diff options
Diffstat (limited to 'source/blender')
11 files changed, 1488 insertions, 184 deletions
diff --git a/source/blender/blenkernel/BKE_blender_version.h b/source/blender/blenkernel/BKE_blender_version.h index b9ea85e7a00..89f83c44c11 100644 --- a/source/blender/blenkernel/BKE_blender_version.h +++ b/source/blender/blenkernel/BKE_blender_version.h @@ -27,7 +27,7 @@ * \note Use #STRINGIFY() rather than defining with quotes. */ #define BLENDER_VERSION 281 -#define BLENDER_SUBVERSION 10 +#define BLENDER_SUBVERSION 11 /** Several breakages with 280, e.g. collections vs layers. */ #define BLENDER_MINVERSION 280 #define BLENDER_MINSUBVERSION 0 diff --git a/source/blender/blenloader/intern/versioning_cycles.c b/source/blender/blenloader/intern/versioning_cycles.c index 9c00d829e46..52d62725ef8 100644 --- a/source/blender/blenloader/intern/versioning_cycles.c +++ b/source/blender/blenloader/intern/versioning_cycles.c @@ -946,6 +946,238 @@ static void update_musgrave_node_color_output(bNodeTree *ntree) } } +/* The Voronoi node now have a dimension property. This property should be + * initialized to 3 by default. + */ +static void update_voronoi_node_dimensions(bNodeTree *ntree) +{ + for (bNode *node = ntree->nodes.first; node; node = node->next) { + if (node->type == SH_NODE_TEX_VORONOI) { + NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage; + tex->dimensions = 3; + } + } +} + +/* The F3 and F4 features of the Voronoi node have been removed. + * To correct this, we set the feature type to be F2 if it is F3 + * or F4. The SHD_VORONOI_F3 and SHD_VORONOI_F4 enum values were + * 2 and 3 respectively. + */ +static void update_voronoi_node_f3_and_f4(bNodeTree *ntree) +{ + for (bNode *node = ntree->nodes.first; node; node = node->next) { + if (node->type == SH_NODE_TEX_VORONOI) { + NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage; + if (ELEM(tex->feature, 2, 3)) { + tex->feature = SHD_VORONOI_F2; + } + } + } +} + +/* The Fac output of the Voronoi node has been removed. Previously, this + * output was the voronoi distance in the Intensity mode and the Cell ID + * in the Cell mode. To correct this, we update the identifier and name + * of the Fac socket such that it gets mapped to the Distance socket. + * This is supposed to work with update_voronoi_node_coloring. + */ +static void update_voronoi_node_fac_output(bNodeTree *ntree) +{ + for (bNode *node = ntree->nodes.first; node; node = node->next) { + if (node->type == SH_NODE_TEX_VORONOI) { + bNodeSocket *facOutput = BLI_findlink(&node->outputs, 1); + strcpy(facOutput->identifier, "Distance"); + strcpy(facOutput->name, "Distance"); + } + } +} + +/* The Crackle feature of the Voronoi node has been removed. Previously, + * this feature returned the F2 distance minus the F1 distance. The + * crackle feature had an enum value of 4. To fix this we do the + * following: + * + * 1. The node feature is set to F1. + * 2. A new Voronoi node is added and its feature is set to F2. + * 3. The properties, input values, and connections are copied + * from the node to the new Voronoi node so that they match + * exactly. + * 4. A Subtract node is added. + * 5. The outputs of the F1 and F2 voronoi are connected to + * the inputs of the subtract node. + * 6. The output of the subtract node is connected to the + * appropriate sockets. + * + */ +static void update_voronoi_node_crackle(bNodeTree *ntree) +{ + bool need_update = false; + + for (bNode *node = ntree->nodes.first; node; node = node->next) { + if (node->type == SH_NODE_TEX_VORONOI) { + NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage; + bNodeSocket *sockDistance = nodeFindSocket(node, SOCK_OUT, "Distance"); + bNodeSocket *sockColor = nodeFindSocket(node, SOCK_OUT, "Color"); + if (tex->feature == 4 && (socket_is_used(sockDistance) || socket_is_used(sockColor))) { + tex->feature = SHD_VORONOI_F1; + + bNode *voronoiNode = nodeAddStaticNode(NULL, ntree, SH_NODE_TEX_VORONOI); + NodeTexVoronoi *texVoronoi = (NodeTexVoronoi *)voronoiNode->storage; + texVoronoi->feature = SHD_VORONOI_F2; + texVoronoi->distance = tex->distance; + texVoronoi->dimensions = 3; + voronoiNode->locx = node->locx + node->width + 20.0f; + voronoiNode->locy = node->locy; + + bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector"); + bNodeSocket *sockScale = nodeFindSocket(node, SOCK_IN, "Scale"); + bNodeSocket *sockExponent = nodeFindSocket(node, SOCK_IN, "Exponent"); + bNodeSocket *sockVoronoiVector = nodeFindSocket(voronoiNode, SOCK_IN, "Vector"); + bNodeSocket *sockVoronoiScale = nodeFindSocket(voronoiNode, SOCK_IN, "Scale"); + bNodeSocket *sockVoronoiExponent = nodeFindSocket(voronoiNode, SOCK_IN, "Exponent"); + if (sockVector->link) { + nodeAddLink(ntree, + sockVector->link->fromnode, + sockVector->link->fromsock, + voronoiNode, + sockVoronoiVector); + } + *cycles_node_socket_float_value(sockVoronoiScale) = *cycles_node_socket_float_value( + sockScale); + if (sockScale->link) { + nodeAddLink(ntree, + sockScale->link->fromnode, + sockScale->link->fromsock, + voronoiNode, + sockVoronoiScale); + } + *cycles_node_socket_float_value(sockVoronoiExponent) = *cycles_node_socket_float_value( + sockExponent); + if (sockExponent->link) { + nodeAddLink(ntree, + sockExponent->link->fromnode, + sockExponent->link->fromsock, + voronoiNode, + sockVoronoiExponent); + } + + bNode *subtractNode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH); + subtractNode->custom1 = NODE_MATH_SUBTRACT; + subtractNode->locx = voronoiNode->locx + voronoiNode->width + 20.0f; + subtractNode->locy = voronoiNode->locy; + bNodeSocket *sockSubtractOutValue = nodeFindSocket(subtractNode, SOCK_OUT, "Value"); + + LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) { + if (link->fromnode == node) { + nodeAddLink(ntree, subtractNode, sockSubtractOutValue, link->tonode, link->tosock); + nodeRemLink(ntree, link); + } + } + + bNodeSocket *sockDistanceF1 = nodeFindSocket(node, SOCK_OUT, "Distance"); + bNodeSocket *sockDistanceF2 = nodeFindSocket(voronoiNode, SOCK_OUT, "Distance"); + bNodeSocket *sockSubtractA = BLI_findlink(&subtractNode->inputs, 0); + bNodeSocket *sockSubtractB = BLI_findlink(&subtractNode->inputs, 1); + + nodeAddLink(ntree, node, sockDistanceF1, subtractNode, sockSubtractB); + nodeAddLink(ntree, voronoiNode, sockDistanceF2, subtractNode, sockSubtractA); + + need_update = true; + } + } + } + + if (need_update) { + ntreeUpdateTree(NULL, ntree); + } +} + +/* The coloring property of the Voronoi node was removed. Previously, + * if the coloring enum was set to Intensity (0), the voronoi distance + * was returned in all outputs, otherwise, the Cell ID was returned. + * Since we remapped the Fac output in update_voronoi_node_fac_output, + * then to fix this, we relink the Color output to the Distance + * output if coloring was set to 0, and the otherway around otherwise. + */ +static void update_voronoi_node_coloring(bNodeTree *ntree) +{ + bool need_update = false; + + LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) { + bNode *node = link->fromnode; + if (node && node->type == SH_NODE_TEX_VORONOI) { + NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage; + if (tex->coloring == 0) { + bNodeSocket *sockColor = nodeFindSocket(node, SOCK_OUT, "Color"); + if (link->fromsock == sockColor) { + bNodeSocket *sockDistance = nodeFindSocket(node, SOCK_OUT, "Distance"); + nodeAddLink(ntree, node, sockDistance, link->tonode, link->tosock); + nodeRemLink(ntree, link); + need_update = true; + } + } + else { + bNodeSocket *sockDistance = nodeFindSocket(node, SOCK_OUT, "Distance"); + if (link->fromsock == sockDistance) { + bNodeSocket *sockColor = nodeFindSocket(node, SOCK_OUT, "Color"); + nodeAddLink(ntree, node, sockColor, link->tonode, link->tosock); + nodeRemLink(ntree, link); + need_update = true; + } + } + } + } + + if (need_update) { + ntreeUpdateTree(NULL, ntree); + } +} + +/* Previously, the output euclidean distance was actually the squared + * euclidean distance. To fix this, we square the the output distance + * socket if the distance metric is set to SHD_VORONOI_EUCLIDEAN. + */ +static void update_voronoi_node_square_distance(bNodeTree *ntree) +{ + bool need_update = false; + + for (bNode *node = ntree->nodes.first; node; node = node->next) { + if (node->type == SH_NODE_TEX_VORONOI) { + NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage; + bNodeSocket *sockDistance = nodeFindSocket(node, SOCK_OUT, "Distance"); + if (tex->distance == SHD_VORONOI_EUCLIDEAN && + (tex->feature == SHD_VORONOI_F1 || tex->feature == SHD_VORONOI_F2) && + socket_is_used(sockDistance)) { + bNode *multiplyNode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH); + multiplyNode->custom1 = NODE_MATH_MULTIPLY; + multiplyNode->locx = node->locx + node->width + 20.0f; + multiplyNode->locy = node->locy; + + bNodeSocket *sockValue = nodeFindSocket(multiplyNode, SOCK_OUT, "Value"); + LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) { + if (link->fromsock == sockDistance) { + nodeAddLink(ntree, multiplyNode, sockValue, link->tonode, link->tosock); + nodeRemLink(ntree, link); + } + } + + bNodeSocket *sockMultiplyA = BLI_findlink(&multiplyNode->inputs, 0); + bNodeSocket *sockMultiplyB = BLI_findlink(&multiplyNode->inputs, 1); + + nodeAddLink(ntree, node, sockDistance, multiplyNode, sockMultiplyA); + nodeAddLink(ntree, node, sockDistance, multiplyNode, sockMultiplyB); + + need_update = true; + } + } + } + + if (need_update) { + ntreeUpdateTree(NULL, ntree); + } +} + void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bmain) { /* Particle shape shared with Eevee. */ @@ -996,6 +1228,16 @@ void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bm } FOREACH_NODETREE_END; } + + if (!MAIN_VERSION_ATLEAST(bmain, 281, 11)) { + FOREACH_NODETREE_BEGIN (bmain, ntree, id) { + if (ntree->type == NTREE_SHADER) { + update_voronoi_node_f3_and_f4(ntree); + update_voronoi_node_fac_output(ntree); + } + } + FOREACH_NODETREE_END; + } } void do_versions_after_linking_cycles(Main *bmain) @@ -1154,4 +1396,16 @@ void do_versions_after_linking_cycles(Main *bmain) } FOREACH_NODETREE_END; } + + if (!MAIN_VERSION_ATLEAST(bmain, 281, 11)) { + FOREACH_NODETREE_BEGIN (bmain, ntree, id) { + if (ntree->type == NTREE_SHADER) { + update_voronoi_node_dimensions(ntree); + update_voronoi_node_crackle(ntree); + update_voronoi_node_coloring(ntree); + update_voronoi_node_square_distance(ntree); + } + } + FOREACH_NODETREE_END; + } } diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c index c707a1eed92..6055a503b7b 100644 --- a/source/blender/editors/space_node/drawnode.c +++ b/source/blender/editors/space_node/drawnode.c @@ -914,9 +914,13 @@ static void node_shader_buts_tex_musgrave(uiLayout *layout, bContext *UNUSED(C), static void node_shader_buts_tex_voronoi(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) { - uiItemR(layout, ptr, "coloring", 0, "", ICON_NONE); - uiItemR(layout, ptr, "distance", 0, "", ICON_NONE); + uiItemR(layout, ptr, "voronoi_dimensions", 0, "", ICON_NONE); uiItemR(layout, ptr, "feature", 0, "", ICON_NONE); + int feature = RNA_enum_get(ptr, "feature"); + if (!ELEM(feature, SHD_VORONOI_DISTANCE_TO_EDGE, SHD_VORONOI_N_SPHERE_RADIUS) && + RNA_enum_get(ptr, "voronoi_dimensions") != 1) { + uiItemR(layout, ptr, "distance", 0, "", ICON_NONE); + } } static void node_shader_buts_tex_noise(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index f11dcc9bcf0..aea96dac2e3 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -243,7 +243,6 @@ data_to_c_simple(shaders/material/gpu_shader_material_blackbody.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_bright_contrast.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_bump.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC) -data_to_c_simple(shaders/material/gpu_shader_material_cell_noise.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_clamp.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_color_ramp.