Radius = 0.0)
{
- point p = Vector;
+ float randomness = clamp(Randomness, 0.0, 1.0);
+ float smoothness = clamp(Smoothness / 2.0, 0.0, 0.5);
+ vector3 coord = Vector;
if (use_mapping)
- p = transform(mapping, p);
+ coord = transform(mapping, coord);
- /* compute distance and point coordinate of 4 nearest neighbours */
- float da[4];
- point pa[4];
+ float w = WIn * Scale;
+ coord *= Scale;
- /* compute distance and point coordinate of 4 nearest neighbours */
- voronoi_m(p * Scale, metric, Exponent, da, pa);
-
- if (coloring == "intensity") {
- /* Intensity output */
- if (feature == "F1") {
- Fac = fabs(da[0]);
+ if (dimensions == "1D") {
+ if (feature == "f1") {
+ voronoi_f1_1d(w, Exponent, randomness, metric, Distance, Color, WOut);
+ }
+ else if (feature == "smooth_f1") {
+ voronoi_smooth_f1_1d(w, smoothness, Exponent, randomness, metric, Distance, Color, WOut);
}
- else if (feature == "F2") {
- Fac = fabs(da[1]);
+ else if (feature == "f2") {
+ voronoi_f2_1d(w, Exponent, randomness, metric, Distance, Color, WOut);
}
- else if (feature == "F3") {
- Fac = fabs(da[2]);
+ else if (feature == "distance_to_edge") {
+ voronoi_distance_to_edge_1d(w, randomness, Distance);
}
- else if (feature == "F4") {
- Fac = fabs(da[3]);
+ else if (feature == "n_sphere_radius") {
+ voronoi_n_sphere_radius_1d(w, randomness, Radius);
}
- else if (feature == "F2F1") {
- Fac = fabs(da[1] - da[0]);
+ else {
+ error("Unknown feature!");
}
- Color = color(Fac);
+ WOut = (Scale != 0.0) ? WOut / Scale : 0.0;
}
- else {
- /* Color output */
- if (feature == "F1") {
- Color = pa[0];
+ else if (dimensions == "2D") {
+ vector2 coord2D = vector2(coord[0], coord[1]);
+ vector2 outPosition2D;
+ if (feature == "f1") {
+ voronoi_f1_2d(coord2D, Exponent, randomness, metric, Distance, Color, outPosition2D);
}
- else if (feature == "F2") {
- Color = pa[1];
+ else if (feature == "smooth_f1") {
+ voronoi_smooth_f1_2d(
+ coord2D, smoothness, Exponent, randomness, metric, Distance, Color, outPosition2D);
}
- else if (feature == "F3") {
- Color = pa[2];
+ else if (feature == "f2") {
+ voronoi_f2_2d(coord2D, Exponent, randomness, metric, Distance, Color, outPosition2D);
}
- else if (feature == "F4") {
- Color = pa[3];
+ else if (feature == "distance_to_edge") {
+ voronoi_distance_to_edge_2d(coord2D, randomness, Distance);
}
- else if (feature == "F2F1") {
- Color = fabs(pa[1] - pa[0]);
+ else if (feature == "n_sphere_radius") {
+ voronoi_n_sphere_radius_2d(coord2D, randomness, Radius);
}
-
- Color = cellnoise_color(Color);
- Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
+ else {
+ error("Unknown feature!");
+ }
+ outPosition2D = safe_divide(outPosition2D, Scale);
+ Position = vector3(outPosition2D.x, outPosition2D.y, 0.0);
+ }
+ else if (dimensions == "3D") {
+ if (feature == "f1") {
+ voronoi_f1_3d(coord, Exponent, randomness, metric, Distance, Color, Position);
+ }
+ else if (feature == "smooth_f1") {
+ voronoi_smooth_f1_3d(
+ coord, smoothness, Exponent, randomness, metric, Distance, Color, Position);
+ }
+ else if (feature == "f2") {
+ voronoi_f2_3d(coord, Exponent, randomness, metric, Distance, Color, Position);
+ }
+ else if (feature == "distance_to_edge") {
+ voronoi_distance_to_edge_3d(coord, randomness, Distance);
+ }
+ else if (feature == "n_sphere_radius") {
+ voronoi_n_sphere_radius_3d(coord, randomness, Radius);
+ }
+ else {
+ error("Unknown feature!");
+ }
+ Position = (Scale != 0.0) ? Position / Scale : vector3(0.0);
+ }
+ else if (dimensions == "4D") {
+ vector4 coord4D = vector4(coord[0], coord[1], coord[2], w);
+ vector4 outPosition4D;
+ if (feature == "f1") {
+ voronoi_f1_4d(coord4D, Exponent, randomness, metric, Distance, Color, outPosition4D);
+ }
+ else if (feature == "smooth_f1") {
+ voronoi_smooth_f1_4d(
+ coord4D, smoothness, Exponent, randomness, metric, Distance, Color, outPosition4D);
+ }
+ else if (feature == "f2") {
+ voronoi_f2_4d(coord4D, Exponent, randomness, metric, Distance, Color, outPosition4D);
+ }
+ else if (feature == "distance_to_edge") {
+ voronoi_distance_to_edge_4d(coord4D, randomness, Distance);
+ }
+ else if (feature == "n_sphere_radius") {
+ voronoi_n_sphere_radius_4d(coord4D, randomness, Radius);
+ }
+ else {
+ error("Unknown feature!");
+ }
+ outPosition4D = safe_divide(outPosition4D, Scale);
+ Position = vector3(outPosition4D.x, outPosition4D.y, outPosition4D.z);
+ WOut = outPosition4D.w;
+ }
+ else {
+ error("Unknown dimension!");
}
}
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index a192930937f..8de66a04963 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -429,7 +429,7 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg,
svm_node_tex_gradient(sd, stack, node);
break;
case NODE_TEX_VORONOI:
- svm_node_tex_voronoi(kg, sd, stack, node, &offset);
+ svm_node_tex_voronoi(kg, sd, stack, node.y, node.z, node.w, &offset);
break;
case NODE_TEX_MUSGRAVE:
svm_node_tex_musgrave(kg, sd, stack, node.y, node.z, node.w, &offset);
diff --git a/intern/cycles/kernel/svm/svm_noise.h b/intern/cycles/kernel/svm/svm_noise.h
index 8d832247b18..b67c1e9cb7e 100644
--- a/intern/cycles/kernel/svm/svm_noise.h
+++ b/intern/cycles/kernel/svm/svm_noise.h
@@ -590,28 +590,4 @@ ccl_device_inline float noise_4d(float4 p)
return 0.5f * snoise_4d(p) + 0.5f;
}
-/* cell noise */
-ccl_device float cellnoise(float3 p)
-{
- int3 ip = quick_floor_to_int3(p);
- return hash_uint3_to_float(ip.x, ip.y, ip.z);
-}
-
-ccl_device float3 cellnoise3(float3 p)
-{
- int3 ip = quick_floor_to_int3(p);
-#ifndef __KERNEL_SSE__
- float r = hash_uint3_to_float(ip.x, ip.y, ip.z);
- float g = hash_uint3_to_float(ip.y, ip.x, ip.z);
- float b = hash_uint3_to_float(ip.y, ip.z, ip.x);
- return make_float3(r, g, b);
-#else
- ssei ip_yxz = shuffle<1, 0, 2, 3>(ssei(ip.m128));
- ssei ip_xyy = shuffle<0, 1, 1, 3>(ssei(ip.m128));
- ssei ip_zzx = shuffle<2, 2, 0, 3>(ssei(ip.m128));
- ssei bits = hash_ssei3(ip_xyy, ip_yxz, ip_zzx);
- return float3(uint32_to_float(bits) * ssef(1.0f / (float)0xFFFFFFFF));
-#endif
-}
-
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index de7114566b3..65e2dacedae 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -357,24 +357,19 @@ typedef enum NodeGradientType {
NODE_BLEND_SPHERICAL
} NodeGradientType;
-typedef enum NodeVoronoiColoring {
- NODE_VORONOI_INTENSITY,
- NODE_VORONOI_CELLS
-} NodeVoronoiColoring;
-
typedef enum NodeVoronoiDistanceMetric {
- NODE_VORONOI_DISTANCE,
+ NODE_VORONOI_EUCLIDEAN,
NODE_VORONOI_MANHATTAN,
NODE_VORONOI_CHEBYCHEV,
- NODE_VORONOI_MINKOWSKI
+ NODE_VORONOI_MINKOWSKI,
} NodeVoronoiDistanceMetric;
typedef enum NodeVoronoiFeature {
NODE_VORONOI_F1,
NODE_VORONOI_F2,
- NODE_VORONOI_F3,
- NODE_VORONOI_F4,
- NODE_VORONOI_F2F1
+ NODE_VORONOI_SMOOTH_F1,
+ NODE_VORONOI_DISTANCE_TO_EDGE,
+ NODE_VORONOI_N_SPHERE_RADIUS,
} NodeVoronoiFeature;
typedef enum NodeBlendWeightType {
diff --git a/intern/cycles/kernel/svm/svm_voronoi.h b/intern/cycles/kernel/svm/svm_voronoi.h
index 3d7fa523968..4a479d9bc71 100644
--- a/intern/cycles/kernel/svm/svm_voronoi.h
+++ b/intern/cycles/kernel/svm/svm_voronoi.h
@@ -16,170 +16,1101 @@
CCL_NAMESPACE_BEGIN
-/* Voronoi */
-
-ccl_device void voronoi_neighbors(
- float3 p, NodeVoronoiDistanceMetric distance, float e, float da[4], float3 pa[4])
-{
- /* Compute the distance to and the position of the 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.
- */
-
- da[0] = 1e10f;
- da[1] = 1e10f;
- da[2] = 1e10f;
- da[3] = 1e10f;
-
- pa[0] = make_float3(0.0f, 0.0f, 0.0f);
- pa[1] = make_float3(0.0f, 0.0f, 0.0f);
- pa[2] = make_float3(0.0f, 0.0f, 0.0f);
- pa[3] = make_float3(0.0f, 0.0f, 0.0f);
-
- int3 xyzi = quick_floor_to_int3(p);
-
- for (int xx = -1; xx <= 1; xx++) {
- for (int yy = -1; yy <= 1; yy++) {
- for (int zz = -1; zz <= 1; zz++) {
- int3 ip = xyzi + make_int3(xx, yy, zz);
- float3 fp = make_float3(ip.x, ip.y, ip.z);
- float3 vp = fp + cellnoise3(fp);
-
- float d;
- switch (distance) {
- case NODE_VORONOI_DISTANCE:
- d = len_squared(p - vp);
- break;
- case NODE_VORONOI_MANHATTAN:
- d = reduce_add(fabs(vp - p));
- break;
- case NODE_VORONOI_CHEBYCHEV:
- d = max3(fabs(vp - p));
- break;
- case NODE_VORONOI_MINKOWSKI: {
- float3 n = fabs(vp - p);
- if (e == 0.5f) {
- d = sqr(reduce_add(sqrt(n)));
- }
- else {
- d = powf(reduce_add(pow3(n, e)), 1.0f / e);
- }
- break;
- }
+/*
+ * Smooth Voronoi:
+ *
+ * - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
+ *
+ * Distance To Edge:
+ *
+ * - https://www.shadertoy.com/view/llG3zy
+ *
+ */
+
+/* **** 1D Voronoi **** */
+
+ccl_device float voronoi_distance_1d(float a,
+ float b,
+ NodeVoronoiDistanceMetric metric,
+ float exponent)
+{
+ return fabsf(b - a);
+}
+
+ccl_device void voronoi_f1_1d(float w,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float *outW)
+{
+ float cellPosition = floorf(w);
+ float localPosition = w - cellPosition;
+
+ float minDistance = 8.0f;
+ float targetOffset, targetPosition;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = i;
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_1d(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ *outDistance = minDistance;
+ *outColor = hash_float_to_float3(cellPosition + targetOffset);
+ *outW = targetPosition + cellPosition;
+}
+
+ccl_device void voronoi_smooth_f1_1d(float w,
+ float smoothness,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float *outW)
+{
+ float cellPosition = floorf(w);
+ float localPosition = w - cellPosition;
+
+ float smoothDistance = 8.0f;
+ float smoothPosition = 0.0f;
+ float3 smoothColor = make_float3(0.0f, 0.0f, 0.0f);
+ for (int i = -2; i <= 2; i++) {
+ float cellOffset = i;
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_1d(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(
+ 0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0f - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0f + 3.0f * smoothness;
+ float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ *outDistance = smoothDistance;
+ *outColor = smoothColor;
+ *outW = cellPosition + smoothPosition;
+}
+
+ccl_device void voronoi_f2_1d(float w,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float *outW)
+{
+ float cellPosition = floorf(w);
+ float localPosition = w - cellPosition;
+
+ float distanceF1 = 8.0f;
+ float distanceF2 = 8.0f;
+ float offsetF1 = 0.0f;
+ float positionF1 = 0.0f;
+ float offsetF2, positionF2;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = i;
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_1d(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
+ }
+ *outDistance = distanceF2;
+ *outColor = hash_float_to_float3(cellPosition + offsetF2);
+ *outW = positionF2 + cellPosition;
+}
+
+ccl_device void voronoi_distance_to_edge_1d(float w, float randomness, float *outDistance)
+{
+ float cellPosition = floorf(w);
+ float localPosition = w - cellPosition;
+
+ float minDistance = 8.0f;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = i;
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = fabsf(pointPosition - localPosition);
+ minDistance = min(distanceToPoint, minDistance);
+ }
+ *outDistance = minDistance;
+}
+
+ccl_device void voronoi_n_sphere_radius_1d(float w, float randomness, float *outRadius)
+{
+ float cellPosition = floorf(w);
+ float localPosition = w - cellPosition;
+
+ float closestPoint;
+ float closestPointOffset;
+ float minDistance = 8.0f;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = i;
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = fabsf(pointPosition - localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+
+ minDistance = 8.0f;
+ float closestPointToClosestPoint;
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0) {
+ continue;
+ }
+ float cellOffset = i + closestPointOffset;
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = fabsf(closestPoint - pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ *outRadius = fabsf(closestPointToClosestPoint - closestPoint) / 2.0f;
+}
+
+/* **** 2D Voronoi **** */
+
+ccl_device float voronoi_distance_2d(float2 a,
+ float2 b,
+ NodeVoronoiDistanceMetric metric,
+ float exponent)
+{
+ if (metric == NODE_VORONOI_EUCLIDEAN) {
+ return distance(a, b);
+ }
+ else if (metric == NODE_VORONOI_MANHATTAN) {
+ return fabsf(a.x - b.x) + fabsf(a.y - b.y);
+ }
+ else if (metric == NODE_VORONOI_CHEBYCHEV) {
+ return max(fabsf(a.x - b.x), fabsf(a.y - b.y));
+ }
+ else if (metric == NODE_VORONOI_MINKOWSKI) {
+ return powf(powf(fabsf(a.x - b.x), exponent) + powf(fabsf(a.y - b.y), exponent),
+ 1.0f / exponent);
+ }
+ else {
+ return 0.0f;
+ }
+}
+
+ccl_device void voronoi_f1_2d(float2 coord,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float2 *outPosition)
+{
+ float2 cellPosition = floor(coord);
+ float2 localPosition = coord - cellPosition;
+
+ float minDistance = 8.0f;
+ float2 targetOffset, targetPosition;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float2 cellOffset = make_float2(i, j);
+ float2 pointPosition = cellOffset +
