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Diffstat (limited to 'intern/cycles/kernel/shaders/node_voronoi_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_voronoi_texture.osl1031
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diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
deleted file mode 100644
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--- a/intern/cycles/kernel/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!");
- }
-}