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_color_util.glsl SRC) diff --git a/source/blender/gpu/intern/gpu_material_library.h b/source/blender/gpu/intern/gpu_material_library.h index 9c0cf3e6bea..06544d27af9 100644 --- a/source/blender/gpu/intern/gpu_material_library.h +++ b/source/blender/gpu/intern/gpu_material_library.h @@ -44,7 +44,6 @@ extern char datatoc_gpu_shader_material_blackbody_glsl[]; extern char datatoc_gpu_shader_material_bright_contrast_glsl[]; extern char datatoc_gpu_shader_material_bump_glsl[]; extern char datatoc_gpu_shader_material_camera_glsl[]; -extern char datatoc_gpu_shader_material_cell_noise_glsl[]; extern char datatoc_gpu_shader_material_clamp_glsl[]; extern char datatoc_gpu_shader_material_color_ramp_glsl[]; extern char datatoc_gpu_shader_material_color_util_glsl[]; @@ -149,13 +148,6 @@ static GPUMaterialLibrary gpu_shader_material_fractal_noise_library = { .dependencies = {&gpu_shader_material_noise_library, NULL}, }; -static GPUMaterialLibrary gpu_shader_material_cell_noise_library = { - .code = datatoc_gpu_shader_material_cell_noise_glsl, - .dependencies = {&gpu_shader_material_math_util_library, - &gpu_shader_material_hash_library, - NULL}, -}; - static GPUMaterialLibrary gpu_shader_material_add_shader_library = { .code = datatoc_gpu_shader_material_add_shader_glsl, .dependencies = {NULL}, @@ -481,7 +473,7 @@ static GPUMaterialLibrary gpu_shader_material_texture_coordinates_library = { static GPUMaterialLibrary gpu_shader_material_tex_voronoi_library = { .code = datatoc_gpu_shader_material_tex_voronoi_glsl, .dependencies = {&gpu_shader_material_math_util_library, - &gpu_shader_material_cell_noise_library, + &gpu_shader_material_hash_library, NULL}, }; @@ -571,7 +563,6 @@ static GPUMaterialLibrary *gpu_material_libraries[] = { &gpu_shader_material_hash_library, &gpu_shader_material_noise_library, &gpu_shader_material_fractal_noise_library, - &gpu_shader_material_cell_noise_library, &gpu_shader_material_add_shader_library, &gpu_shader_material_ambient_occlusion_library, &gpu_shader_material_glossy_library, diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl deleted file mode 100644 index 881f2386cd4..00000000000 --- a/source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl +++ /dev/null @@ -1,17 +0,0 @@ -float cellnoise(vec3 p) -{ - int ix = quick_floor(p.x); - int iy = quick_floor(p.y); - int iz = quick_floor(p.z); - - return hash_uint3_to_float(uint(ix), uint(iy), uint(iz)); -} - -vec3 cellnoise_color(vec3 p) -{ - float r = cellnoise(p.xyz); - float g = cellnoise(p.yxz); - float b = cellnoise(p.yzx); - - return vec3(r, g, b); -} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl index fd9aaf4ae86..d4f7866b206 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl @@ -57,11 +57,37 @@ float floorfrac(float x, out int i) /* Vector Math */ +vec2 safe_divide(vec2 a, vec2 b) +{ + return vec2(safe_divide(a.x, b.x), safe_divide(a.y, b.y)); +} + vec3 safe_divide(vec3 a, vec3 b) { return vec3(safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z)); } +vec4 safe_divide(vec4 a, vec4 b) +{ + return vec4( + safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z), safe_divide(a.w, b.w)); +} + +vec2 safe_divide(vec2 a, float b) +{ + return (b != 0.0) ? a / b : vec2(0.0); +} + +vec3 safe_divide(vec3 a, float b) +{ + return (b != 0.0) ? a / b : vec3(0.0); +} + +vec4 safe_divide(vec4 a, float b) +{ + return (b != 0.0) ? a / b : vec4(0.0); +} + vec3 c_mod(vec3 a, vec3 b) { return vec3(c_mod(a.x, b.x), c_mod(a.y, b.y), c_mod(a.z, b.z)); diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl index 018b74fd1a5..0d8847176c9 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl @@ -1,116 +1,1064 @@ -void node_tex_voronoi(vec3 co, - float scale, - float exponent, - float coloring, - float metric, - float feature, - out vec4 color, - out float fac) -{ - vec3 p = co * scale; - int xx, yy, zz, xi, yi, zi; - vec4 da = vec4(1e10); - vec3 pa[4] = vec3[4](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); - - xi = floor_to_int(p[0]); - yi = floor_to_int(p[1]); - zi = floor_to_int(p[2]); - - for (xx = xi - 1; xx <= xi + 1; xx++) { - for (yy = yi - 1; yy <= yi + 1; yy++) { - for (zz = zi - 1; zz <= zi + 1; zz++) { - vec3 ip = vec3(xx, yy, zz); - vec3 vp = cellnoise_color(ip); - vec3 pd = p - (vp + ip); - - float d = 0.0; - if (metric == 0.0) { /* SHD_VORONOI_DISTANCE 0 */ - d = dot(pd, pd); - } - else if (metric == 1.0) { /* SHD_VORONOI_MANHATTAN 1 */ - d = abs(pd[0]) + abs(pd[1]) + abs(pd[2]); - } - else if (metric == 2.0) { /* SHD_VORONOI_CHEBYCHEV 2 */ - d = max(abs(pd[0]), max(abs(pd[1]), abs(pd[2]))); - } - else if (metric == 3.0) { /* SHD_VORONOI_MINKOWSKI 3 */ - d = pow(pow(abs(pd[0]), exponent) + pow(abs(pd[1]), exponent) + - pow(abs(pd[2]), exponent), - 1.0 / exponent); - } +/* + * Smooth Voronoi: + * + * - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi + * + * Distance To Edge: + * + * - https://www.shadertoy.com/view/llG3zy + * + */ - vp += vec3(xx, yy, zz); - if (d < da[0]) { - da.yzw = da.xyz; - da[0] = d; +/* **** 1D Voronoi **** */ - pa[3] = pa[2]; - pa[2] = pa[1]; - pa[1] = pa[0]; - pa[0] = vp; - } - else if (d < da[1]) { - da.zw = da.yz; - da[1] = d; +float voronoi_distance(float a, float b, float metric, float exponent) +{ + return distance(a, b); +} + +void node_tex_voronoi_f1_1d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + float scaledCoord = w * scale; + float cellPosition = floor(scaledCoord); + float localPosition = scaledCoord - cellPosition; + + float minDistance = 8.0; + float targetOffset, targetPosition; + for (int i = -1; i <= 1; i++) { + float cellOffset = float(i); + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + outDistance = minDistance; + outColor.xyz = hash_float_to_vec3(cellPosition + targetOffset); + outW = safe_divide(targetPosition + cellPosition, scale); +} + +void node_tex_voronoi_smooth_f1_1d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + smoothness = clamp(smoothness / 2.0, 0, 0.5); + + float scaledCoord = w * scale; + float cellPosition = floor(scaledCoord); + float localPosition = scaledCoord - cellPosition; + + float smoothDistance = 8.0; + float smoothPosition = 0.0; + vec3 smoothColor = vec3(0.0); + for (int i = -2; i <= 2; i++) { + float cellOffset = float(i); + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); + float correctionFactor = smoothness * h * (1.0 - h); + smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; + correctionFactor /= 1.0 + 3.0 * smoothness; + vec3 cellColor = hash_float_to_vec3(cellPosition + cellOffset); + smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; + smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; + } + outDistance = smoothDistance; + outColor.xyz = smoothColor; + outW = safe_divide(cellPosition + smoothPosition, scale); +} + +void node_tex_voronoi_f2_1d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + float scaledCoord = w * scale; + float cellPosition = floor(scaledCoord); + float localPosition = scaledCoord - cellPosition; + + float distanceF1 = 8.0; + float distanceF2 = 8.0; + float offsetF1 = 0.0; + float positionF1 = 0.0; + float offsetF2, positionF2; + for (int i = -1; i <= 1; i++) { + float cellOffset = float(i); + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < distanceF1) { + distanceF2 = distanceF1; + distanceF1 = distanceToPoint; + offsetF2 = offsetF1; + offsetF1 = cellOffset; + positionF2 = positionF1; + positionF1 = pointPosition; + } + else if (distanceToPoint < distanceF2) { + distanceF2 = distanceToPoint; + offsetF2 = cellOffset; + positionF2 = pointPosition; + } + } + outDistance = distanceF2; + outColor.xyz = hash_float_to_vec3(cellPosition + offsetF2); + outW = safe_divide(positionF2 + cellPosition, scale); +} + +void node_tex_voronoi_distance_to_edge_1d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + float scaledCoord = w * scale; + float cellPosition = floor(scaledCoord); + float localPosition = scaledCoord - cellPosition; + + float minDistance = 8.0; + for (int i = -1; i <= 1; i++) { + float cellOffset = float(i); + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + minDistance = min(distanceToPoint, minDistance); + } + outDistance = minDistance; +} - pa[3] = pa[2]; - pa[2] = pa[1]; - pa[1] = vp; +void node_tex_voronoi_n_sphere_radius_1d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + float scaledCoord = w * scale; + float cellPosition = floor(scaledCoord); + float localPosition = scaledCoord - cellPosition; + + float closestPoint; + float closestPointOffset; + float minDistance = 8.0; + for (int i = -1; i <= 1; i++) { + float cellOffset = float(i); + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(pointPosition, localPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPoint = pointPosition; + closestPointOffset = cellOffset; + } + } + + minDistance = 8.0; + float closestPointToClosestPoint; + for (int i = -1; i <= 1; i++) { + if (i == 0) { + continue; + } + float cellOffset = float(i) + closestPointOffset; + float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(closestPoint, pointPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPointToClosestPoint = pointPosition; + } + } + outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; +} + +/* **** 2D Voronoi **** */ + +float voronoi_distance(vec2 a, vec2 b, float metric, float exponent) +{ + if (metric == 0.0) // SHD_VORONOI_EUCLIDEAN + { + return distance(a, b); + } + else if (metric == 1.0) // SHD_VORONOI_MANHATTAN + { + return abs(a.x - b.x) + abs(a.y - b.y); + } + else if (metric == 2.0) // SHD_VORONOI_CHEBYCHEV + { + return max(abs(a.x - b.x), abs(a.y - b.y)); + } + else if (metric == 3.0) // SHD_VORONOI_MINKOWSKI + { + return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent), 1.0 / exponent); + } + else { + return 0.0; + } +} + +void node_tex_voronoi_f1_2d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec2 scaledCoord = coord.xy * scale; + vec2 cellPosition = floor(scaledCoord); + vec2 localPosition = scaledCoord - cellPosition; + + float minDistance = 8.0; + vec2 targetOffset, targetPosition; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec2 cellOffset = vec2(i, j); + vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + } + outDistance = minDistance; + outColor.xyz = hash_vec2_to_vec3(cellPosition + targetOffset); + outPosition = vec3(safe_divide(targetPosition + cellPosition, scale), 0.0); +} + +void node_tex_voronoi_smooth_f1_2d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + smoothness = clamp(smoothness / 2.0, 0, 0.5); + + vec2 scaledCoord = coord.xy * scale; + vec2 cellPosition = floor(scaledCoord); + vec2 localPosition = scaledCoord - cellPosition; + + float smoothDistance = 8.0; + vec3 smoothColor = vec3(0.0); + vec2 smoothPosition = vec2(0.0); + for (int j = -2; j <= 2; j++) { + for (int i = -2; i <= 2; i++) { + vec2 cellOffset = vec2(i, j); + vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); + float correctionFactor = smoothness * h * (1.0 - h); + smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; + correctionFactor /= 1.0 + 3.0 * smoothness; + vec3 cellColor = hash_vec2_to_vec3(cellPosition + cellOffset); + smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; + smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; + } + } + outDistance = smoothDistance; + outColor.xyz = smoothColor; + outPosition = vec3(safe_divide(cellPosition + smoothPosition, scale), 0.0); +} + +void node_tex_voronoi_f2_2d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec2 scaledCoord = coord.xy * scale; + vec2 cellPosition = floor(scaledCoord); + vec2 localPosition = scaledCoord - cellPosition; + + float distanceF1 = 8.0; + float distanceF2 = 8.0; + vec2 offsetF1 = vec2(0.0); + vec2 positionF1 = vec2(0.0); + vec2 offsetF2, positionF2; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec2 cellOffset = vec2(i, j); + vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < distanceF1) { + distanceF2 = distanceF1; + distanceF1 = distanceToPoint; + offsetF2 = offsetF1; + offsetF1 = cellOffset; + positionF2 = positionF1; + positionF1 = pointPosition; + } + else if (distanceToPoint < distanceF2) { + distanceF2 = distanceToPoint; + offsetF2 = cellOffset; + positionF2 = pointPosition; + } + } + } + outDistance = distanceF2; + outColor.xyz = hash_vec2_to_vec3(cellPosition + offsetF2); + outPosition = vec3(safe_divide(positionF2 + cellPosition, scale), 0.0); +} + +void node_tex_voronoi_distance_to_edge_2d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec2 scaledCoord = coord.xy * scale; + vec2 cellPosition = floor(scaledCoord); + vec2 localPosition = scaledCoord - cellPosition; + + vec2 vectorToClosest; + float minDistance = 8.0; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec2 cellOffset = vec2(i, j); + vec2 vectorToPoint = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness - + localPosition; + float distanceToPoint = dot(vectorToPoint, vectorToPoint); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + vectorToClosest = vectorToPoint; + } + } + } + + minDistance = 8.0; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec2 cellOffset = vec2(i, j); + vec2 vectorToPoint = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness - + localPosition; + vec2 perpendicularToEdge = vectorToPoint - vectorToClosest; + if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) { + float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0, + normalize(perpendicularToEdge)); + minDistance = min(minDistance, distanceToEdge); + } + } + } + outDistance = minDistance; +} + +void node_tex_voronoi_n_sphere_radius_2d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec2 scaledCoord = coord.xy * scale; + vec2 cellPosition = floor(scaledCoord); + vec2 localPosition = scaledCoord - cellPosition; + + vec2 closestPoint; + vec2 closestPointOffset; + float minDistance = 8.0; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec2 cellOffset = vec2(i, j); + vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(pointPosition, localPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPoint = pointPosition; + closestPointOffset = cellOffset; + } + } + } + + minDistance = 8.0; + vec2 closestPointToClosestPoint; + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + if (i == 0 && j == 0) { + continue; + } + vec2 cellOffset = vec2(i, j) + closestPointOffset; + vec2 pointPosition = cellOffset + hash_vec2_to_vec2(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(closestPoint, pointPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPointToClosestPoint = pointPosition; + } + } + } + outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; +} + +/* **** 3D Voronoi **** */ + +float voronoi_distance(vec3 a, vec3 b, float metric, float exponent) +{ + if (metric == 0.0) // SHD_VORONOI_EUCLIDEAN + { + return distance(a, b); + } + else if (metric == 1.0) // SHD_VORONOI_MANHATTAN + { + return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z); + } + else if (metric == 2.0) // SHD_VORONOI_CHEBYCHEV + { + return max(abs(a.x - b.x), max(abs(a.y - b.y), abs(a.z - b.z))); + } + else if (metric == 3.0) // SHD_VORONOI_MINKOWSKI + { + return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent) + + pow(abs(a.z - b.z), exponent), + 1.0 / exponent); + } + else { + return 0.0; + } +} + +void node_tex_voronoi_f1_3d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec3 scaledCoord = coord * scale; + vec3 cellPosition = floor(scaledCoord); + vec3 localPosition = scaledCoord - cellPosition; + + float minDistance = 8.0; + vec3 targetOffset, targetPosition; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec3 cellOffset = vec3(i, j, k); + vec3 pointPosition = cellOffset + + hash_vec3_to_vec3(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; } - else if (d < da[2]) { - da[3] = da[2]; - da[2] = d; + } + } + } + outDistance = minDistance; + outColor.xyz = hash_vec3_to_vec3(cellPosition + targetOffset); + outPosition = safe_divide(targetPosition + cellPosition, scale); +} - pa[3] = pa[2]; - pa[2] = vp; +void node_tex_voronoi_smooth_f1_3d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + smoothness = clamp(smoothness / 2.0, 0, 0.5); + + vec3 scaledCoord = coord * scale; + vec3 cellPosition = floor(scaledCoord); + vec3 localPosition = scaledCoord - cellPosition; + + float smoothDistance = 8.0; + vec3 smoothColor = vec3(0.0); + vec3 smoothPosition = vec3(0.0); + for (int k = -2; k <= 2; k++) { + for (int j = -2; j <= 2; j++) { + for (int i = -2; i <= 2; i++) { + vec3 cellOffset = vec3(i, j, k); + vec3 pointPosition = cellOffset + + hash_vec3_to_vec3(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + float h = smoothstep( + 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); + float correctionFactor = smoothness * h * (1.0 - h); + smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; + correctionFactor /= 1.0 + 3.0 * smoothness; + vec3 cellColor = hash_vec3_to_vec3(cellPosition + cellOffset); + smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; + smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; + } + } + } + outDistance = smoothDistance; + outColor.xyz = smoothColor; + outPosition = safe_divide(cellPosition + smoothPosition, scale); +} + +void node_tex_voronoi_f2_3d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec3 scaledCoord = coord * scale; + vec3 cellPosition = floor(scaledCoord); + vec3 localPosition = scaledCoord - cellPosition; + + float distanceF1 = 8.0; + float distanceF2 = 8.0; + vec3 offsetF1 = vec3(0.0); + vec3 positionF1 = vec3(0.0); + vec3 offsetF2, positionF2; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec3 cellOffset = vec3(i, j, k); + vec3 pointPosition = cellOffset + + hash_vec3_to_vec3(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < distanceF1) { + distanceF2 = distanceF1; + distanceF1 = distanceToPoint; + offsetF2 = offsetF1; + offsetF1 = cellOffset; + positionF2 = positionF1; + positionF1 = pointPosition; } - else if (d < da[3]) { - da[3] = d; - pa[3] = vp; + else if (distanceToPoint < distanceF2) { + distanceF2 = distanceToPoint; + offsetF2 = cellOffset; + positionF2 = pointPosition; } } } } + outDistance = distanceF2; + outColor.xyz = hash_vec3_to_vec3(cellPosition + offsetF2); + outPosition = safe_divide(positionF2 + cellPosition, scale); +} - if (coloring == 0.0) { - /* Intensity output */ - if (feature == 0.0) { /* F1 */ - fac = abs(da[0]); - } - else if (feature == 1.0) { /* F2 */ - fac = abs(da[1]); +void node_tex_voronoi_distance_to_edge_3d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec3 scaledCoord = coord * scale; + vec3 cellPosition = floor(scaledCoord); + vec3 localPosition = scaledCoord - cellPosition; + + vec3 vectorToClosest; + float minDistance = 8.0; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec3 cellOffset = vec3(i, j, k); + vec3 vectorToPoint = cellOffset + + hash_vec3_to_vec3(cellPosition + cellOffset) * randomness - + localPosition; + float distanceToPoint = dot(vectorToPoint, vectorToPoint); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + vectorToClosest = vectorToPoint; + } + } } - else if (feature == 2.0) { /* F3 */ - fac = abs(da[2]); + } + + minDistance = 8.0; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec3 cellOffset = vec3(i, j, k); + vec3 vectorToPoint = cellOffset + + hash_vec3_to_vec3(cellPosition + cellOffset) * randomness - + localPosition; + vec3 perpendicularToEdge = vectorToPoint - vectorToClosest; + if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) { + float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0, + normalize(perpendicularToEdge)); + minDistance = min(minDistance, distanceToEdge); + } + } } - else