+ hash_float2_to_float2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_2d(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ }
+ *outDistance = minDistance;
+ *outColor = hash_float2_to_float3(cellPosition + targetOffset);
+ *outPosition = targetPosition + cellPosition;
+}
+
+ccl_device void voronoi_smooth_f1_2d(float2 coord,
+ float smoothness,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float2 *outPosition)
+{
+ float2 cellPosition = floor(coord);
+ float2 localPosition = coord - cellPosition;
+
+ float smoothDistance = 8.0f;
+ float3 smoothColor = make_float3(0.0f, 0.0f, 0.0f);
+ float2 smoothPosition = make_float2(0.0f, 0.0f);
+ for (int j = -2; j <= 2; j++) {
+ for (int i = -2; i <= 2; i++) {
+ float2 cellOffset = make_float2(i, j);
+ float2 pointPosition = cellOffset +
+ hash_float2_to_float2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_2d(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(
+ 0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0f - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0f + 3.0f * smoothness;
+ float3 cellColor = hash_float2_to_float3(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ }
+ *outDistance = smoothDistance;
+ *outColor = smoothColor;
+ *outPosition = cellPosition + smoothPosition;
+}
+
+ccl_device void voronoi_f2_2d(float2 coord,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float2 *outPosition)
+{
+ float2 cellPosition = floor(coord);
+ float2 localPosition = coord - cellPosition;
+
+ float distanceF1 = 8.0f;
+ float distanceF2 = 8.0f;
+ float2 offsetF1 = make_float2(0.0f, 0.0f);
+ float2 positionF1 = make_float2(0.0f, 0.0f);
+ float2 offsetF2, positionF2;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float2 cellOffset = make_float2(i, j);
+ float2 pointPosition = cellOffset +
+ hash_float2_to_float2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_2d(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
+ }
+ }
+ *outDistance = distanceF2;
+ *outColor = hash_float2_to_float3(cellPosition + offsetF2);
+ *outPosition = positionF2 + cellPosition;
+}
+
+ccl_device void voronoi_distance_to_edge_2d(float2 coord, float randomness, float *outDistance)
+{
+ float2 cellPosition = floor(coord);
+ float2 localPosition = coord - cellPosition;
+
+ float2 vectorToClosest;
+ float minDistance = 8.0f;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float2 cellOffset = make_float2(i, j);
+ float2 vectorToPoint = cellOffset +
+ hash_float2_to_float2(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float distanceToPoint = dot(vectorToPoint, vectorToPoint);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ vectorToClosest = vectorToPoint;
+ }
+ }
+ }
+
+ minDistance = 8.0f;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float2 cellOffset = make_float2(i, j);
+ float2 vectorToPoint = cellOffset +
+ hash_float2_to_float2(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float2 perpendicularToEdge = vectorToPoint - vectorToClosest;
+ if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
+ float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0f,
+ normalize(perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
+ }
+ }
+ }
+ *outDistance = minDistance;
+}
+
+ccl_device void voronoi_n_sphere_radius_2d(float2 coord, float randomness, float *outRadius)
+{
+ float2 cellPosition = floor(coord);
+ float2 localPosition = coord - cellPosition;
+
+ float2 closestPoint;
+ float2 closestPointOffset;
+ float minDistance = 8.0f;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float2 cellOffset = make_float2(i, j);
+ float2 pointPosition = cellOffset +
+ hash_float2_to_float2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+ }
+
+ minDistance = 8.0f;
+ float2 closestPointToClosestPoint;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0 && j == 0) {
+ continue;
+ }
+ float2 cellOffset = make_float2(i, j) + closestPointOffset;
+ float2 pointPosition = cellOffset +
+ hash_float2_to_float2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ }
+ *outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0f;
+}
+
+/* **** 3D Voronoi **** */
+
+ccl_device float voronoi_distance_3d(float3 a,
+ float3 b,
+ NodeVoronoiDistanceMetric metric,
+ float exponent)
+{
+ if (metric == NODE_VORONOI_EUCLIDEAN) {
+ return distance(a, b);
+ }
+ else if (metric == NODE_VORONOI_MANHATTAN) {
+ return fabsf(a.x - b.x) + fabsf(a.y - b.y) + fabsf(a.z - b.z);
+ }
+ else if (metric == NODE_VORONOI_CHEBYCHEV) {
+ return max(fabsf(a.x - b.x), max(fabsf(a.y - b.y), fabsf(a.z - b.z)));
+ }
+ else if (metric == NODE_VORONOI_MINKOWSKI) {
+ return powf(powf(fabsf(a.x - b.x), exponent) + powf(fabsf(a.y - b.y), exponent) +
+ powf(fabsf(a.z - b.z), exponent),
+ 1.0f / exponent);
+ }
+ else {
+ return 0.0f;
+ }
+}
+
+ccl_device void voronoi_f1_3d(float3 coord,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float3 *outPosition)
+{
+ float3 cellPosition = floor(coord);
+ float3 localPosition = coord - cellPosition;
+
+ float minDistance = 8.0f;
+ float3 targetOffset, targetPosition;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float3 cellOffset = make_float3(i, j, k);
+ float3 pointPosition = cellOffset +
+ hash_float3_to_float3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_3d(
+ pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
}
+ }
+ }
+ }
+ *outDistance = minDistance;
+ *outColor = hash_float3_to_float3(cellPosition + targetOffset);
+ *outPosition = targetPosition + cellPosition;
+}
+
+ccl_device void voronoi_smooth_f1_3d(float3 coord,
+ float smoothness,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float3 *outPosition)
+{
+ float3 cellPosition = floor(coord);
+ float3 localPosition = coord - cellPosition;
+
+ float smoothDistance = 8.0f;
+ float3 smoothColor = make_float3(0.0f, 0.0f, 0.0f);
+ float3 smoothPosition = make_float3(0.0f, 0.0f, 0.0f);
+ for (int k = -2; k <= 2; k++) {
+ for (int j = -2; j <= 2; j++) {
+ for (int i = -2; i <= 2; i++) {
+ float3 cellOffset = make_float3(i, j, k);
+ float3 pointPosition = cellOffset +
+ hash_float3_to_float3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_3d(
+ pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(
+ 0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0f - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0f + 3.0f * smoothness;
+ float3 cellColor = hash_float3_to_float3(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ }
+ }
+ *outDistance = smoothDistance;
+ *outColor = smoothColor;
+ *outPosition = cellPosition + smoothPosition;
+}
- /* To keep the shortest four distances and associated points we have to keep them in sorted
- * order. */
- 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;
+ccl_device void voronoi_f2_3d(float3 coord,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float3 *outPosition)
+{
+ float3 cellPosition = floor(coord);
+ float3 localPosition = coord - cellPosition;
+
+ float distanceF1 = 8.0f;
+ float distanceF2 = 8.0f;
+ float3 offsetF1 = make_float3(0.0f, 0.0f, 0.0f);
+ float3 positionF1 = make_float3(0.0f, 0.0f, 0.0f);
+ float3 offsetF2, positionF2;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float3 cellOffset = make_float3(i, j, k);
+ float3 pointPosition = cellOffset +
+ hash_float3_to_float3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_3d(
+ pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
}
- 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 (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
}
- else if (d < da[2]) {
- da[3] = da[2];
- da[2] = d;
+ }
+ }
+ }
+ *outDistance = distanceF2;
+ *outColor = hash_float3_to_float3(cellPosition + offsetF2);
+ *outPosition = positionF2 + cellPosition;
+}
- pa[3] = pa[2];
- pa[2] = vp;
+ccl_device void voronoi_distance_to_edge_3d(float3 coord, float randomness, float *outDistance)
+{
+ float3 cellPosition = floor(coord);
+ float3 localPosition = coord - cellPosition;
+
+ float3 vectorToClosest;
+ float minDistance = 8.0f;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float3 cellOffset = make_float3(i, j, k);
+ float3 vectorToPoint = cellOffset +
+ hash_float3_to_float3(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float distanceToPoint = dot(vectorToPoint, vectorToPoint);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ vectorToClosest = vectorToPoint;
}
- else if (d < da[3]) {
- da[3] = d;
- pa[3] = vp;
+ }
+ }
+ }
+
+ minDistance = 8.0f;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float3 cellOffset = make_float3(i, j, k);
+ float3 vectorToPoint = cellOffset +
+ hash_float3_to_float3(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float3 perpendicularToEdge = vectorToPoint - vectorToClosest;
+ if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
+ float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0f,
+ normalize(perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
}
}
}
}
+ *outDistance = minDistance;
}
-ccl_device void svm_node_tex_voronoi(
- KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+ccl_device void voronoi_n_sphere_radius_3d(float3 coord, float randomness, float *outRadius)
{
- uint4 node2 = read_node(kg, offset);
+ float3 cellPosition = floor(coord);
+ float3 localPosition = coord - cellPosition;
- uint co_offset, coloring, distance, feature;
- uint scale_offset, e_offset, fac_offset, color_offset;
+ float3 closestPoint;
+ float3 closestPointOffset;
+ float minDistance = 8.0f;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float3 cellOffset = make_float3(i, j, k);
+ float3 pointPosition = cellOffset +
+ hash_float3_to_float3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+ }
+ }
- svm_unpack_node_uchar4(node.y, &co_offset, &coloring, &distance, &feature);
- svm_unpack_node_uchar4(node.z, &scale_offset, &e_offset, &fac_offset, &color_offset);
+ minDistance = 8.0f;
+ float3 closestPointToClosestPoint;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0 && j == 0 && k == 0) {
+ continue;
+ }
+ float3 cellOffset = make_float3(i, j, k) + closestPointOffset;
+ float3 pointPosition = cellOffset +
+ hash_float3_to_float3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ }
+ }
+ *outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0f;
+}
+
+/* **** 4D Voronoi **** */
- float3 co = stack_load_float3(stack, co_offset);
- float scale = stack_load_float_default(stack, scale_offset, node2.x);
- float exponent = stack_load_float_default(stack, e_offset, node2.y);
+ccl_device float voronoi_distance_4d(float4 a,
+ float4 b,
+ NodeVoronoiDistanceMetric metric,
+ float exponent)
+{
+ if (metric == NODE_VORONOI_EUCLIDEAN) {
+ return distance(a, b);
+ }
+ else if (metric == NODE_VORONOI_MANHATTAN) {
+ return fabsf(a.x - b.x) + fabsf(a.y - b.y) + fabsf(a.z - b.z) + fabsf(a.w - b.w);
+ }
+ else if (metric == NODE_VORONOI_CHEBYCHEV) {
+ return max(fabsf(a.x - b.x), max(fabsf(a.y - b.y), max(fabsf(a.z - b.z), fabsf(a.w - b.w))));
+ }
+ else if (metric == NODE_VORONOI_MINKOWSKI) {
+ return powf(powf(fabsf(a.x - b.x), exponent) + powf(fabsf(a.y - b.y), exponent) +
+ powf(fabsf(a.z - b.z), exponent) + powf(fabsf(a.w - b.w), exponent),
+ 1.0f / exponent);
+ }
+ else {
+ return 0.0f;
+ }
+}
- float dist[4];
- float3 neighbor[4];
- voronoi_neighbors(co * scale, (NodeVoronoiDistanceMetric)distance, exponent, dist, neighbor);
+ccl_device void voronoi_f1_4d(float4 coord,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float4 *outPosition)
+{
+ float4 cellPosition = floor(coord);
+ float4 localPosition = coord - cellPosition;
- float3 color;
- float fac;
- if (coloring == NODE_VORONOI_INTENSITY) {
- switch (feature) {
- case NODE_VORONOI_F1:
- fac = dist[0];
- break;
- case NODE_VORONOI_F2:
- fac = dist[1];
- break;
- case NODE_VORONOI_F3:
- fac = dist[2];
- break;
- case NODE_VORONOI_F4:
- fac = dist[3];
- break;
- case NODE_VORONOI_F2F1:
- fac = dist[1] - dist[0];
- break;
+ float minDistance = 8.0f;
+ float4 targetOffset, targetPosition;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float4 cellOffset = make_float4(i, j, k, u);
+ float4 pointPosition = cellOffset +
+ hash_float4_to_float4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_4d(
+ pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ }
}
+ }
+ *outDistance = minDistance;
+ *outColor = hash_float4_to_float3(cellPosition + targetOffset);
+ *outPosition = targetPosition + cellPosition;
+}
+
+ccl_device void voronoi_smooth_f1_4d(float4 coord,
+ float smoothness,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float4 *outPosition)
+{
+ float4 cellPosition = floor(coord);
+ float4 localPosition = coord - cellPosition;
- color = make_float3(fac, fac, fac);
+ float smoothDistance = 8.0f;
+ float3 smoothColor = make_float3(0.0f, 0.0f, 0.0f);
+ float4 smoothPosition = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ for (int u = -2; u <= 2; u++) {
+ for (int k = -2; k <= 2; k++) {
+ for (int j = -2; j <= 2; j++) {
+ for (int i = -2; i <= 2; i++) {
+ float4 cellOffset = make_float4(i, j, k, u);
+ float4 pointPosition = cellOffset +
