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blender/intern/cycles/kernel/shaders/node_voronoi_texture.osl

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdosl.h"
#include "vector2.h"
#include "vector4.h"
#include "node_hash.h"
#define vector3 point
/* **** Distance Functions **** */
float distance(float a, float b)
{
return abs(a - b);
}
float distance(vector2 a, vector2 b)
{
return length(a - b);
}
float distance(vector4 a, vector4 b)
{
return length(a - b);
}
/* **** Safe Division **** */
vector2 safe_divide(vector2 a, float b)
{
return vector2((b != 0.0) ? a.x / b : 0.0, (b != 0.0) ? a.y / b : 0.0);
}
vector4 safe_divide(vector4 a, float b)
{
return vector4((b != 0.0) ? a.x / b : 0.0,
(b != 0.0) ? a.y / b : 0.0,
(b != 0.0) ? a.z / b : 0.0,
(b != 0.0) ? a.w / b : 0.0);
}
/*
* Smooth Voronoi:
*
* - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
*
* Distance To Edge:
*
* - https://www.shadertoy.com/view/llG3zy
*
*/
/* **** 1D Voronoi **** */
float voronoi_distance(float a, float b, string metric, float exponent)
{
return abs(a - b);
}
void voronoi_f1_1d(float w,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output float outW)
{
float cellPosition = floor(w);
float localPosition = w - cellPosition;
float minDistance = 8.0;
float targetOffset, targetPosition;
for (int i = -1; i <= 1; i++) {
float cellOffset = float(i);
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
outDistance = minDistance;
outColor = hash_float_to_color(cellPosition + targetOffset);
outW = targetPosition + cellPosition;
}
void voronoi_smooth_f1_1d(float w,
float smoothness,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output float outW)
{
float cellPosition = floor(w);
float localPosition = w - cellPosition;
float smoothDistance = 8.0;
float smoothPosition = 0.0;
color smoothColor = color(0.0);
for (int i = -2; i <= 2; i++) {
float cellOffset = float(i);
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0 - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0 + 3.0 * smoothness;
color cellColor = hash_float_to_color(cellPosition + cellOffset);
smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
outDistance = smoothDistance;
outColor = smoothColor;
outW = cellPosition + smoothPosition;
}
void voronoi_f2_1d(float w,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output float outW)
{
float cellPosition = floor(w);
float localPosition = w - cellPosition;
float distanceF1 = 8.0;
float distanceF2 = 8.0;
float offsetF1 = 0.0;
float positionF1 = 0.0;
float offsetF2, positionF2;
for (int i = -1; i <= 1; i++) {
float cellOffset = float(i);
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < distanceF1) {
distanceF2 = distanceF1;
distanceF1 = distanceToPoint;
offsetF2 = offsetF1;
offsetF1 = cellOffset;
positionF2 = positionF1;
positionF1 = pointPosition;
}
else if (distanceToPoint < distanceF2) {
distanceF2 = distanceToPoint;
offsetF2 = cellOffset;
positionF2 = pointPosition;
}
}
outDistance = distanceF2;
outColor = hash_float_to_color(cellPosition + offsetF2);
outW = positionF2 + cellPosition;
}
void voronoi_distance_to_edge_1d(float w, float randomness, output float outDistance)
{
float cellPosition = floor(w);
float localPosition = w - cellPosition;
float minDistance = 8.0;
for (int i = -1; i <= 1; i++) {
float cellOffset = float(i);
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(pointPosition, localPosition);
minDistance = min(distanceToPoint, minDistance);
}
outDistance = minDistance;
}
void voronoi_n_sphere_radius_1d(float w, float randomness, output float outRadius)
{
float cellPosition = floor(w);
float localPosition = w - cellPosition;
float closestPoint;
float closestPointOffset;
float minDistance = 8.0;
for (int i = -1; i <= 1; i++) {
float cellOffset = float(i);
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
minDistance = 8.0;
float closestPointToClosestPoint;
for (int i = -1; i <= 1; i++) {
if (i == 0) {
continue;
}
float cellOffset = float(i) + closestPointOffset;
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
}
/* **** 2D Voronoi **** */
float voronoi_distance(vector2 a, vector2 b, string metric, float exponent)
{
if (metric == "euclidean") {
return distance(a, b);
}
else if (metric == "manhattan") {
return abs(a.x - b.x) + abs(a.y - b.y);
}
else if (metric == "chebychev") {
return max(abs(a.x - b.x), abs(a.y - b.y));
}
else if (metric == "minkowski") {
return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent), 1.0 / exponent);
}
else {