if (feature == 3.0) { /* F4 */ - fac = abs(da[3]); + } + outDistance = minDistance; +} + +void node_tex_voronoi_n_sphere_radius_3d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec3 scaledCoord = coord * scale; + vec3 cellPosition = floor(scaledCoord); + vec3 localPosition = scaledCoord - cellPosition; + + vec3 closestPoint; + vec3 closestPointOffset; + float minDistance = 8.0; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec3 cellOffset = vec3(i, j, k); + vec3 pointPosition = cellOffset + + hash_vec3_to_vec3(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(pointPosition, localPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPoint = pointPosition; + closestPointOffset = cellOffset; + } + } } - else if (feature == 4.0) { /* F2F1 */ - fac = abs(da[1] - da[0]); + } + + minDistance = 8.0; + vec3 closestPointToClosestPoint; + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + if (i == 0 && j == 0 && k == 0) { + continue; + } + vec3 cellOffset = vec3(i, j, k) + closestPointOffset; + vec3 pointPosition = cellOffset + + hash_vec3_to_vec3(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(closestPoint, pointPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPointToClosestPoint = pointPosition; + } + } } - color = vec4(fac, fac, fac, 1.0); + } + outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; +} + +/* **** 4D Voronoi **** */ + +float voronoi_distance(vec4 a, vec4 b, float metric, float exponent) +{ + if (metric == 0.0) // SHD_VORONOI_EUCLIDEAN + { + return distance(a, b); + } + else if (metric == 1.0) // SHD_VORONOI_MANHATTAN + { + return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z) + abs(a.w - b.w); + } + else if (metric == 2.0) // SHD_VORONOI_CHEBYCHEV + { + return max(abs(a.x - b.x), max(abs(a.y - b.y), max(abs(a.z - b.z), abs(a.w - b.w)))); + } + else if (metric == 3.0) // SHD_VORONOI_MINKOWSKI + { + return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent) + + pow(abs(a.z - b.z), exponent) + pow(abs(a.w - b.w), exponent), + 1.0 / exponent); } else { - /* Color output */ - vec3 col = vec3(fac, fac, fac); - if (feature == 0.0) { /* F1 */ - col = pa[0]; + return 0.0; + } +} + +void node_tex_voronoi_f1_4d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec4 scaledCoord = vec4(coord, w) * scale; + vec4 cellPosition = floor(scaledCoord); + vec4 localPosition = scaledCoord - cellPosition; + + float minDistance = 8.0; + vec4 targetOffset, targetPosition; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec4 cellOffset = vec4(i, j, k, u); + vec4 pointPosition = cellOffset + + hash_vec4_to_vec4(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + } } - else if (feature == 1.0) { /* F2 */ - col = pa[1]; + } + outDistance = minDistance; + outColor.xyz = hash_vec4_to_vec3(cellPosition + targetOffset); + vec4 p = safe_divide(targetPosition + cellPosition, scale); + outPosition = p.xyz; + outW = p.w; +} + +void node_tex_voronoi_smooth_f1_4d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + smoothness = clamp(smoothness / 2.0, 0, 0.5); + + vec4 scaledCoord = vec4(coord, w) * scale; + vec4 cellPosition = floor(scaledCoord); + vec4 localPosition = scaledCoord - cellPosition; + + float smoothDistance = 8.0; + vec3 smoothColor = vec3(0.0); + vec4 smoothPosition = vec4(0.0); + for (int u = -2; u <= 2; u++) { + for (int k = -2; k <= 2; k++) { + for (int j = -2; j <= 2; j++) { + for (int i = -2; i <= 2; i++) { + vec4 cellOffset = vec4(i, j, k, u); + vec4 pointPosition = cellOffset + + hash_vec4_to_vec4(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + float h = smoothstep( + 0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness); + float correctionFactor = smoothness * h * (1.0 - h); + smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor; + correctionFactor /= 1.0 + 3.0 * smoothness; + vec3 cellColor = hash_vec4_to_vec3(cellPosition + cellOffset); + smoothColor = mix(smoothColor, cellColor, h) - correctionFactor; + smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor; + } + } } - else if (feature == 2.0) { /* F3 */ - col = pa[2]; + } + outDistance = smoothDistance; + outColor.xyz = smoothColor; + vec4 p = safe_divide(cellPosition + smoothPosition, scale); + outPosition = p.xyz; + outW = p.w; +} + +void node_tex_voronoi_f2_4d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec4 scaledCoord = vec4(coord, w) * scale; + vec4 cellPosition = floor(scaledCoord); + vec4 localPosition = scaledCoord - cellPosition; + + float distanceF1 = 8.0; + float distanceF2 = 8.0; + vec4 offsetF1 = vec4(0.0); + vec4 positionF1 = vec4(0.0); + vec4 offsetF2, positionF2; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec4 cellOffset = vec4(i, j, k, u); + vec4 pointPosition = cellOffset + + hash_vec4_to_vec4(cellPosition + cellOffset) * randomness; + float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent); + if (distanceToPoint < distanceF1) { + distanceF2 = distanceF1; + distanceF1 = distanceToPoint; + offsetF2 = offsetF1; + offsetF1 = cellOffset; + positionF2 = positionF1; + positionF1 = pointPosition; + } + else if (distanceToPoint < distanceF2) { + distanceF2 = distanceToPoint; + offsetF2 = cellOffset; + positionF2 = pointPosition; + } + } + } } - else if (feature == 3.0) { /* F4 */ - col = pa[3]; + } + outDistance = distanceF2; + outColor.xyz = hash_vec4_to_vec3(cellPosition + offsetF2); + vec4 p = safe_divide(positionF2 + cellPosition, scale); + outPosition = p.xyz; + outW = p.w; +} + +void node_tex_voronoi_distance_to_edge_4d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec4 scaledCoord = vec4(coord, w) * scale; + vec4 cellPosition = floor(scaledCoord); + vec4 localPosition = scaledCoord - cellPosition; + + vec4 vectorToClosest; + float minDistance = 8.0; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec4 cellOffset = vec4(i, j, k, u); + vec4 vectorToPoint = cellOffset + + hash_vec4_to_vec4(cellPosition + cellOffset) * randomness - + localPosition; + float distanceToPoint = dot(vectorToPoint, vectorToPoint); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + vectorToClosest = vectorToPoint; + } + } + } + } + } + + minDistance = 8.0; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec4 cellOffset = vec4(i, j, k, u); + vec4 vectorToPoint = cellOffset + + hash_vec4_to_vec4(cellPosition + cellOffset) * randomness - + localPosition; + vec4 