+ hash_float4_to_float4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_4d(
+ pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(
+ 0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0f - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0f + 3.0f * smoothness;
+ float3 cellColor = hash_float4_to_float3(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ }
+ }
}
- else {
- /* NODE_VORONOI_CELLS */
- switch (feature) {
- case NODE_VORONOI_F1:
- color = neighbor[0];
- break;
- case NODE_VORONOI_F2:
- color = neighbor[1];
- break;
- case NODE_VORONOI_F3:
- color = neighbor[2];
- break;
- case NODE_VORONOI_F4:
- color = neighbor[3];
- break;
- /* Usefulness of this vector is questionable. Note F2 >= F1 but the
- * individual vector components might not be. */
- case NODE_VORONOI_F2F1:
- color = fabs(neighbor[1] - neighbor[0]);
- break;
- }
-
- color = cellnoise3(color);
- fac = average(color);
- }
-
- if (stack_valid(fac_offset))
- stack_store_float(stack, fac_offset, fac);
- if (stack_valid(color_offset))
- stack_store_float3(stack, color_offset, color);
+ *outDistance = smoothDistance;
+ *outColor = smoothColor;
+ *outPosition = cellPosition + smoothPosition;
+}
+
+ccl_device void voronoi_f2_4d(float4 coord,
+ float exponent,
+ float randomness,
+ NodeVoronoiDistanceMetric metric,
+ float *outDistance,
+ float3 *outColor,
+ float4 *outPosition)
+{
+ float4 cellPosition = floor(coord);
+ float4 localPosition = coord - cellPosition;
+
+ float distanceF1 = 8.0f;
+ float distanceF2 = 8.0f;
+ float4 offsetF1 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ float4 positionF1 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ float4 offsetF2, positionF2;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float4 cellOffset = make_float4(i, j, k, u);
+ float4 pointPosition = cellOffset +
+ hash_float4_to_float4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance_4d(
+ pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
+ }
+ }
+ }
+ }
+ *outDistance = distanceF2;
+ *outColor = hash_float4_to_float3(cellPosition + offsetF2);
+ *outPosition = positionF2 + cellPosition;
+}
+
+ccl_device void voronoi_distance_to_edge_4d(float4 coord, float randomness, float *outDistance)
+{
+ float4 cellPosition = floor(coord);
+ float4 localPosition = coord - cellPosition;
+
+ float4 vectorToClosest;
+ float minDistance = 8.0f;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float4 cellOffset = make_float4(i, j, k, u);
+ float4 vectorToPoint = cellOffset +
+ hash_float4_to_float4(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float distanceToPoint = dot(vectorToPoint, vectorToPoint);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ vectorToClosest = vectorToPoint;
+ }
+ }
+ }
+ }
+ }
+
+ minDistance = 8.0f;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float4 cellOffset = make_float4(i, j, k, u);
+ float4 vectorToPoint = cellOffset +
+ hash_float4_to_float4(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float4 perpendicularToEdge = vectorToPoint - vectorToClosest;
+ if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
+ float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0f,
+ normalize(perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
+ }
+ }
+ }
+ }
+ }
+ *outDistance = minDistance;
+}
+
+ccl_device void voronoi_n_sphere_radius_4d(float4 coord, float randomness, float *outRadius)
+{
+ float4 cellPosition = floor(coord);
+ float4 localPosition = coord - cellPosition;
+
+ float4 closestPoint;
+ float4 closestPointOffset;
+ float minDistance = 8.0f;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ float4 cellOffset = make_float4(i, j, k, u);
+ float4 pointPosition = cellOffset +
+ hash_float4_to_float4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+ }
+ }
+ }
+
+ minDistance = 8.0f;
+ float4 closestPointToClosestPoint;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0 && j == 0 && k == 0 && u == 0) {
+ continue;
+ }
+ float4 cellOffset = make_float4(i, j, k, u) + closestPointOffset;
+ float4 pointPosition = cellOffset +
+ hash_float4_to_float4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ }
+ }
+ }
+ *outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0f;
+}
+
+ccl_device void svm_node_tex_voronoi(KernelGlobals *kg,
+ ShaderData *sd,
+ float *stack,
+ uint dimensions,
+ uint feature,
+ uint metric,
+ int *offset)
+{
+ uint4 stack_offsets = read_node(kg, offset);
+ uint4 defaults = read_node(kg, offset);
+
+ uint coord_stack_offset, w_stack_offset, scale_stack_offset, smoothness_stack_offset;
+ uint exponent_stack_offset, randomness_stack_offset, distance_out_stack_offset,
+ color_out_stack_offset;
+ uint position_out_stack_offset, w_out_stack_offset, radius_out_stack_offset;
+
+ svm_unpack_node_uchar4(stack_offsets.x,
+ &coord_stack_offset,
+ &w_stack_offset,
+ &scale_stack_offset,
+ &smoothness_stack_offset);
+ svm_unpack_node_uchar4(stack_offsets.y,
+ &exponent_stack_offset,
+ &randomness_stack_offset,
+ &distance_out_stack_offset,
+ &color_out_stack_offset);
+ svm_unpack_node_uchar3(
+ stack_offsets.z, &position_out_stack_offset, &w_out_stack_offset, &radius_out_stack_offset);
+
+ float3 coord = stack_load_float3(stack, coord_stack_offset);
+ float w = stack_load_float_default(stack, w_stack_offset, stack_offsets.w);
+ float scale = stack_load_float_default(stack, scale_stack_offset, defaults.x);
+ float smoothness = stack_load_float_default(stack, smoothness_stack_offset, defaults.y);
+ float exponent = stack_load_float_default(stack, exponent_stack_offset, defaults.z);
+ float randomness = stack_load_float_default(stack, randomness_stack_offset, defaults.w);
+
+ NodeVoronoiFeature voronoi_feature = (NodeVoronoiFeature)feature;
+ NodeVoronoiDistanceMetric voronoi_metric = (NodeVoronoiDistanceMetric)metric;
+
+ float distance_out, w_out, radius_out;
+ float3 color_out, position_out;
+
+ randomness = clamp(randomness, 0.0f, 1.0f);
+ smoothness = clamp(smoothness / 2.0f, 0.0f, 0.5f);
+
+ w *= scale;
+ coord *= scale;
+
+ switch (dimensions) {
+ case 1: {
+ switch (voronoi_feature) {
+ case NODE_VORONOI_F1:
+ voronoi_f1_1d(
+ w, exponent, randomness, voronoi_metric, &distance_out, &color_out, &w_out);
+ break;
+ case NODE_VORONOI_SMOOTH_F1:
+ voronoi_smooth_f1_1d(w,
+ smoothness,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &w_out);
+ break;
+ case NODE_VORONOI_F2:
+ voronoi_f2_1d(
+ w, exponent, randomness, voronoi_metric, &distance_out, &color_out, &w_out);
+ break;
+ case NODE_VORONOI_DISTANCE_TO_EDGE:
+ voronoi_distance_to_edge_1d(w, randomness, &distance_out);
+ break;
+ case NODE_VORONOI_N_SPHERE_RADIUS:
+ voronoi_n_sphere_radius_1d(w, randomness, &radius_out);
+ break;
+ default:
+ kernel_assert(0);
+ }
+ w_out = safe_divide(w_out, scale);
+ break;
+ }
+ case 2: {
+ float2 coord_2d = make_float2(coord.x, coord.y);
+ float2 position_out_2d;
+ switch (voronoi_feature) {
+ case NODE_VORONOI_F1:
+ voronoi_f1_2d(coord_2d,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &position_out_2d);
+ break;
+ case NODE_VORONOI_SMOOTH_F1:
+ voronoi_smooth_f1_2d(coord_2d,
+ smoothness,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &position_out_2d);
+ break;
+ case NODE_VORONOI_F2:
+ voronoi_f2_2d(coord_2d,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &position_out_2d);
+ break;
+ case NODE_VORONOI_DISTANCE_TO_EDGE:
+ voronoi_distance_to_edge_2d(coord_2d, randomness, &distance_out);
+ break;
+ case NODE_VORONOI_N_SPHERE_RADIUS:
+ voronoi_n_sphere_radius_2d(coord_2d, randomness, &radius_out);
+ break;
+ default:
+ kernel_assert(0);
+ }
+ position_out_2d = safe_divide_float2_float(position_out_2d, scale);
+ position_out = make_float3(position_out_2d.x, position_out_2d.y, 0.0f);
+ break;
+ }
+ case 3: {
+ switch (voronoi_feature) {
+ case NODE_VORONOI_F1:
+ voronoi_f1_3d(coord,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &position_out);
+ break;
+ case NODE_VORONOI_SMOOTH_F1:
+ voronoi_smooth_f1_3d(coord,
+ smoothness,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &position_out);
+ break;
+ case NODE_VORONOI_F2:
+ voronoi_f2_3d(coord,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &position_out);
+ break;
+ case NODE_VORONOI_DISTANCE_TO_EDGE:
+ voronoi_distance_to_edge_3d(coord, randomness, &distance_out);
+ break;
+ case NODE_VORONOI_N_SPHERE_RADIUS:
+ voronoi_n_sphere_radius_3d(coord, randomness, &radius_out);
+ break;
+ default:
+ kernel_assert(0);
+ }
+ position_out = safe_divide_float3_float(position_out, scale);
+ break;
+ }
+ case 4: {
+ float4 coord_4d = make_float4(coord.x, coord.y, coord.z, w);
+ float4 position_out_4d;
+ switch (voronoi_feature) {
+ case NODE_VORONOI_F1:
+ voronoi_f1_4d(coord_4d,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &position_out_4d);
+ break;
+ case NODE_VORONOI_SMOOTH_F1:
+ voronoi_smooth_f1_4d(coord_4d,
+ smoothness,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &position_out_4d);
+ break;
+ case NODE_VORONOI_F2:
+ voronoi_f2_4d(coord_4d,
+ exponent,
+ randomness,
+ voronoi_metric,
+ &distance_out,
+ &color_out,
+ &position_out_4d);
+ break;
+ case NODE_VORONOI_DISTANCE_TO_EDGE:
+ voronoi_distance_to_edge_4d(coord_4d, randomness, &distance_out);
+ break;
+ case NODE_VORONOI_N_SPHERE_RADIUS:
+ voronoi_n_sphere_radius_4d(coord_4d, randomness, &radius_out);
+ break;
+ default:
+ kernel_assert(0);
+ }
+ position_out_4d = safe_divide_float4_float(position_out_4d, scale);
+ position_out = make_float3(position_out_4d.x, position_out_4d.y, position_out_4d.z);
+ w_out = position_out_4d.w;
+ break;
+ }
+ default:
+ kernel_assert(0);
+ }
+
+ if (stack_valid(distance_out_stack_offset))
+ stack_store_float(stack, distance_out_stack_offset, distance_out);
+ if (stack_valid(color_out_stack_offset))
+ stack_store_float3(stack, color_out_stack_offset, color_out);
+ if (stack_valid(position_out_stack_offset))
+ stack_store_float3(stack, position_out_stack_offset, position_out);
+ if (stack_valid(w_out_stack_offset))
+ stack_store_float(stack, w_out_stack_offset, w_out);
+ if (stack_valid(radius_out_stack_offset))
+ stack_store_float(stack, radius_out_stack_offset, radius_out);
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 01661a6d1e0..1d98fabbc9f 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -965,33 +965,41 @@ NODE_DEFINE(VoronoiTextureNode)
TEXTURE_MAPPING_DEFINE(VoronoiTextureNode);
- static NodeEnum coloring_enum;
- coloring_enum.insert("intensity", NODE_VORONOI_INTENSITY);
- coloring_enum.insert("cells", NODE_VORONOI_CELLS);
- SOCKET_ENUM(coloring, "Coloring", coloring_enum, NODE_VORONOI_INTENSITY);
-
- static NodeEnum metric;
- metric.insert("distance", NODE_VORONOI_DISTANCE);
- metric.insert("manhattan", NODE_VORONOI_MANHATTAN);
- metric.insert("chebychev", NODE_VORONOI_CHEBYCHEV);
- metric.insert("minkowski", NODE_VORONOI_MINKOWSKI);
- SOCKET_ENUM(metric, "Distance Metric", metric, NODE_VORONOI_INTENSITY);
+ static NodeEnum dimensions_enum;
+ dimensions_enum.insert("1D", 1);
+ dimensions_enum.insert("2D", 2);
+ dimensions_enum.insert("3D", 3);
+ dimensions_enum.insert("4D", 4);
+ SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3);
+
+ static NodeEnum metric_enum;
+ metric_enum.insert("euclidean", NODE_VORONOI_EUCLIDEAN);
+ metric_enum.insert("manhattan", NODE_VORONOI_MANHATTAN);
+ metric_enum.insert("chebychev", NODE_VORONOI_CHEBYCHEV);
+ metric_enum.insert("minkowski", NODE_VORONOI_MINKOWSKI);
+ SOCKET_ENUM(metric, "Distance Metric", metric_enum, NODE_VORONOI_EUCLIDEAN);
static NodeEnum feature_enum;
- feature_enum.insert("F1", NODE_VORONOI_F1);
- feature_enum.insert("F2", NODE_VORONOI_F2);
- feature_enum.insert("F3", NODE_VORONOI_F3);
- feature_enum.insert("F4", NODE_VORONOI_F4);
- feature_enum.insert("F2F1", NODE_VORONOI_F2F1);
- SOCKET_ENUM(feature, "Feature", feature_enum, NODE_VORONOI_INTENSITY);
+ feature_enum.insert("f1", NODE_VORONOI_F1);
+ feature_enum.insert("f2", NODE_VORONOI_F2);
+ feature_enum.insert("smooth_f1", NODE_VORONOI_SMOOTH_F1);
+ feature_enum.insert("distance_to_edge", NODE_VORONOI_DISTANCE_TO_EDGE);
+ feature_enum.insert("n_sphere_radius", NODE_VORONOI_N_SPHERE_RADIUS);
+ SOCKET_ENUM(feature, "Feature", feature_enum, NODE_VORONOI_F1);
- SOCKET_IN_FLOAT(scale, "Scale", 1.0f);
- SOCKET_IN_FLOAT(exponent, "Exponent", 0.5f);
SOCKET_IN_POINT(
vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
+ SOCKET_IN_FLOAT(w, "W", 0.0f);
+ SOCKET_IN_FLOAT(scale, "Scale", 5.0f);
+ SOCKET_IN_FLOAT(smoothness, "Smoothness", 5.0f);
+ SOCKET_IN_FLOAT(exponent, "Exponent", 0.5f);
+ SOCKET_IN_FLOAT(randomness, "Randomness", 1.0f);
+ SOCKET_OUT_FLOAT(distance, "Distance");
SOCKET_OUT_COLOR(color, "Color");
- SOCKET_OUT_FLOAT(fac, "Fac");
+ SOCKET_OUT_POINT(position, "Position");
+ SOCKET_OUT_FLOAT(w, "W");
+ SOCKET_OUT_FLOAT(radius, "Radius");
return type;
}
@@ -1002,39 +1010,57 @@ VoronoiTextureNode::VoronoiTextureNode() : TextureNode(node_type)
void VoronoiTextureNode::compile(SVMCompiler &compiler)
{
- ShaderInput *scale_in = input("Scale");
