diff options
Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_util.h | 14 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/CMakeLists.txt | 1 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_hash.h | 81 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_voronoi_texture.osl | 1065 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm.h | 2 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_noise.h | 24 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_types.h | 15 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_voronoi.h | 1217 |
8 files changed, 2122 insertions, 297 deletions
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 |