perpendicularToEdge = vectorToPoint - vectorToClosest; + if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) { + float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0, + normalize(perpendicularToEdge)); + minDistance = min(minDistance, distanceToEdge); + } + } + } } - else if (feature == 4.0) { /* F2F1 */ - col = abs(pa[1] - pa[0]); + } + outDistance = minDistance; +} + +void node_tex_voronoi_n_sphere_radius_4d(vec3 coord, + float w, + float scale, + float smoothness, + float exponent, + float randomness, + float metric, + out float outDistance, + out vec4 outColor, + out vec3 outPosition, + out float outW, + out float outRadius) +{ + randomness = clamp(randomness, 0.0, 1.0); + + vec4 scaledCoord = vec4(coord, w) * scale; + vec4 cellPosition = floor(scaledCoord); + vec4 localPosition = scaledCoord - cellPosition; + + vec4 closestPoint; + vec4 closestPointOffset; + float minDistance = 8.0; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + vec4 cellOffset = vec4(i, j, k, u); + vec4 pointPosition = cellOffset + + hash_vec4_to_vec4(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(pointPosition, localPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPoint = pointPosition; + closestPointOffset = cellOffset; + } + } + } } + } - color = vec4(cellnoise_color(col), 1.0); - fac = (color.x + color.y + color.z) * (1.0 / 3.0); + minDistance = 8.0; + vec4 closestPointToClosestPoint; + for (int u = -1; u <= 1; u++) { + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + for (int i = -1; i <= 1; i++) { + if (i == 0 && j == 0 && k == 0 && u == 0) { + continue; + } + vec4 cellOffset = vec4(i, j, k, u) + closestPointOffset; + vec4 pointPosition = cellOffset + + hash_vec4_to_vec4(cellPosition + cellOffset) * randomness; + float distanceToPoint = distance(closestPoint, pointPosition); + if (distanceToPoint < minDistance) { + minDistance = distanceToPoint; + closestPointToClosestPoint = pointPosition; + } + } + } + } } + outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0; } diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h index b4e12484bdc..6b46c5887b4 100644 --- a/source/blender/makesdna/DNA_node_types.h +++ b/source/blender/makesdna/DNA_node_types.h @@ -876,10 +876,10 @@ typedef struct NodeTexNoise { typedef struct NodeTexVoronoi { NodeTexBase base; - int coloring; - int distance; + int dimensions; int feature; - char _pad[4]; + int distance; + int coloring DNA_DEPRECATED; } NodeTexVoronoi; typedef struct NodeTexMusgrave { @@ -1098,20 +1098,22 @@ typedef struct NodeDenoise { #define SHD_NOISE_SOFT 0 #define SHD_NOISE_HARD 1 -/* voronoi texture */ -#define SHD_VORONOI_DISTANCE 0 -#define SHD_VORONOI_MANHATTAN 1 -#define SHD_VORONOI_CHEBYCHEV 2 -#define SHD_VORONOI_MINKOWSKI 3 +/* Voronoi Texture */ -#define SHD_VORONOI_INTENSITY 0 -#define SHD_VORONOI_CELLS 1 +enum { + SHD_VORONOI_EUCLIDEAN = 0, + SHD_VORONOI_MANHATTAN = 1, + SHD_VORONOI_CHEBYCHEV = 2, + SHD_VORONOI_MINKOWSKI = 3, +}; -#define SHD_VORONOI_F1 0 -#define SHD_VORONOI_F2 1 -#define SHD_VORONOI_F3 2 -#define SHD_VORONOI_F4 3 -#define SHD_VORONOI_F2F1 4 +enum { + SHD_VORONOI_F1 = 0, + SHD_VORONOI_F2 = 1, + SHD_VORONOI_SMOOTH_F1 = 2, + SHD_VORONOI_DISTANCE_TO_EDGE = 3, + SHD_VORONOI_N_SPHERE_RADIUS = 4, +}; /* musgrave texture */ #define SHD_MUSGRAVE_MULTIFRACTAL 0 diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c index c2c937a75f8..3d90d566315 100644 --- a/source/blender/makesrna/intern/rna_nodetree.c +++ b/source/blender/makesrna/intern/rna_nodetree.c @@ -4404,25 +4404,39 @@ static void def_sh_tex_musgrave(StructRNA *srna) static void def_sh_tex_voronoi(StructRNA *srna) { - static const EnumPropertyItem prop_coloring_items[] = { - {SHD_VORONOI_INTENSITY, "INTENSITY", 0, "Intensity", "Only calculate intensity"}, - {SHD_VORONOI_CELLS, "CELLS", 0, "Cells", "Color cells by position"}, - {0, NULL, 0, NULL, NULL}, - }; - static EnumPropertyItem prop_distance_items[] = { - {SHD_VORONOI_DISTANCE, "DISTANCE", 0, "Distance", "Distance"}, - {SHD_VORONOI_MANHATTAN, "MANHATTAN", 0, "Manhattan", "Manhattan (city block) distance"}, + {SHD_VORONOI_EUCLIDEAN, "EUCLIDEAN", 0, "Euclidean", "Euclidean distance"}, + {SHD_VORONOI_MANHATTAN, "MANHATTAN", 0, "Manhattan", "Manhattan distance"}, {SHD_VORONOI_CHEBYCHEV, "CHEBYCHEV", 0, "Chebychev", "Chebychev distance"}, {SHD_VORONOI_MINKOWSKI, "MINKOWSKI", 0, "Minkowski", "Minkowski distance"}, {0, NULL, 0, NULL, NULL}}; static EnumPropertyItem prop_feature_items[] = { - {SHD_VORONOI_F1, "F1", 0, "Closest", "Closest point"}, - {SHD_VORONOI_F2, "F2", 0, "2nd Closest", "2nd closest point"}, - {SHD_VORONOI_F3, "F3", 0, "3rd Closest", "3rd closest point"}, - {SHD_VORONOI_F4, "F4", 0, "4th Closest", "4th closest point"}, - {SHD_VORONOI_F2F1, "F2F1", 0, "Crackle", "Difference between 2nd and 1st closest point"}, + {SHD_VORONOI_F1, + "F1", + 0, + "F1", + "Computes the distance to the closest point as well as its position and color"}, + {SHD_VORONOI_F2, + "F2", + 0, + "F2", + "Computes the distance to the second closest point as well as its position and color"}, + {SHD_VORONOI_SMOOTH_F1, + "SMOOTH_F1", + 0, + "Smooth F1", + "Smoothed version of F1. Weighted sum of neighbour voronoi cells"}, + {SHD_VORONOI_DISTANCE_TO_EDGE, + "DISTANCE_TO_EDGE", + 0, + "Distance To Edge", + "Computes the distance to the edge of the vornoi cell"}, + {SHD_VORONOI_N_SPHERE_RADIUS, + "N_SPHERE_RADIUS", + 0, + "N-Sphere Radius", + "Computes the radius of the n-sphere inscribed in the voronoi cell"}, {0, NULL, 0, NULL, NULL}}; PropertyRNA *prop; @@ -4430,11 +4444,11 @@ static void def_sh_tex_voronoi(StructRNA *srna) RNA_def_struct_sdna_from(srna, "NodeTexVoronoi", "storage"); def_sh_tex(srna); - prop = RNA_def_property(srna, "coloring", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "coloring"); - RNA_def_property_enum_items(prop, prop_coloring_items); - RNA_def_property_ui_text(prop, "Coloring", ""); - RNA_def_property_update(prop, 0, "rna_Node_update"); + prop = RNA_def_property(srna, "voronoi_dimensions", PROP_ENUM, PROP_NONE); + RNA_def_property_enum_sdna(prop, NULL, "dimensions"); + RNA_def_property_enum_items(prop, rna_enum_node_tex_dimensions_items); + RNA_def_property_ui_text(prop, "Dimensions", ""); + RNA_def_property_update(prop, 0, "rna_ShaderNode_socket_update"); prop = RNA_def_property(srna, "distance", PROP_ENUM, PROP_NONE); RNA_def_property_enum_sdna(prop, NULL, "distance"); @@ -4446,7 +4460,7 @@ static void def_sh_tex_voronoi(StructRNA *srna) RNA_def_property_enum_sdna(prop, NULL, "feature"); RNA_def_property_enum_items(prop, prop_feature_items); RNA_def_property_ui_text(prop, "Feature Output", ""); - RNA_def_property_update(prop, 0, "rna_Node_update"); + RNA_def_property_update(prop, 0, "rna_ShaderNode_socket_update"); } static void def_sh_tex_wave(StructRNA *srna) diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c index 7000a8a6dae..adcb93d7775 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c @@ -23,12 +23,26 @@ static bNodeSocketTemplate sh_node_tex_voronoi_in[] = { {SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + {SOCK_FLOAT, 1, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, {SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, + {SOCK_FLOAT, 1, N_("Smoothness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, {SOCK_FLOAT, 1, N_("Exponent"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 32.0f}, + {SOCK_FLOAT, 1, N_("Randomness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, {-1, 0, ""}, }; static bNodeSocketTemplate sh_node_tex_voronoi_out[] = { + {SOCK_FLOAT, + 0, + N_("Distance"), + 0.0f, + 0.0f, + 0.0f, + 0.0f, + 0.0f, + 1.0f, + PROP_NONE, + SOCK_NO_INTERNAL_LINK}, {SOCK_RGBA, 0, N_("Color"), @@ -40,16 +54,28 @@ static bNodeSocketTemplate sh_node_tex_voronoi_out[] = { 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK}, + {SOCK_VECTOR, + 0, + N_("Position"), + 0.0f, + 0.0f, + 0.0f, + 0.0f, + 0.0f, + 1.0f, + PROP_NONE, + SOCK_NO_INTERNAL_LINK}, + {SOCK_FLOAT, 0, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK}, {SOCK_FLOAT, 0, - N_("Fac"), + N_("Radius"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, - PROP_FACTOR, + PROP_NONE, SOCK_NO_INTERNAL_LINK}, {-1, 0, ""}, }; @@ -59,8 +85,8 @@ static void node_shader_init_tex_voronoi(bNodeTree *UNUSED(ntree), bNode *node) NodeTexVoronoi *tex = MEM_callocN(sizeof(NodeTexVoronoi), "NodeTexVoronoi"); BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT); BKE_texture_colormapping_default(&tex->base.color_mapping); - tex->coloring = SHD_VORONOI_INTENSITY; - tex->distance = SHD_VORONOI_DISTANCE; + tex->dimensions = 3; + tex->distance = SHD_VORONOI_EUCLIDEAN; tex->feature = SHD_VORONOI_F1; node->storage = tex; @@ -75,39 +101,96 @@ static int node_shader_gpu_tex_voronoi(GPUMaterial *mat, node_shader_gpu_default_tex_coord(mat, node, &in[0].link); node_shader_gpu_tex_mapping(mat, node, in, out); + static const char *names[][5] = { + [SHD_VORONOI_F1] = + { + "", + "node_tex_voronoi_f1_1d", + "node_tex_voronoi_f1_2d", + "node_tex_voronoi_f1_3d", + "node_tex_voronoi_f1_4d", + }, + [SHD_VORONOI_F2] = + { + "", + "node_tex_voronoi_f2_1d", + "node_tex_voronoi_f2_2d", + "node_tex_voronoi_f2_3d", + "node_tex_voronoi_f2_4d", + }, + [SHD_VORONOI_SMOOTH_F1] = + { + "", + "node_tex_voronoi_smooth_f1_1d", + "node_tex_voronoi_smooth_f1_2d", + "node_tex_voronoi_smooth_f1_3d", + "node_tex_voronoi_smooth_f1_4d", + }, + [SHD_VORONOI_DISTANCE_TO_EDGE] = + { + "", + "node_tex_voronoi_distance_to_edge_1d", + "node_tex_voronoi_distance_to_edge_2d", + "node_tex_voronoi_distance_to_edge_3d", + "node_tex_voronoi_distance_to_edge_4d", + }, + [SHD_VORONOI_N_SPHERE_RADIUS] = + { + "", + "node_tex_voronoi_n_sphere_radius_1d", + "node_tex_voronoi_n_sphere_radius_2d", + "node_tex_voronoi_n_sphere_radius_3d", + "node_tex_voronoi_n_sphere_radius_4d", + }, + }; + NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage; - float coloring = tex->coloring; float metric = tex->distance; - float feature = tex->feature; - - return GPU_stack_link(mat, - node, - "node_tex_voronoi", - in, - out, - GPU_constant(&coloring), - GPU_constant(&metric), - GPU_constant(&feature)); + + BLI_assert(tex->feature >= 0 && tex->feature < 5); + BLI_assert(tex->dimensions > 0 && tex->dimensions < 5); + + return GPU_stack_link( + mat, node, names[tex->feature][tex->dimensions], in, out, GPU_constant(&metric)); } static void node_shader_update_tex_voronoi(bNodeTree *UNUSED(ntree), bNode *node) { + bNodeSocket *inVectorSock = nodeFindSocket(node, SOCK_IN, "Vector"); + bNodeSocket *inWSock = nodeFindSocket(node, SOCK_IN, "W"); + bNodeSocket *inSmoothnessSock = nodeFindSocket(node, SOCK_IN, "Smoothness"); + bNodeSocket *inExponentSock = nodeFindSocket(node, SOCK_IN, "Exponent"); + + bNodeSocket *outDistanceSock = nodeFindSocket(node, SOCK_OUT, "Distance"); + bNodeSocket *outColorSock = nodeFindSocket(node, SOCK_OUT, "Color"); + bNodeSocket *outPositionSock = nodeFindSocket(node, SOCK_OUT, "Position"); + bNodeSocket *outWSock = nodeFindSocket(node, SOCK_OUT, "W"); + bNodeSocket *outRadiusSock = nodeFindSocket(node, SOCK_OUT, "Radius"); + NodeTexVoronoi *tex = (NodeTexVoronoi *)node->storage; - bNodeSocket *sock; - - for (sock = node->inputs.first; sock; sock = sock->next) { - if (STREQ(sock->name, "Exponent")) { - if (tex->distance == SHD_VORONOI_MINKOWSKI) { - sock->flag &= ~SOCK_UNAVAIL; - } - else { - sock->flag |= SOCK_UNAVAIL; - } - } - } + + nodeSetSocketAvailability(inWSock, tex->dimensions == 1 || tex->dimensions == 4); + nodeSetSocketAvailability(inVectorSock, tex->dimensions != 1); + nodeSetSocketAvailability( + inExponentSock, + tex->distance == SHD_VORONOI_MINKOWSKI && tex->dimensions != 1 && + !ELEM(tex->feature, SHD_VORONOI_DISTANCE_TO_EDGE, SHD_VORONOI_N_SPHERE_RADIUS)); + nodeSetSocketAvailability(inSmoothnessSock, tex->feature == SHD_VORONOI_SMOOTH_F1); + nodeSetSocketAvailability(outDistanceSock, tex->feature != SHD_VORONOI_N_SPHERE_RADIUS); + nodeSetSocketAvailability(outColorSock, + tex->feature != SHD_VORONOI_DISTANCE_TO_EDGE && + tex->feature != SHD_VORONOI_N_SPHERE_RADIUS); + nodeSetSocketAvailability(outPositionSock, + tex->feature != SHD_VORONOI_DISTANCE_TO_EDGE && + tex->feature != SHD_VORONOI_N_SPHERE_RADIUS && + tex->dimensions != 1); + nodeSetSocketAvailability(outWSock, + tex->feature != SHD_VORONOI_DISTANCE_TO_EDGE && + tex->feature != SHD_VORONOI_N_SPHERE_RADIUS && + (tex->dimensions == 1 || tex->dimensions == 4)); + nodeSetSocketAvailability(outRadiusSock, tex->feature == SHD_VORONOI_N_SPHERE_RADIUS); } -/* node type definition */ void register_node_type_sh_tex_voronoi(void) { static bNodeType ntype; |