ShaderInput *vector_in = input("Vector");
+ ShaderInput *w_in = input("W");
+ ShaderInput *scale_in = input("Scale");
+ ShaderInput *smoothness_in = input("Smoothness");
ShaderInput *exponent_in = input("Exponent");
+ ShaderInput *randomness_in = input("Randomness");
+
+ ShaderOutput *distance_out = output("Distance");
ShaderOutput *color_out = output("Color");
- ShaderOutput *fac_out = output("Fac");
+ ShaderOutput *position_out = output("Position");
+ ShaderOutput *w_out = output("W");
+ ShaderOutput *radius_out = output("Radius");
- if (vector_in->link)
- compiler.stack_assign(vector_in);
- if (scale_in->link)
- compiler.stack_assign(scale_in);
- if (exponent_in->link)
- compiler.stack_assign(exponent_in);
+ int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in);
+ int w_in_stack_offset = compiler.stack_assign_if_linked(w_in);
+ int scale_stack_offset = compiler.stack_assign_if_linked(scale_in);
+ int smoothness_stack_offset = compiler.stack_assign_if_linked(smoothness_in);
+ int exponent_stack_offset = compiler.stack_assign_if_linked(exponent_in);
+ int randomness_stack_offset = compiler.stack_assign_if_linked(randomness_in);
+ int distance_stack_offset = compiler.stack_assign_if_linked(distance_out);
+ int color_stack_offset = compiler.stack_assign_if_linked(color_out);
+ int position_stack_offset = compiler.stack_assign_if_linked(position_out);
+ int w_out_stack_offset = compiler.stack_assign_if_linked(w_out);
+ int radius_stack_offset = compiler.stack_assign_if_linked(radius_out);
- int vector_offset = tex_mapping.compile_begin(compiler, vector_in);
+ compiler.add_node(NODE_TEX_VORONOI, dimensions, feature, metric);
+ compiler.add_node(
+ compiler.encode_uchar4(
+ vector_stack_offset, w_in_stack_offset, scale_stack_offset, smoothness_stack_offset),
+ compiler.encode_uchar4(exponent_stack_offset,
+ randomness_stack_offset,
+ distance_stack_offset,
+ color_stack_offset),
+ compiler.encode_uchar4(position_stack_offset, w_out_stack_offset, radius_stack_offset),
+ __float_as_int(w));
- compiler.add_node(NODE_TEX_VORONOI,
- compiler.encode_uchar4(vector_offset, coloring, metric, feature),
- compiler.encode_uchar4(compiler.stack_assign_if_linked(scale_in),
- compiler.stack_assign_if_linked(exponent_in),
- compiler.stack_assign(fac_out),
- compiler.stack_assign(color_out)));
- compiler.add_node(__float_as_int(scale), __float_as_int(exponent));
+ compiler.add_node(__float_as_int(scale),
+ __float_as_int(smoothness),
+ __float_as_int(exponent),
+ __float_as_int(randomness));
- tex_mapping.compile_end(compiler, vector_in, vector_offset);
+ tex_mapping.compile_end(compiler, vector_in, vector_stack_offset);
}
void VoronoiTextureNode::compile(OSLCompiler &compiler)
{
tex_mapping.compile(compiler);
- compiler.parameter(this, "coloring");
- compiler.parameter(this, "metric");
+ compiler.parameter(this, "dimensions");
compiler.parameter(this, "feature");
+ compiler.parameter(this, "metric");
compiler.add(this, "node_voronoi_texture");
}
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 5d7e074f62b..171568644fb 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -220,10 +220,10 @@ class VoronoiTextureNode : public TextureNode {
return NODE_GROUP_LEVEL_2;
}
- NodeVoronoiColoring coloring;
+ int dimensions;
NodeVoronoiDistanceMetric metric;
NodeVoronoiFeature feature;
- float scale, exponent;
+ float w, scale, exponent, smoothness, randomness;
float3 vector;
};
diff --git a/intern/cycles/util/util_math.h b/intern/cycles/util/util_math.h
index 17bb766445d..53e528de66e 100644
--- a/intern/cycles/util/util_math.h
+++ b/intern/cycles/util/util_math.h
@@ -294,6 +294,21 @@ ccl_device_inline float mix(float a, float b, float t)
{
return a + t * (b - a);
}
+
+ccl_device_inline float smoothstep(float edge0, float edge1, float x)
+{
+ float result;
+ if (x < edge0)
+ result = 0.0f;
+ else if (x >= edge1)
+ result = 1.0f;
+ else {
+ float t = (x - edge0) / (edge1 - edge0);
+ result = (3.0f - 2.0f * t) * (t * t);
+ }
+ return result;
+}
+
#endif /* __KERNEL_OPENCL__ */
#ifndef __KERNEL_CUDA__
diff --git a/intern/cycles/util/util_math_float2.h b/intern/cycles/util/util_math_float2.h
index 9feaf042d19..bf21430af3c 100644
--- a/intern/cycles/util/util_math_float2.h
+++ b/intern/cycles/util/util_math_float2.h
@@ -35,7 +35,9 @@ ccl_device_inline float2 operator*(float f, const float2 &a);
ccl_device_inline float2 operator/(float f, const float2 &a);
ccl_device_inline float2 operator/(const float2 &a, float f);
ccl_device_inline float2 operator/(const float2 &a, const float2 &b);
+ccl_device_inline float2 operator+(const float2 &a, const float f);
ccl_device_inline float2 operator+(const float2 &a, const float2 &b);
+ccl_device_inline float2 operator-(const float2 &a, const float f);
ccl_device_inline float2 operator-(const float2 &a, const float2 &b);
ccl_device_inline float2 operator+=(float2 &a, const float2 &b);
ccl_device_inline float2 operator*=(float2 &a, const float2 &b);
@@ -48,6 +50,7 @@ ccl_device_inline bool operator!=(const float2 &a, const float2 &b);
ccl_device_inline bool is_zero(const float2 &a);
ccl_device_inline float average(const float2 &a);
+ccl_device_inline float distance(const float2 &a, const float2 &b);
ccl_device_inline float dot(const float2 &a, const float2 &b);
ccl_device_inline float cross(const float2 &a, const float2 &b);
ccl_device_inline float len(const float2 &a);
@@ -60,8 +63,11 @@ ccl_device_inline float2 clamp(const float2 &a, const float2 &mn, const float2 &
ccl_device_inline float2 fabs(const float2 &a);
ccl_device_inline float2 as_float2(const float4 &a);
ccl_device_inline float2 interp(const float2 &a, const float2 &b, float t);
+ccl_device_inline float2 floor(const float2 &a);
#endif /* !__KERNEL_OPENCL__ */
+ccl_device_inline float2 safe_divide_float2_float(const float2 a, const float b);
+
/*******************************************************************************
* Definition.
*/
@@ -103,11 +109,21 @@ ccl_device_inline float2 operator/(const float2 &a, const float2 &b)
return make_float2(a.x / b.x, a.y / b.y);
}
+ccl_device_inline float2 operator+(const float2 &a, const float f)
+{
+ return a + make_float2(f, f);
+}
+
ccl_device_inline float2 operator+(const float2 &a, const float2 &b)
{
return make_float2(a.x + b.x, a.y + b.y);
}
+ccl_device_inline float2 operator-(const float2 &a, const float f)
+{
+ return a - make_float2(f, f);
+}
+
ccl_device_inline float2 operator-(const float2 &a, const float2 &b)
{
return make_float2(a.x - b.x, a.y - b.y);
@@ -159,6 +175,11 @@ ccl_device_inline float average(const float2 &a)
return (a.x + a.y) * (1.0f / 2.0f);
}
+ccl_device_inline float distance(const float2 &a, const float2 &b)
+{
+ return len(a - b);
+}
+
ccl_device_inline float dot(const float2 &a, const float2 &b)
{
return a.x * b.x + a.y * b.y;
@@ -226,8 +247,18 @@ ccl_device_inline float2 mix(const float2 &a, const float2 &b, float t)
return a + t * (b - a);
}
+ccl_device_inline float2 floor(const float2 &a)
+{
+ return make_float2(floorf(a.x), floorf(a.y));
+}
+
#endif /* !__KERNEL_OPENCL__ */
+ccl_device_inline float2 safe_divide_float2_float(const float2 a, const float b)
+{
+ return (b != 0.0f) ? a / b : make_float2(0.0f, 0.0f);
+}
+
CCL_NAMESPACE_END
#endif /* __UTIL_MATH_FLOAT2_H__ */
diff --git a/intern/cycles/util/util_math_float3.h b/intern/cycles/util/util_math_float3.h
index c9a5b34aa58..dd2010715ba 100644
--- a/intern/cycles/util/util_math_float3.h
+++ b/intern/cycles/util/util_math_float3.h
@@ -35,7 +35,9 @@ ccl_device_inline float3 operator*(const float f, const float3 &a);
ccl_device_inline float3 operator/(const float f, const float3 &a);
ccl_device_inline float3 operator/(const float3 &a, const float f);
ccl_device_inline float3 operator/(const float3 &a, const float3 &b);
+ccl_device_inline float3 operator+(const float3 &a, const float f);
ccl_device_inline float3 operator+(const float3 &a, const float3 &b);
+ccl_device_inline float3 operator-(const float3 &a, const float f);
ccl_device_inline float3 operator-(const float3 &a, const float3 &b);
ccl_device_inline float3 operator+=(float3 &a, const float3 &b);
ccl_device_inline float3 operator-=(float3 &a, const float3 &b);
@@ -150,6 +152,11 @@ ccl_device_inline float3 operator/(const float3 &a, const float3 &b)
# endif
}
+ccl_device_inline float3 operator+(const float3 &a, const float f)
+{
+ return a + make_float3(f, f, f);
+}
+
ccl_device_inline float3 operator+(const float3 &a, const float3 &b)
{
# ifdef __KERNEL_SSE__
@@ -159,6 +166,11 @@ ccl_device_inline float3 operator+(const float3 &a, const float3 &b)
# endif
}
+ccl_device_inline float3 operator-(const float3 &a, const float f)
+{
+ return a - make_float3(f, f, f);
+}
+
ccl_device_inline float3 operator-(const float3 &a, const float3 &b)
{
# ifdef __KERNEL_SSE__
diff --git a/intern/cycles/util/util_math_float4.h b/intern/cycles/util/util_math_float4.h
index 1fb886572e3..bc5322a22bb 100644
--- a/intern/cycles/util/util_math_float4.h
+++ b/intern/cycles/util/util_math_float4.h
@@ -34,7 +34,9 @@ ccl_device_inline float4 operator*(const float4 &a, float f);
ccl_device_inline float4 operator*(float f, const float4 &a);
ccl_device_inline float4 operator/(const float4 &a, float f);
ccl_device_inline float4 operator/(const float4 &a, const float4 &b);
+ccl_device_inline float4 operator+(const float4 &a, const float f);
ccl_device_inline float4 operator+(const float4 &a, const float4 &b);
+ccl_device_inline float4 operator-(const float4 &a, const float f);
ccl_device_inline float4 operator-(const float4 &a, const float4 &b);
ccl_device_inline float4 operator+=(float4 &a, const float4 &b);
ccl_device_inline float4 operator*=(float4 &a, const float4 &b);
@@ -46,6 +48,7 @@ ccl_device_inline int4 operator>=(const float4 &a, const float4 &b);
ccl_device_inline int4 operator<=(const float4 &a, const float4 &b);
ccl_device_inline bool operator==(const float4 &a, const float4 &b);
+ccl_device_inline float distance(const float4 &a, const float4 &b);
ccl_device_inline float dot(const float4 &a, const float4 &b);
ccl_device_inline float len_squared(const float4 &a);
ccl_device_inline float4 rcp(const float4 &a);
@@ -61,8 +64,12 @@ ccl_device_inline float4 min(const float4 &a, const float4 &b);
ccl_device_inline float4 max(const float4 &a, const float4 &b);
ccl_device_inline float4 clamp(const float4 &a, const float4 &mn, const float4 &mx);
ccl_device_inline float4 fabs(const float4 &a);
+ccl_device_inline float4 floor(const float4 &a);
+ccl_device_inline float4 mix(const float4 &a, const float4 &b, float t);
#endif /* !__KERNEL_OPENCL__*/
+ccl_device_inline float4 safe_divide_float4_float(const float4 a, const float b);
+
#ifdef __KERNEL_SSE__
template<size_t index_0, size_t index_1, size_t index_2, size_t index_3>
__forceinline const float4 shuffle(const float4 &b);
@@ -139,6 +146,11 @@ ccl_device_inline float4 operator/(const float4 &a, const float4 &b)
# endif
}
+ccl_device_inline float4 operator+(const float4 &a, const float f)
+{
+ return a + make_float4(f, f, f, f);
+}
+
ccl_device_inline float4 operator+(const float4 &a, const float4 &b)
{
# ifdef __KERNEL_SSE__
@@ -148,6 +160,11 @@ ccl_device_inline float4 operator+(const float4 &a, const float4 &b)
# endif
}
+ccl_device_inline float4 operator-(const float4 &a, const float f)
+{
+ return a - make_float4(f, f, f, f);
+}
+
ccl_device_inline float4 operator-(const float4 &a, const float4 &b)
{
# ifdef __KERNEL_SSE__
@@ -213,6 +230,11 @@ ccl_device_inline bool operator==(const float4 &a, const float4 &b)
# endif
}
+ccl_device_inline float distance(const float4 &a, const float4 &b)
+{
+ return len(a - b);
+}
+
ccl_device_inline float dot(const float4 &a, const float4 &b)
{
# if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
@@ -338,6 +360,21 @@ ccl_device_inline float4 fabs(const float4 &a)
return make_float4(fabsf(a.x), fabsf(a.y), fabsf(a.z), fabsf(a.w));
# endif
}
+
+ccl_device_inline float4 floor(const float4 &a)
+{
+# ifdef __KERNEL_SSE__
+ return float4(_mm_floor_ps(a));
+# else
+ return make_float4(floorf(a.x), floorf(a.y), floorf(a.z), floorf(a.w));
+# endif
+}
+
+ccl_device_inline float4 mix(const float4 &a, const float4 &b, float t)
+{
+ return a + t * (b - a);
+}
+
#endif /* !__KERNEL_OPENCL__*/
#ifdef __KERNEL_SSE__
@@ -430,6 +467,11 @@ ccl_device_inline float4 load_float4(const float *v)
#endif /* !__KERNEL_GPU__ */
+ccl_device_inline float4 safe_divide_float4_float(const float4 a, const float b)
+{
+ return (b != 0.0f) ? a / b : make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+}
+
CCL_NAMESPACE_END
#endif /* __UTIL_MATH_FLOAT4_H__ */
diff --git a/source/blender/blenkernel/BKE_blender_version.h b/source/blender/blenkernel/BKE_blender_version.h
index b9ea85e7a00..89f83c44c11 100644
--- a/source/blender/blenkernel/BKE_blender_version.h
+++ b/source/blender/blenkernel/BKE_blender_version.h
@@ -27,7 +27,7 @@
* \note Use #STRINGIFY() rather than defining with quotes.
