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diff --git a/intern/cycles/kernel/osl/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/osl/shaders/node_voronoi_texture.osl
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+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "node_hash.h"
+#include "stdcycles.h"
+#include "vector2.h"
+#include "vector4.h"
+
+#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)
+{
+ 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);
+}
+
+/*
+ * Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.
+ *
+ * Smooth Voronoi:
+ * - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
+ *
+ * Distance To Edge based on:
+ *
+ * - https://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm
+ * - https://www.shadertoy.com/view/ldl3W8
+ *
+ * With optimization to change -2..2 scan window to -1..1 for better performance,
+ * as explained in https://www.shadertoy.com/view/llG3zy.
+ */
+
+/* **** 1D Voronoi **** */
+
+float voronoi_distance(float a, float b, string metric, float exponent)
+{
+ return abs(a - b);
+}
+
+void voronoi_f1_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 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;
+}
+
+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;
+
+ 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 midPointPosition = hash_float_to_float(cellPosition) * randomness;
+ float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness;
+ float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness;
+ float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition);
+ float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0,
+ localPosition);
+
+ outDistance = min(distanceToMidLeft, distanceToMidRight);
+}
+
+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;
+ }
+}
+
+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((vector)perpendicularToEdge));
+ minDistance = min(minDistance, distanceToEdge);
+ }
+ }
+ }
+ }
+ 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;
+ }
+ }
+ }
+ }
+
+ 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;
+ }
+ 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;
+
+ 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;
+}
+
+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;
+
+ 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;
+ }
+ }
+ }
+ }
+ 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;
+ }
+ }
+ }
+ }
+ }
+ 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;
+
+ 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;
+ }
+ }
+ }
+ }
+ }
+
+ 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;
+}
+
+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 dimensions = "3D",
+ string feature = "f1",
+ string metric = "euclidean",
+ vector3 Vector = P,
+ float WIn = 0.0,
+ float Scale = 5.0,
+ 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)
+{
+ float randomness = clamp(Randomness, 0.0, 1.0);
+ float smoothness = clamp(Smoothness / 2.0, 0.0, 0.5);
+
+ vector3 coord = Vector;
+ if (use_mapping)
+ coord = transform(mapping, coord);
+
+ float w = WIn * Scale;
+ coord *= Scale;
+
+ 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") {
+ voronoi_f2_1d(w, Exponent, randomness, metric, Distance, Color, WOut);
+ }
+ else if (feature == "distance_to_edge") {
+ voronoi_distance_to_edge_1d(w, randomness, Distance);
+ }
+ else if (feature == "n_sphere_radius") {
+ voronoi_n_sphere_radius_1d(w, randomness, Radius);
+ }
+ else {
+ error("Unknown feature!");
+ }
+ WOut = (Scale != 0.0) ? WOut / Scale : 0.0;
+ }
+ 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 == "smooth_f1") {
+ voronoi_smooth_f1_2d(
+ coord2D, smoothness, Exponent, randomness, metric, Distance, Color, outPosition2D);
+ }
+ else if (feature == "f2") {
+ voronoi_f2_2d(coord2D, Exponent, randomness, metric, Distance, Color, outPosition2D);
+ }
+ else if (feature == "distance_to_edge") {
+ voronoi_distance_to_edge_2d(coord2D, randomness, Distance);
+ }
+ else if (feature == "n_sphere_radius") {
+ voronoi_n_sphere_radius_2d(coord2D, randomness, Radius);
+ }
+ 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!");
+ }
+}