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-rw-r--r--source/blender/blenkernel/BKE_blender_version.h2
-rw-r--r--source/blender/blenloader/intern/versioning_cycles.c254
-rw-r--r--source/blender/editors/space_node/drawnode.c8
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/intern/gpu_material_library.h11
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl17
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl26
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl1130
-rw-r--r--source/blender/makesdna/DNA_node_types.h32
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c52
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c139
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;