*/
#define BLENDER_VERSION 281
-#define BLENDER_SUBVERSION 10
+#define BLENDER_SUBVERSION 11
/** Several breakages with 280, e.g. collections vs layers. */
#define BLENDER_MINVERSION 280
#define BLENDER_MINSUBVERSION 0
diff --git a/source/blender/blenloader/intern/versioning_cycles.c b/source/blender/blenloader/intern/versioning_cycles.c
index 9c00d829e46..52d62725ef8 100644
--- a/source/blender/blenloader/intern/versioning_cycles.c
+++ b/source/blender/blenloader/intern/versioning_cycles.c
@@ -946,6 +946,238 @@ static void update_musgrave_node_color_output(bNodeTree *ntree)
}
}
+/* The Voronoi node now have a dimension property. This property should be
+ * initialized to 3 by default.
+ */
+static void update_voronoi_node_dimensions(bNodeTree *ntree)
+{
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_TEX_VORONOI) {
+ NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
+ tex->dimensions = 3;
+ }
+ }
+}
+
+/* The F3 and F4 features of the Voronoi node have been removed.
+ * To correct this, we set the feature type to be F2 if it is F3
+ * or F4. The SHD_VORONOI_F3 and SHD_VORONOI_F4 enum values were
+ * 2 and 3 respectively.
+ */
+static void update_voronoi_node_f3_and_f4(bNodeTree *ntree)
+{
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_TEX_VORONOI) {
+ NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
+ if (ELEM(tex->feature, 2, 3)) {
+ tex->feature = SHD_VORONOI_F2;
+ }
+ }
+ }
+}
+
+/* The Fac output of the Voronoi node has been removed. Previously, this
+ * output was the voronoi distance in the Intensity mode and the Cell ID
+ * in the Cell mode. To correct this, we update the identifier and name
+ * of the Fac socket such that it gets mapped to the Distance socket.
+ * This is supposed to work with update_voronoi_node_coloring.
+ */
+static void update_voronoi_node_fac_output(bNodeTree *ntree)
+{
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_TEX_VORONOI) {
+ bNodeSocket *facOutput = BLI_findlink(&node->outputs, 1);
+ strcpy(facOutput->identifier, "Distance");
+ strcpy(facOutput->name, "Distance");
+ }
+ }
+}
+
+/* The Crackle feature of the Voronoi node has been removed. Previously,
+ * this feature returned the F2 distance minus the F1 distance. The
+ * crackle feature had an enum value of 4. To fix this we do the
+ * following:
+ *
+ * 1. The node feature is set to F1.
+ * 2. A new Voronoi node is added and its feature is set to F2.
+ * 3. The properties, input values, and connections are copied
+ * from the node to the new Voronoi node so that they match
+ * exactly.
+ * 4. A Subtract node is added.
+ * 5. The outputs of the F1 and F2 voronoi are connected to
+ * the inputs of the subtract node.
+ * 6. The output of the subtract node is connected to the
+ * appropriate sockets.
+ *
+ */
+static void update_voronoi_node_crackle(bNodeTree *ntree)
+{
+ bool need_update = false;
+
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_TEX_VORONOI) {
+ NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
+ bNodeSocket *sockDistance = nodeFindSocket(node, SOCK_OUT, "Distance");
+ bNodeSocket *sockColor = nodeFindSocket(node, SOCK_OUT, "Color");
+ if (tex->feature == 4 && (socket_is_used(sockDistance) || socket_is_used(sockColor))) {
+ tex->feature = SHD_VORONOI_F1;
+
+ bNode *voronoiNode = nodeAddStaticNode(NULL, ntree, SH_NODE_TEX_VORONOI);
+ NodeTexVoronoi *texVoronoi = (NodeTexVoronoi *)voronoiNode->storage;
+ texVoronoi->feature = SHD_VORONOI_F2;
+ texVoronoi->distance = tex->distance;
+ texVoronoi->dimensions = 3;
+ voronoiNode->locx = node->locx + node->width + 20.0f;
+ voronoiNode->locy = node->locy;
+
+ bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector");
+ bNodeSocket *sockScale = nodeFindSocket(node, SOCK_IN, "Scale");
+ bNodeSocket *sockExponent = nodeFindSocket(node, SOCK_IN, "Exponent");
+ bNodeSocket *sockVoronoiVector = nodeFindSocket(voronoiNode, SOCK_IN, "Vector");
+ bNodeSocket *sockVoronoiScale = nodeFindSocket(voronoiNode, SOCK_IN, "Scale");
+ bNodeSocket *sockVoronoiExponent = nodeFindSocket(voronoiNode, SOCK_IN, "Exponent");
+ if (sockVector->link) {
+ nodeAddLink(ntree,
+ sockVector->link->fromnode,
+ sockVector->link->fromsock,
+ voronoiNode,
+ sockVoronoiVector);
+ }
+ *cycles_node_socket_float_value(sockVoronoiScale) = *cycles_node_socket_float_value(
+ sockScale);
+ if (sockScale->link) {
+ nodeAddLink(ntree,
+ sockScale->link->fromnode,
+ sockScale->link->fromsock,
+ voronoiNode,
+ sockVoronoiScale);
+ }
+ *cycles_node_socket_float_value(sockVoronoiExponent) = *cycles_node_socket_float_value(
+ sockExponent);
+ if (sockExponent->link) {
+ nodeAddLink(ntree,
+ sockExponent->link->fromnode,
+ sockExponent->link->fromsock,
+ voronoiNode,
+ sockVoronoiExponent);
+ }
+
+ bNode *subtractNode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ subtractNode->custom1 = NODE_MATH_SUBTRACT;
+ subtractNode->locx = voronoiNode->locx + voronoiNode->width + 20.0f;
+ subtractNode->locy = voronoiNode->locy;
+ bNodeSocket *sockSubtractOutValue = nodeFindSocket(subtractNode, SOCK_OUT, "Value");
+
+ LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if (link->fromnode == node) {
+ nodeAddLink(ntree, subtractNode, sockSubtractOutValue, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ }
+ }
+
+ bNodeSocket *sockDistanceF1 = nodeFindSocket(node, SOCK_OUT, "Distance");
+ bNodeSocket *sockDistanceF2 = nodeFindSocket(voronoiNode, SOCK_OUT, "Distance");
+ bNodeSocket *sockSubtractA = BLI_findlink(&subtractNode->inputs, 0);
+ bNodeSocket *sockSubtractB = BLI_findlink(&subtractNode->inputs, 1);
+
+ nodeAddLink(ntree, node, sockDistanceF1, subtractNode, sockSubtractB);
+ nodeAddLink(ntree, voronoiNode, sockDistanceF2, subtractNode, sockSubtractA);
+
+ need_update = true;
+ }
+ }
+ }
+
+ if (need_update) {
+ ntreeUpdateTree(NULL, ntree);
+ }
+}
+
+/* The coloring property of the Voronoi node was removed. Previously,
+ * if the coloring enum was set to Intensity (0), the voronoi distance
+ * was returned in all outputs, otherwise, the Cell ID was returned.
+ * Since we remapped the Fac output in update_voronoi_node_fac_output,
+ * then to fix this, we relink the Color output to the Distance
+ * output if coloring was set to 0, and the otherway around otherwise.
+ */
+static void update_voronoi_node_coloring(bNodeTree *ntree)
+{
+ bool need_update = false;
+
+ LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) {
+ bNode *node = link->fromnode;
+ if (node && node->type == SH_NODE_TEX_VORONOI) {
+ NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
+ if (tex->coloring == 0) {
+ bNodeSocket *sockColor = nodeFindSocket(node, SOCK_OUT, "Color");
+ if (link->fromsock == sockColor) {
+ bNodeSocket *sockDistance = nodeFindSocket(node, SOCK_OUT, "Distance");
+ nodeAddLink(ntree, node, sockDistance, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ need_update = true;
+ }
+ }
+ else {
+ bNodeSocket *sockDistance = nodeFindSocket(node, SOCK_OUT, "Distance");
+ if (link->fromsock == sockDistance) {
+ bNodeSocket *sockColor = nodeFindSocket(node, SOCK_OUT, "Color");
+ nodeAddLink(ntree, node, sockColor, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ need_update = true;
+ }
+ }
+ }
+ }
+
+ if (need_update) {
+ ntreeUpdateTree(NULL, ntree);
+ }
+}
+
+/* Previously, the output euclidean distance was actually the squared
+ * euclidean distance. To fix this, we square the the output distance
+ * socket if the distance metric is set to SHD_VORONOI_EUCLIDEAN.
+ */
+static void update_voronoi_node_square_distance(bNodeTree *ntree)
+{
+ bool need_update = false;
+
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_TEX_VORONOI) {
+ NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
+ bNodeSocket *sockDistance = nodeFindSocket(node, SOCK_OUT, "Distance");
+ if (tex->distance == SHD_VORONOI_EUCLIDEAN &&
+ (tex->feature == SHD_VORONOI_F1 || tex->feature == SHD_VORONOI_F2) &&
+ socket_is_used(sockDistance)) {
+ bNode *multiplyNode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ multiplyNode->custom1 = NODE_MATH_MULTIPLY;
+ multiplyNode->locx = node->locx + node->width + 20.0f;
+ multiplyNode->locy = node->locy;
+
+ bNodeSocket *sockValue = nodeFindSocket(multiplyNode, SOCK_OUT, "Value");
+ LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if (link->fromsock == sockDistance) {
+ nodeAddLink(ntree, multiplyNode, sockValue, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ }
+ }
+
+ bNodeSocket *sockMultiplyA = BLI_findlink(&multiplyNode->inputs, 0);
+ bNodeSocket *sockMultiplyB = BLI_findlink(&multiplyNode->inputs, 1);
+
+ nodeAddLink(ntree, node, sockDistance, multiplyNode, sockMultiplyA);
+ nodeAddLink(ntree, node, sockDistance, multiplyNode, sockMultiplyB);
+
+ need_update = true;
+ }
+ }
+ }
+
+ if (need_update) {
+ ntreeUpdateTree(NULL, ntree);
+ }
+}
+
void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bmain)
{
/* Particle shape shared with Eevee. */
@@ -996,6 +1228,16 @@ void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bm
}
FOREACH_NODETREE_END;
}
+
+ if (!MAIN_VERSION_ATLEAST(bmain, 281, 11)) {
+ FOREACH_NODETREE_BEGIN (bmain, ntree, id) {
+ if (ntree->type == NTREE_SHADER) {
+ update_voronoi_node_f3_and_f4(ntree);
+ update_voronoi_node_fac_output(ntree);
+ }
+ }
+ FOREACH_NODETREE_END;
+ }
}
void do_versions_after_linking_cycles(Main *bmain)
@@ -1154,4 +1396,16 @@ void do_versions_after_linking_cycles(Main *bmain)
}
FOREACH_NODETREE_END;
}
+
+ if (!MAIN_VERSION_ATLEAST(bmain, 281, 11)) {
+ FOREACH_NODETREE_BEGIN (bmain, ntree, id) {
+ if (ntree->type == NTREE_SHADER) {
+ update_voronoi_node_dimensions(ntree);
+ update_voronoi_node_crackle(ntree);
+ update_voronoi_node_coloring(ntree);
+ update_voronoi_node_square_distance(ntree);
+ }
+ }
+ FOREACH_NODETREE_END;
+ }
}
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index c707a1eed92..6055a503b7b 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -914,9 +914,13 @@ static void node_shader_buts_tex_musgrave(uiLayout *layout, bContext *UNUSED(C),
static void node_shader_buts_tex_voronoi(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
- uiItemR(layout, ptr, "coloring", 0, "", ICON_NONE);
- uiItemR(layout, ptr, "distance", 0, "", ICON_NONE);
+ uiItemR(layout, ptr, "voronoi_dimensions", 0, "", ICON_NONE);
uiItemR(layout, ptr, "feature", 0, "", ICON_NONE);
+ int feature = RNA_enum_get(ptr, "feature");
+ if (!ELEM(feature, SHD_VORONOI_DISTANCE_TO_EDGE, SHD_VORONOI_N_SPHERE_RADIUS) &&
+ RNA_enum_get(ptr, "voronoi_dimensions") != 1) {
+ uiItemR(layout, ptr, "distance", 0, "", ICON_NONE);
+ }
}
static void node_shader_buts_tex_noise(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index f11dcc9bcf0..aea96dac2e3 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -243,7 +243,6 @@ data_to_c_simple(shaders/material/gpu_shader_material_blackbody.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_bright_contrast.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_bump.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_cell_noise.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_clamp.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_color_ramp.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_color_util.glsl SRC)
diff --git a/source/blender/gpu/intern/gpu_material_library.h b/source/blender/gpu/intern/gpu_material_library.h
index 9c0cf3e6bea..06544d27af9 100644
--- a/source/blender/gpu/intern/gpu_material_library.h
+++ b/source/blender/gpu/intern/gpu_material_library.h
@@ -44,7 +44,6 @@ extern char datatoc_gpu_shader_material_blackbody_glsl[];
extern char datatoc_gpu_shader_material_bright_contrast_glsl[];
extern char datatoc_gpu_shader_material_bump_glsl[];
extern char datatoc_gpu_shader_material_camera_glsl[];
-extern char datatoc_gpu_shader_material_cell_noise_glsl[];
extern char datatoc_gpu_shader_material_clamp_glsl[];
extern char datatoc_gpu_shader_material_color_ramp_glsl[];
extern char datatoc_gpu_shader_material_color_util_glsl[];
@@ -149,13 +148,6 @@ static GPUMaterialLibrary gpu_shader_material_fractal_noise_library = {
.dependencies = {&gpu_shader_material_noise_library, NULL},
};
-static GPUMaterialLibrary gpu_shader_material_cell_noise_library = {
- .code = datatoc_gpu_shader_material_cell_noise_glsl,
- .dependencies = {&gpu_shader_material_math_util_library,
- &gpu_shader_material_hash_library,
- NULL},
-};
-
static GPUMaterialLibrary gpu_shader_material_add_shader_library = {
.code = datatoc_gpu_shader_material_add_shader_glsl,
.dependencies = {NULL},
@@ -481,7 +473,7 @@ static GPUMaterialLibrary gpu_shader_material_texture_coordinates_library = {
static GPUMaterialLibrary gpu_shader_material_tex_voronoi_library = {
.code = datatoc_gpu_shader_material_tex_voronoi_glsl,
.dependencies = {&gpu_shader_material_math_util_library,
- &gpu_shader_material_cell_noise_library,
+ &gpu_shader_material_hash_library,
NULL},
};
@@ -571,7 +563,6 @@ static GPUMaterialLibrary *gpu_material_libraries[] = {
&gpu_shader_material_hash_library,
&gpu_shader_material_noise_library,
&gpu_shader_material_fractal_noise_library,
- &gpu_shader_material_cell_noise_library,
&gpu_shader_material_add_shader_library,
&gpu_shader_material_ambient_occlusion_library,
&gpu_shader_material_glossy_library,
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl
deleted file mode 100644
index 881f2386cd4..00000000000
--- a/source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-float cellnoise(vec3 p)
-{
- int ix = quick_floor(p.x);
- int iy = quick_floor(p.y);
- int iz = quick_floor(p.z);
-
- return hash_uint3_to_float(uint(ix), uint(iy), uint(iz));
-}
-
-vec3 cellnoise_color(vec3 p)
-{
- float r = cellnoise(p.xyz);
- float g = cellnoise(p.yxz);
- float b = cellnoise(p.yzx);
-
- return vec3(r, g, b);
-}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
index fd9aaf4ae86..d4f7866b206 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
@@ -57,11 +57,37 @@ float floorfrac(float x, out int i)
/* Vector Math */
+vec2 safe_divide(vec2 a, vec2 b)
+{
+ return vec2(safe_divide(a.x, b.x), safe_divide(a.y, b.y));
+}
+
vec3 safe_divide(vec3 a, vec3 b)
{
return vec3(safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z));
}
+vec4 safe_divide(vec4 a, vec4 b)
+{
+ return vec4(
+ safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z), safe_divide(a.w, b.w));
+}
+
+vec2 safe_divide(vec2 a, float b)
+{
+ return (b != 0.0) ? a / b : vec2(0.0);
+}
+
+vec3 safe_divide(vec3 a, float b)
+{
+ return (b != 0.0) ? a / b : vec3(0.0);
+}
+
+vec4 safe_divide(vec4 a, float b)
+{
+ return (b != 0.0) ? a / b : vec4(0.0);
+}
+
vec3 c_mod(vec3 a, vec3 b)
{
return vec3(c_mod(a.x, b.x), c_mod(a.y, b.y), c_mod(a.z, b.z));
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
index 018b74fd1a5..0d8847176c9 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
@@ -1,116 +1,1064 @@
-void node_tex_voronoi(vec3 co,
- float scale,
- float exponent,
- float coloring,
- float metric,
- float feature,
- out vec4 color,
- out float fac)
-{
- vec3 p = co * scale;
- int xx, yy, zz, xi, yi, zi;
- vec4 da = vec4(1e10);
- vec3 pa[4] = vec3[4](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
-
- xi = floor_to_int(p[0]);
- yi = floor_to_int(p[1]);
- zi = floor_to_int(p[2]);
-
- for (xx = xi - 1; xx <= xi + 1; xx++) {
- for (yy = yi - 1; yy <= yi + 1; yy++) {
- for (zz = zi - 1; zz <= zi + 1; zz++) {
- vec3 ip = vec3(xx, yy, zz);
- vec3 vp = cellnoise_color(ip);
- vec3 pd = p - (vp + ip);
-
- float d = 0.0;
- if (metric == 0.0) { /* SHD_VORONOI_DISTANCE 0 */
- d = dot(pd, pd);
- }
- else if (metric == 1.0) { /* SHD_VORONOI_MANHATTAN 1 */
- d = abs(pd[0]) + abs(pd[1]) + abs(pd[2]);
- }
- else if (metric == 2.0) { /* SHD_VORONOI_CHEBYCHEV 2 */
- d = max(abs(pd[0]), max(abs(pd[1]), abs(pd[2])));
- }
- else if (metric == 3.0) { /* SHD_VORONOI_MINKOWSKI 3 */
- d = pow(pow(abs(pd[0]), exponent) + pow(abs(pd[1]), exponent) +
- pow(abs(pd[2]), exponent),
- 1.0 / exponent);
- }
+/*
+ * Smooth Voronoi:
+ *
+ * - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
+ *
+ * Distance To Edge:
+ *
+ * - https://www.shadertoy.com/view/llG3zy
+ *
+ */
- vp += vec3(xx, yy, zz);
- if (d < da[0]) {
- da.yzw = da.xyz;
- da[0] = d;
+/* **** 1D Voronoi **** */
- pa[3] = pa[2];
- pa[2] = pa[1];
- pa[1] = pa[0];
- pa[0] = vp;
- }
- else if (d < da[1]) {
- da.zw = da.yz;
- da[1] = d;
+float voronoi_distance(float a, float b, float metric, float exponent)
+{
+ return distance(a, b);
+}
+
+void node_tex_voronoi_f1_1d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ float scaledCoord = w * scale;
+ float cellPosition = floor(scaledCoord);
+ float localPosition = scaledCoord - cellPosition;
+
+ float minDistance = 8.0;
+ float targetOffset, targetPosition;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ outDistance = minDistance;
+ outColor.xyz = hash_float_to_vec3(cellPosition + targetOffset);
+ outW = safe_divide(targetPosition + cellPosition, scale);
+}
+
+void node_tex_voronoi_smooth_f1_1d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+ smoothness = clamp(smoothness / 2.0, 0, 0.5);
+
+ float scaledCoord = w * scale;
+ float cellPosition = floor(scaledCoord);
+ float localPosition = scaledCoord - cellPosition;
+
+ float smoothDistance = 8.0;
+ float smoothPosition = 0.0;
+ vec3 smoothColor = vec3(0.0);
+ for (int i = -2; i <= 2; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0 - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0 + 3.0 * smoothness;
+ vec3 cellColor = hash_float_to_vec3(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ outDistance = smoothDistance;
+ outColor.xyz = smoothColor;
+ outW = safe_divide(cellPosition + smoothPosition, scale);
+}
+
+void node_tex_voronoi_f2_1d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ float scaledCoord = w * scale;
+ float cellPosition = floor(scaledCoord);
+ float localPosition = scaledCoord - cellPosition;
+
+ float distanceF1 = 8.0;
+ float distanceF2 = 8.0;
+ float offsetF1 = 0.0;
+ float positionF1 = 0.0;
+ float offsetF2, positionF2;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
+ }
+ outDistance = distanceF2;
+ outColor.xyz = hash_float_to_vec3(cellPosition + offsetF2);
+ outW = safe_divide(positionF2 + cellPosition, scale);
+}
+
+void node_tex_voronoi_distance_to_edge_1d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ float scaledCoord = w * scale;
+ float cellPosition = floor(scaledCoord);
+ float localPosition = scaledCoord - cellPosition;
+
+ float minDistance = 8.0;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ minDistance = min(distanceToPoint, minDistance);
+ }
+ outDistance = minDistance;
+}
- pa[3] = pa[2];
- pa[2] = pa[1];
- pa[1] = vp;
+void node_tex_voronoi_n_sphere_radius_1d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ float scaledCoord = w * scale;
+ float cellPosition = floor(scaledCoord);
+ float localPosition = scaledCoord - cellPosition;
+
+ float closestPoint;
+ float closestPointOffset;
+ float minDistance = 8.0;
+ for (int i = -1; i <= 1; i++) {
+ float cellOffset = float(i);
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+
+ minDistance = 8.0;
+ float closestPointToClosestPoint;
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0) {
+ continue;
+ }
+ float cellOffset = float(i) + closestPointOffset;
+ float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
+}
+
+/* **** 2D Voronoi **** */
+
+float voronoi_distance(vec2 a, vec2 b, float metric, float exponent)
+{
+ if (metric == 0.0) // SHD_VORONOI_EUCLIDEAN
+ {
+ return distance(a, b);
+ }
+ else if (metric == 1.0) // SHD_VORONOI_MANHATTAN
+ {
+ return abs(a.x - b.x) + abs(a.y - b.y);
+ }
+ else if (metric == 2.0) // SHD_VORONOI_CHEBYCHEV
+ {
+ return max(abs(a.x - b.x), abs(a.y - b.y));
+ }
+ else if (metric == 3.0) // SHD_VORONOI_MINKOWSKI
+ {
+ return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent), 1.0 / exponent);
+ }
+ else {
+ return 0.0;
+ }
+}
+
+void node_tex_voronoi_f1_2d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec2 scaledCoord = coord.xy * scale;
+ vec2 cellPosition = floor(scaledCoord);
+ vec2 localPosition = scaledCoord - cellPosition;
+
+ float minDistance = 8.0;
+ vec2 targetOffset, targetPosition;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec2 cellOffset = vec2(i, j);
+ vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ }
+ outDistance = minDistance;
+ outColor.xyz = hash_vec2_to_vec3(cellPosition + targetOffset);
+ outPosition = vec3(safe_divide(targetPosition + cellPosition, scale), 0.0);
+}
+
+void node_tex_voronoi_smooth_f1_2d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+ smoothness = clamp(smoothness / 2.0, 0, 0.5);
+
+ vec2 scaledCoord = coord.xy * scale;
+ vec2 cellPosition = floor(scaledCoord);
+ vec2 localPosition = scaledCoord - cellPosition;
+
+ float smoothDistance = 8.0;
+ vec3 smoothColor = vec3(0.0);
+ vec2 smoothPosition = vec2(0.0);
+ for (int j = -2; j <= 2; j++) {
+ for (int i = -2; i <= 2; i++) {
+ vec2 cellOffset = vec2(i, j);
+ vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0 - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0 + 3.0 * smoothness;
+ vec3 cellColor = hash_vec2_to_vec3(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ }
+ outDistance = smoothDistance;
+ outColor.xyz = smoothColor;
+ outPosition = vec3(safe_divide(cellPosition + smoothPosition, scale), 0.0);
+}
+
+void node_tex_voronoi_f2_2d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec2 scaledCoord = coord.xy * scale;
+ vec2 cellPosition = floor(scaledCoord);
+ vec2 localPosition = scaledCoord - cellPosition;
+
+ float distanceF1 = 8.0;
+ float distanceF2 = 8.0;
+ vec2 offsetF1 = vec2(0.0);
+ vec2 positionF1 = vec2(0.0);
+ vec2 offsetF2, positionF2;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec2 cellOffset = vec2(i, j);
+ vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
+ }
+ }
+ outDistance = distanceF2;
+ outColor.xyz = hash_vec2_to_vec3(cellPosition + offsetF2);
+ outPosition = vec3(safe_divide(positionF2 + cellPosition, scale), 0.0);
+}
+
+void node_tex_voronoi_distance_to_edge_2d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec2 scaledCoord = coord.xy * scale;
+ vec2 cellPosition = floor(scaledCoord);
+ vec2 localPosition = scaledCoord - cellPosition;
+
+ vec2 vectorToClosest;
+ float minDistance = 8.0;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec2 cellOffset = vec2(i, j);
+ vec2 vectorToPoint = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float distanceToPoint = dot(vectorToPoint, vectorToPoint);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ vectorToClosest = vectorToPoint;
+ }
+ }
+ }
+
+ minDistance = 8.0;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec2 cellOffset = vec2(i, j);
+ vec2 vectorToPoint = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness -
+ localPosition;
+ vec2 perpendicularToEdge = vectorToPoint - vectorToClosest;
+ if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) {
+ float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0,
+ normalize(perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
+ }
+ }
+ }
+ outDistance = minDistance;
+}
+
+void node_tex_voronoi_n_sphere_radius_2d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec2 scaledCoord = coord.xy * scale;
+ vec2 cellPosition = floor(scaledCoord);
+ vec2 localPosition = scaledCoord - cellPosition;
+
+ vec2 closestPoint;
+ vec2 closestPointOffset;
+ float minDistance = 8.0;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec2 cellOffset = vec2(i, j);
+ vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+ }
+
+ minDistance = 8.0;
+ vec2 closestPointToClosestPoint;
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0 && j == 0) {
+ continue;
+ }
+ vec2 cellOffset = vec2(i, j) + closestPointOffset;
+ vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ }
+ outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
+}
+
+/* **** 3D Voronoi **** */
+
+float voronoi_distance(vec3 a, vec3 b, float metric, float exponent)
+{
+ if (metric == 0.0) // SHD_VORONOI_EUCLIDEAN
+ {
+ return distance(a, b);
+ }
+ else if (metric == 1.0) // SHD_VORONOI_MANHATTAN
+ {
+ return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);
+ }
+ else if (metric == 2.0) // SHD_VORONOI_CHEBYCHEV
+ {
+ return max(abs(a.x - b.x), max(abs(a.y - b.y), abs(a.z - b.z)));
+ }
+ else if (metric == 3.0) // SHD_VORONOI_MINKOWSKI
+ {
+ return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent) +
+ pow(abs(a.z - b.z), exponent),
+ 1.0 / exponent);
+ }
+ else {
+ return 0.0;
+ }
+}
+
+void node_tex_voronoi_f1_3d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec3 scaledCoord = coord * scale;
+ vec3 cellPosition = floor(scaledCoord);
+ vec3 localPosition = scaledCoord - cellPosition;
+
+ float minDistance = 8.0;
+ vec3 targetOffset, targetPosition;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec3 cellOffset = vec3(i, j, k);
+ vec3 pointPosition = cellOffset +
+ hash_vec3_to_vec3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
}
- else if (d < da[2]) {
- da[3] = da[2];
- da[2] = d;
+ }
+ }
+ }
+ outDistance = minDistance;
+ outColor.xyz = hash_vec3_to_vec3(cellPosition + targetOffset);
+ outPosition = safe_divide(targetPosition + cellPosition, scale);
+}
- pa[3] = pa[2];
- pa[2] = vp;
+void node_tex_voronoi_smooth_f1_3d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+ smoothness = clamp(smoothness / 2.0, 0, 0.5);
+
+ vec3 scaledCoord = coord * scale;
+ vec3 cellPosition = floor(scaledCoord);
+ vec3 localPosition = scaledCoord - cellPosition;
+
+ float smoothDistance = 8.0;
+ vec3 smoothColor = vec3(0.0);
+ vec3 smoothPosition = vec3(0.0);
+ for (int k = -2; k <= 2; k++) {
+ for (int j = -2; j <= 2; j++) {
+ for (int i = -2; i <= 2; i++) {
+ vec3 cellOffset = vec3(i, j, k);
+ vec3 pointPosition = cellOffset +
+ hash_vec3_to_vec3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(
+ 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0 - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0 + 3.0 * smoothness;
+ vec3 cellColor = hash_vec3_to_vec3(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ }
+ }
+ outDistance = smoothDistance;
+ outColor.xyz = smoothColor;
+ outPosition = safe_divide(cellPosition + smoothPosition, scale);
+}
+
+void node_tex_voronoi_f2_3d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec3 scaledCoord = coord * scale;
+ vec3 cellPosition = floor(scaledCoord);
+ vec3 localPosition = scaledCoord - cellPosition;
+
+ float distanceF1 = 8.0;
+ float distanceF2 = 8.0;
+ vec3 offsetF1 = vec3(0.0);
+ vec3 positionF1 = vec3(0.0);
+ vec3 offsetF2, positionF2;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec3 cellOffset = vec3(i, j, k);
+ vec3 pointPosition = cellOffset +
+ hash_vec3_to_vec3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
}
- else if (d < da[3]) {
- da[3] = d;
- pa[3] = vp;
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
}
}
}
}
+ outDistance = distanceF2;
+ outColor.xyz = hash_vec3_to_vec3(cellPosition + offsetF2);
+ outPosition = safe_divide(positionF2 + cellPosition, scale);
+}
- if (coloring == 0.0) {
- /* Intensity output */
- if (feature == 0.0) { /* F1 */
- fac = abs(da[0]);
- }
- else if (feature == 1.0) { /* F2 */
- fac = abs(da[1]);
+void node_tex_voronoi_distance_to_edge_3d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec3 scaledCoord = coord * scale;
+ vec3 cellPosition = floor(scaledCoord);
+ vec3 localPosition = scaledCoord - cellPosition;
+
+ vec3 vectorToClosest;
+ float minDistance = 8.0;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec3 cellOffset = vec3(i, j, k);
+ vec3 vectorToPoint = cellOffset +
+ hash_vec3_to_vec3(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float distanceToPoint = dot(vectorToPoint, vectorToPoint);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ vectorToClosest = vectorToPoint;
+ }
+ }
}
- else if (feature == 2.0) { /* F3 */
- fac = abs(da[2]);
+ }
+
+ minDistance = 8.0;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec3 cellOffset = vec3(i, j, k);
+ vec3 vectorToPoint = cellOffset +
+ hash_vec3_to_vec3(cellPosition + cellOffset) * randomness -
+ localPosition;
+ vec3 perpendicularToEdge = vectorToPoint - vectorToClosest;
+ if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) {
+ float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0,
+ normalize(perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
+ }
+ }
}
- else if (feature == 3.0) { /* F4 */
- fac = abs(da[3]);
+ }
+ outDistance = minDistance;
+}
+
+void node_tex_voronoi_n_sphere_radius_3d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec3 scaledCoord = coord * scale;
+ vec3 cellPosition = floor(scaledCoord);
+ vec3 localPosition = scaledCoord - cellPosition;
+
+ vec3 closestPoint;
+ vec3 closestPointOffset;
+ float minDistance = 8.0;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec3 cellOffset = vec3(i, j, k);
+ vec3 pointPosition = cellOffset +
+ hash_vec3_to_vec3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
}
- else if (feature == 4.0) { /* F2F1 */
- fac = abs(da[1] - da[0]);
+ }
+
+ minDistance = 8.0;
+ vec3 closestPointToClosestPoint;
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0 && j == 0 && k == 0) {
+ continue;
+ }
+ vec3 cellOffset = vec3(i, j, k) + closestPointOffset;
+ vec3 pointPosition = cellOffset +
+ hash_vec3_to_vec3(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
}
- color = vec4(fac, fac, fac, 1.0);
+ }
+ outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
+}
+
+/* **** 4D Voronoi **** */
+
+float voronoi_distance(vec4 a, vec4 b, float metric, float exponent)
+{
+ if (metric == 0.0) // SHD_VORONOI_EUCLIDEAN
+ {
+ return distance(a, b);
+ }
+ else if (metric == 1.0) // SHD_VORONOI_MANHATTAN
+ {
+ return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z) + abs(a.w - b.w);
+ }
+ else if (metric == 2.0) // SHD_VORONOI_CHEBYCHEV
+ {
+ return max(abs(a.x - b.x), max(abs(a.y - b.y), max(abs(a.z - b.z), abs(a.w - b.w))));
+ }
+ else if (metric == 3.0) // SHD_VORONOI_MINKOWSKI
+ {
+ return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent) +
+ pow(abs(a.z - b.z), exponent) + pow(abs(a.w - b.w), exponent),
+ 1.0 / exponent);
}
else {
- /* Color output */
- vec3 col = vec3(fac, fac, fac);
- if (feature == 0.0) { /* F1 */
- col = pa[0];
+ return 0.0;
+ }
+}
+
+void node_tex_voronoi_f1_4d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec4 scaledCoord = vec4(coord, w) * scale;
+ vec4 cellPosition = floor(scaledCoord);
+ vec4 localPosition = scaledCoord - cellPosition;
+
+ float minDistance = 8.0;
+ vec4 targetOffset, targetPosition;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec4 cellOffset = vec4(i, j, k, u);
+ vec4 pointPosition = cellOffset +
+ hash_vec4_to_vec4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < minDistance) {
+ targetOffset = cellOffset;
+ minDistance = distanceToPoint;
+ targetPosition = pointPosition;
+ }
+ }
+ }
}
- else if (feature == 1.0) { /* F2 */
- col = pa[1];
+ }
+ outDistance = minDistance;
+ outColor.xyz = hash_vec4_to_vec3(cellPosition + targetOffset);
+ vec4 p = safe_divide(targetPosition + cellPosition, scale);
+ outPosition = p.xyz;
+ outW = p.w;
+}
+
+void node_tex_voronoi_smooth_f1_4d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+ smoothness = clamp(smoothness / 2.0, 0, 0.5);
+
+ vec4 scaledCoord = vec4(coord, w) * scale;
+ vec4 cellPosition = floor(scaledCoord);
+ vec4 localPosition = scaledCoord - cellPosition;
+
+ float smoothDistance = 8.0;
+ vec3 smoothColor = vec3(0.0);
+ vec4 smoothPosition = vec4(0.0);
+ for (int u = -2; u <= 2; u++) {
+ for (int k = -2; k <= 2; k++) {
+ for (int j = -2; j <= 2; j++) {
+ for (int i = -2; i <= 2; i++) {
+ vec4 cellOffset = vec4(i, j, k, u);
+ vec4 pointPosition = cellOffset +
+ hash_vec4_to_vec4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ float h = smoothstep(
+ 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
+ float correctionFactor = smoothness * h * (1.0 - h);
+ smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
+ correctionFactor /= 1.0 + 3.0 * smoothness;
+ vec3 cellColor = hash_vec4_to_vec3(cellPosition + cellOffset);
+ smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
+ smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
+ }
+ }
}
- else if (feature == 2.0) { /* F3 */
- col = pa[2];
+ }
+ outDistance = smoothDistance;
+ outColor.xyz = smoothColor;
+ vec4 p = safe_divide(cellPosition + smoothPosition, scale);
+ outPosition = p.xyz;
+ outW = p.w;
+}
+
+void node_tex_voronoi_f2_4d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec4 scaledCoord = vec4(coord, w) * scale;
+ vec4 cellPosition = floor(scaledCoord);
+ vec4 localPosition = scaledCoord - cellPosition;
+
+ float distanceF1 = 8.0;
+ float distanceF2 = 8.0;
+ vec4 offsetF1 = vec4(0.0);
+ vec4 positionF1 = vec4(0.0);
+ vec4 offsetF2, positionF2;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec4 cellOffset = vec4(i, j, k, u);
+ vec4 pointPosition = cellOffset +
+ hash_vec4_to_vec4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
+ if (distanceToPoint < distanceF1) {
+ distanceF2 = distanceF1;
+ distanceF1 = distanceToPoint;
+ offsetF2 = offsetF1;
+ offsetF1 = cellOffset;
+ positionF2 = positionF1;
+ positionF1 = pointPosition;
+ }
+ else if (distanceToPoint < distanceF2) {
+ distanceF2 = distanceToPoint;
+ offsetF2 = cellOffset;
+ positionF2 = pointPosition;
+ }
+ }
+ }
}
- else if (feature == 3.0) { /* F4 */
- col = pa[3];
+ }
+ outDistance = distanceF2;
+ outColor.xyz = hash_vec4_to_vec3(cellPosition + offsetF2);
+ vec4 p = safe_divide(positionF2 + cellPosition, scale);
+ outPosition = p.xyz;
+ outW = p.w;
+}
+
+void node_tex_voronoi_distance_to_edge_4d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec4 scaledCoord = vec4(coord, w) * scale;
+ vec4 cellPosition = floor(scaledCoord);
+ vec4 localPosition = scaledCoord - cellPosition;
+
+ vec4 vectorToClosest;
+ float minDistance = 8.0;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec4 cellOffset = vec4(i, j, k, u);
+ vec4 vectorToPoint = cellOffset +
+ hash_vec4_to_vec4(cellPosition + cellOffset) * randomness -
+ localPosition;
+ float distanceToPoint = dot(vectorToPoint, vectorToPoint);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ vectorToClosest = vectorToPoint;
+ }
+ }
+ }
+ }
+ }
+
+ minDistance = 8.0;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec4 cellOffset = vec4(i, j, k, u);
+ vec4 vectorToPoint = cellOffset +
+ hash_vec4_to_vec4(cellPosition + cellOffset) * randomness -
+ localPosition;
+ vec4 perpendicularToEdge = vectorToPoint - vectorToClosest;
+ if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) {
+ float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0,
+ normalize(perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
+ }
+ }
+ }
}
- else if (feature == 4.0) { /* F2F1 */
- col = abs(pa[1] - pa[0]);
+ }
+ outDistance = minDistance;
+}
+
+void node_tex_voronoi_n_sphere_radius_4d(vec3 coord,
+ float w,
+ float scale,
+ float smoothness,
+ float exponent,
+ float randomness,
+ float metric,
+ out float outDistance,
+ out vec4 outColor,
+ out vec3 outPosition,
+ out float outW,
+ out float outRadius)
+{
+ randomness = clamp(randomness, 0.0, 1.0);
+
+ vec4 scaledCoord = vec4(coord, w) * scale;
+ vec4 cellPosition = floor(scaledCoord);
+ vec4 localPosition = scaledCoord - cellPosition;
+
+ vec4 closestPoint;
+ vec4 closestPointOffset;
+ float minDistance = 8.0;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ vec4 cellOffset = vec4(i, j, k, u);
+ vec4 pointPosition = cellOffset +
+ hash_vec4_to_vec4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(pointPosition, localPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPoint = pointPosition;
+ closestPointOffset = cellOffset;
+ }
+ }
+ }
}
+ }
- color = vec4(cellnoise_color(col), 1.0);
- fac = (color.x + color.y + color.z) * (1.0 / 3.0);
+ minDistance = 8.0;
+ vec4 closestPointToClosestPoint;
+ for (int u = -1; u <= 1; u++) {
+ for (int k = -1; k <= 1; k++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int i = -1; i <= 1; i++) {
+ if (i == 0 && j == 0 && k == 0 && u == 0) {
+ continue;
+ }
+ vec4 cellOffset = vec4(i, j, k, u) + closestPointOffset;
+ vec4 pointPosition = cellOffset +
+ hash_vec4_to_vec4(cellPosition + cellOffset) * randomness;
+ float distanceToPoint = distance(closestPoint, pointPosition);
+ if (distanceToPoint < minDistance) {
+ minDistance = distanceToPoint;
+ closestPointToClosestPoint = pointPosition;
+ }
+ }
+ }
+ }
}
+ outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
}
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index b4e12484bdc..6b46c5887b4 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -876,10 +876,10 @@ typedef struct NodeTexNoise {
typedef struct NodeTexVoronoi {
NodeTexBase base;
- int coloring;
- int distance;
+ int dimensions;
int feature;
- char _pad[4];
+ int distance;
+ int coloring DNA_DEPRECATED;
} NodeTexVoronoi;
typedef struct NodeTexMusgrave {
@@ -1098,20 +1098,22 @@ typedef struct NodeDenoise {
#define SHD_NOISE_SOFT 0
#define SHD_NOISE_HARD 1
-/* voronoi texture */
-#define SHD_VORONOI_DISTANCE 0
-#define SHD_VORONOI_MANHATTAN 1
-#define SHD_VORONOI_CHEBYCHEV 2
-#define SHD_VORONOI_MINKOWSKI 3
+/* Voronoi Texture */
-#define SHD_VORONOI_INTENSITY 0
-#define SHD_VORONOI_CELLS 1
+enum {
+ SHD_VORONOI_EUCLIDEAN = 0,
+ SHD_VORONOI_MANHATTAN = 1,
+ SHD_VORONOI_CHEBYCHEV = 2,
+ SHD_VORONOI_MINKOWSKI = 3,
+};
-#define SHD_VORONOI_F1 0
-#define SHD_VORONOI_F2 1
-#define SHD_VORONOI_F3 2
-#define SHD_VORONOI_F4 3
-#define SHD_VORONOI_F2F1 4
+enum {
+ SHD_VORONOI_F1 = 0,
+ SHD_VORONOI_F2 = 1,
+ SHD_VORONOI_SMOOTH_F1 = 2,
+ SHD_VORONOI_DISTANCE_TO_EDGE = 3,
+ SHD_VORONOI_N_SPHERE_RADIUS = 4,
+};
/* musgrave texture */
#define SHD_MUSGRAVE_MULTIFRACTAL 0
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index c2c937a75f8..3d90d566315 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -4404,25 +4404,39 @@ static void def_sh_tex_musgrave(StructRNA *srna)
static void def_sh_tex_voronoi(StructRNA *srna)
{
- static const EnumPropertyItem prop_coloring_items[] = {
- {SHD_VORONOI_INTENSITY, "INTENSITY", 0, "Intensity", "Only calculate intensity"},
- {SHD_VORONOI_CELLS, "CELLS", 0, "Cells", "Color cells by position"},
- {0, NULL, 0, NULL, NULL},
- };
-
static EnumPropertyItem prop_distance_items[] = {
- {SHD_VORONOI_DISTANCE, "DISTANCE", 0, "Distance", "Distance"},
- {SHD_VORONOI_MANHATTAN, "MANHATTAN", 0, "Manhattan", "Manhattan (city block) distance"},
+ {SHD_VORONOI_EUCLIDEAN, "EUCLIDEAN", 0, "Euclidean", "Euclidean distance"},
+ {SHD_VORONOI_MANHATTAN, "MANHATTAN", 0, "Manhattan", "Manhattan distance"},
{SHD_VORONOI_CHEBYCHEV, "CHEBYCHEV", 0, "Chebychev", "Chebychev distance"},
{SHD_VORONOI_MINKOWSKI, "MINKOWSKI", 0, "Minkowski", "Minkowski distance"},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem prop_feature_items[] = {
- {SHD_VORONOI_F1, "F1", 0, "Closest", "Closest point"},
- {SHD_VORONOI_F2, "F2", 0, "2nd Closest", "2nd closest point"},
- {SHD_VORONOI_F3, "F3", 0, "3rd Closest", "3rd closest point"},
- {SHD_VORONOI_F4, "F4", 0, "4th Closest", "4th closest point"},
- {SHD_VORONOI_F2F1, "F2F1", 0, "Crackle", "Difference between 2nd and 1st closest point"},
+ {SHD_VORONOI_F1,
+ "F1",
+ 0,
+ "F1",
+ "Computes the distance to the closest point as well as its position and color"},
+ {SHD_VORONOI_F2,
+ "F2",
+ 0,
+ "F2",
+ "Computes the distance to the second closest point as well as its position and color"},
+ {SHD_VORONOI_SMOOTH_F1,
+ "SMOOTH_F1",
+ 0,
+ "Smooth F1",
+ "Smoothed version of F1. Weighted sum of neighbour voronoi cells"},
+ {SHD_VORONOI_DISTANCE_TO_EDGE,
+ "DISTANCE_TO_EDGE",
+ 0,
+ "Distance To Edge",
+ "Computes the distance to the edge of the vornoi cell"},
+ {SHD_VORONOI_N_SPHERE_RADIUS,
+ "N_SPHERE_RADIUS",
+ 0,
+ "N-Sphere Radius",
+ "Computes the radius of the n-sphere inscribed in the voronoi cell"},
{0, NULL, 0, NULL, NULL}};
PropertyRNA *prop;
@@ -4430,11 +4444,11 @@ static void def_sh_tex_voronoi(StructRNA *srna)
RNA_def_struct_sdna_from(srna, "NodeTexVoronoi", "storage");
def_sh_tex(srna);
- prop = RNA_def_property(srna, "coloring", PROP_ENUM, PROP_NONE);
- RNA_def_property_enum_sdna(prop, NULL, "coloring");
- RNA_def_property_enum_items(prop, prop_coloring_items);
- RNA_def_property_ui_text(prop, "Coloring", "");
- RNA_def_property_update(prop, 0, "rna_Node_update");
+ prop = RNA_def_property(srna, "voronoi_dimensions", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "dimensions");
+ RNA_def_property_enum_items(prop, rna_enum_node_tex_dimensions_items);
+ RNA_def_property_ui_text(prop, "Dimensions", "");
+ RNA_def_property_update(prop, 0, "rna_ShaderNode_socket_update");
prop = RNA_def_property(srna, "distance", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "distance");
@@ -4446,7 +4460,7 @@ static void def_sh_tex_voronoi(StructRNA *srna)
RNA_def_property_enum_sdna(prop, NULL, "feature");
RNA_def_property_enum_items(prop, prop_feature_items);
RNA_def_property_ui_text(prop, "Feature Output", "");
- RNA_def_property_update(prop, 0, "rna_Node_update");
+ RNA_def_property_update(prop, 0, "rna_ShaderNode_socket_update");
}
static void def_sh_tex_wave(StructRNA *srna)
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
index 7000a8a6dae..adcb93d7775 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
@@ -23,12 +23,26 @@
static bNodeSocketTemplate sh_node_tex_voronoi_in[] = {
{SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ {SOCK_FLOAT, 1, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
{SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f},
+ {SOCK_FLOAT, 1, N_("Smoothness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Exponent"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 32.0f},
+ {SOCK_FLOAT, 1, N_("Randomness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{-1, 0, ""},
};
static bNodeSocketTemplate sh_node_tex_voronoi_out[] = {
+ {SOCK_FLOAT,
+ 0,
+ N_("Distance"),
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 1.0f,
+ PROP_NONE,
+ SOCK_NO_INTERNAL_LINK},
{SOCK_RGBA,
0,
N_("Color"),
@@ -40,16 +54,28 @@ static bNodeSocketTemplate sh_node_tex_voronoi_out[] = {
1.0f,
PROP_NONE,
SOCK_NO_INTERNAL_LINK},
+ {SOCK_VECTOR,
+ 0,
+ N_("Position"),
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 1.0f,
+ PROP_NONE,
+ SOCK_NO_INTERNAL_LINK},
+ {SOCK_FLOAT, 0, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK},
{SOCK_FLOAT,
0,
- N_("Fac"),
+ N_("Radius"),
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
1.0f,
- PROP_FACTOR,
+ PROP_NONE,
SOCK_NO_INTERNAL_LINK},
{-1, 0, ""},
};
@@ -59,8 +85,8 @@ static void node_shader_init_tex_voronoi(bNodeTree *UNUSED(ntree), bNode *node)
NodeTexVoronoi *tex = MEM_callocN(sizeof(NodeTexVoronoi), "NodeTexVoronoi");
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
BKE_texture_colormapping_default(&tex->base.color_mapping);
- tex->coloring = SHD_VORONOI_INTENSITY;
- tex->distance = SHD_VORONOI_DISTANCE;
+ tex->dimensions = 3;
+ tex->distance = SHD_VORONOI_EUCLIDEAN;
tex->feature = SHD_VORONOI_F1;
node->storage = tex;
@@ -75,39 +101,96 @@ static int node_shader_gpu_tex_voronoi(GPUMaterial *mat,
node_shader_gpu_default_tex_coord(mat, node, &in[0].link);
node_shader_gpu_tex_mapping(mat, node, in, out);
+ static const char *names[][5] = {
+ [SHD_VORONOI_F1] =
+ {
+ "",
+ "node_tex_voronoi_f1_1d",
+ "node_tex_voronoi_f1_2d",
+ "node_tex_voronoi_f1_3d",
+ "node_tex_voronoi_f1_4d",
+ },
+ [SHD_VORONOI_F2] =
+ {
+ "",
+ "node_tex_voronoi_f2_1d",
+ "node_tex_voronoi_f2_2d",
+ "node_tex_voronoi_f2_3d",
+ "node_tex_voronoi_f2_4d",
+ },
+ [SHD_VORONOI_SMOOTH_F1] =
+ {
+ "",
+ "node_tex_voronoi_smooth_f1_1d",
+ "node_tex_voronoi_smooth_f1_2d",
+ "node_tex_voronoi_smooth_f1_3d",
+ "node_tex_voronoi_smooth_f1_4d",
+ },
+ [SHD_VORONOI_DISTANCE_TO_EDGE] =
+ {
+ "",
+ "node_tex_voronoi_distance_to_edge_1d",
+ "node_tex_voronoi_distance_to_edge_2d",
+ "node_tex_voronoi_distance_to_edge_3d",
+ "node_tex_voronoi_distance_to_edge_4d",
+ },
+ [SHD_VORONOI_N_SPHERE_RADIUS] =
+ {
+ "",
+ "node_tex_voronoi_n_sphere_radius_1d",
+ "node_tex_voronoi_n_sphere_radius_2d",
+ "node_tex_voronoi_n_sphere_radius_3d",
+ "node_tex_voronoi_n_sphere_radius_4d",
+ },
+ };
+
NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
- float coloring = tex->coloring;
float metric = tex->distance;
- float feature = tex->feature;
-
- return GPU_stack_link(mat,
- node,
- "node_tex_voronoi",
- in,
- out,
- GPU_constant(&coloring),
- GPU_constant(&metric),
- GPU_constant(&feature));
+
+ BLI_assert(tex->feature >= 0 && tex->feature < 5);
+ BLI_assert(tex->dimensions > 0 && tex->dimensions < 5);
+
+ return GPU_stack_link(
+ mat, node, names[tex->feature][tex->dimensions], in, out, GPU_constant(&metric));
}
static void node_shader_update_tex_voronoi(bNodeTree *UNUSED(ntree), bNode *node)
{
+ bNodeSocket *inVectorSock = nodeFindSocket(node, SOCK_IN, "Vector");
+ bNodeSocket *inWSock = nodeFindSocket(node, SOCK_IN, "W");
+ bNodeSocket *inSmoothnessSock = nodeFindSocket(node, SOCK_IN, "Smoothness");
+ bNodeSocket *inExponentSock = nodeFindSocket(node, SOCK_IN, "Exponent");
+
+ bNodeSocket *outDistanceSock = nodeFindSocket(node, SOCK_OUT, "Distance");
+ bNodeSocket *outColorSock = nodeFindSocket(node, SOCK_OUT, "Color");
+ bNodeSocket *outPositionSock = nodeFindSocket(node, SOCK_OUT, "Position");
+ bNodeSocket *outWSock = nodeFindSocket(node, SOCK_OUT, "W");
+ bNodeSocket *outRadiusSock = nodeFindSocket(node, SOCK_OUT, "Radius");
+
NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage;
- bNodeSocket *sock;
-
- for (sock = node->inputs.first; sock; sock = sock->next) {
- if (STREQ(sock->name, "Exponent")) {
- if (tex->distance == SHD_VORONOI_MINKOWSKI) {
- sock->flag &= ~SOCK_UNAVAIL;
- }
- else {
- sock->flag |= SOCK_UNAVAIL;
- }
- }
- }
+
+ nodeSetSocketAvailability(inWSock, tex->dimensions == 1 || tex->dimensions == 4);
+ nodeSetSocketAvailability(inVectorSock, tex->dimensions != 1);
+ nodeSetSocketAvailability(
+ inExponentSock,
+ tex->distance == SHD_VORONOI_MINKOWSKI && tex->dimensions != 1 &&
+ !ELEM(tex->feature, SHD_VORONOI_DISTANCE_TO_EDGE, SHD_VORONOI_N_SPHERE_RADIUS));
+ nodeSetSocketAvailability(inSmoothnessSock, tex->feature == SHD_VORONOI_SMOOTH_F1);
+ nodeSetSocketAvailability(outDistanceSock, tex->feature != SHD_VORONOI_N_SPHERE_RADIUS);
+ nodeSetSocketAvailability(outColorSock,
+ tex->feature != SHD_VORONOI_DISTANCE_TO_EDGE &&
+ tex->feature != SHD_VORONOI_N_SPHERE_RADIUS);
+ nodeSetSocketAvailability(outPositionSock,
+ tex->feature != SHD_VORONOI_DISTANCE_TO_EDGE &&
+ tex->feature != SHD_VORONOI_N_SPHERE_RADIUS &&
+ tex->dimensions != 1);
+ nodeSetSocketAvailability(outWSock,
+ tex->feature != SHD_VORONOI_DISTANCE_TO_EDGE &&
+ tex->feature != SHD_VORONOI_N_SPHERE_RADIUS &&
+ (tex->dimensions == 1 || tex->dimensions == 4));
+ nodeSetSocketAvailability(outRadiusSock, tex->feature == SHD_VORONOI_N_SPHERE_RADIUS);
}
-/* node type definition */
void register_node_type_sh_tex_voronoi(void)
{
static bNodeType ntype;