return 0.0;
}
}
void voronoi_f1_2d(vector2 coord,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output vector2 outPosition)
{
vector2 cellPosition = floor(coord);
vector2 localPosition = coord - cellPosition;
float minDistance = 8.0;
vector2 targetOffset, targetPosition;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector2 cellOffset = vector2(i, j);
vector2 pointPosition = cellOffset +
hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
}
outDistance = minDistance;
outColor = hash_vector2_to_color(cellPosition + targetOffset);
outPosition = targetPosition + cellPosition;
}
void voronoi_smooth_f1_2d(vector2 coord,
float smoothness,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output vector2 outPosition)
{
vector2 cellPosition = floor(coord);
vector2 localPosition = coord - cellPosition;
float smoothDistance = 8.0;
color smoothColor = color(0.0);
vector2 smoothPosition = vector2(0.0, 0.0);
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
vector2 cellOffset = vector2(i, j);
vector2 pointPosition = cellOffset +
hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
float h = smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0 - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0 + 3.0 * smoothness;
color cellColor = hash_vector2_to_color(cellPosition + cellOffset);
smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
}
outDistance = smoothDistance;
outColor = smoothColor;
outPosition = cellPosition + smoothPosition;
}
void voronoi_f2_2d(vector2 coord,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output vector2 outPosition)
{
vector2 cellPosition = floor(coord);
vector2 localPosition = coord - cellPosition;
float distanceF1 = 8.0;
float distanceF2 = 8.0;
vector2 offsetF1 = vector2(0.0, 0.0);
vector2 positionF1 = vector2(0.0, 0.0);
vector2 offsetF2, positionF2;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector2 cellOffset = vector2(i, j);
vector2 pointPosition = cellOffset +
hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < distanceF1) {
distanceF2 = distanceF1;
distanceF1 = distanceToPoint;
offsetF2 = offsetF1;
offsetF1 = cellOffset;
positionF2 = positionF1;
positionF1 = pointPosition;
}
else if (distanceToPoint < distanceF2) {
distanceF2 = distanceToPoint;
offsetF2 = cellOffset;
positionF2 = pointPosition;
}
}
}
outDistance = distanceF2;
outColor = hash_vector2_to_color(cellPosition + offsetF2);
outPosition = positionF2 + cellPosition;
}
void voronoi_distance_to_edge_2d(vector2 coord, float randomness, output float outDistance)
{
vector2 cellPosition = floor(coord);
vector2 localPosition = coord - cellPosition;
vector2 vectorToClosest;
float minDistance = 8.0;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector2 cellOffset = vector2(i, j);
vector2 vectorToPoint = cellOffset +
hash_vector2_to_vector2(cellPosition + cellOffset) * randomness -
localPosition;
float distanceToPoint = dot(vectorToPoint, vectorToPoint);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
vectorToClosest = vectorToPoint;
}
}
}
minDistance = 8.0;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector2 cellOffset = vector2(i, j);
vector2 vectorToPoint = cellOffset +
hash_vector2_to_vector2(cellPosition + cellOffset) * randomness -
localPosition;
vector2 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) {
float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0,
normalize(perpendicularToEdge));
minDistance = min(minDistance, distanceToEdge);
}
}
}
outDistance = minDistance;
}
void voronoi_n_sphere_radius_2d(vector2 coord, float randomness, output float outRadius)
{
vector2 cellPosition = floor(coord);
vector2 localPosition = coord - cellPosition;
vector2 closestPoint;
vector2 closestPointOffset;
float minDistance = 8.0;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector2 cellOffset = vector2(i, j);
vector2 pointPosition = cellOffset +
hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
}
minDistance = 8.0;
vector2 closestPointToClosestPoint;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
if (i == 0 && j == 0) {
continue;
}
vector2 cellOffset = vector2(i, j) + closestPointOffset;
vector2 pointPosition = cellOffset +
hash_vector2_to_vector2(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
}
/* **** 3D Voronoi **** */
float voronoi_distance(vector3 a, vector3 b, string metric, float exponent)
{
if (metric == "euclidean") {
return distance(a, b);
}
else if (metric == "manhattan") {
return abs(a[0] - b[0]) + abs(a[1] - b[1]) + abs(a[2] - b[2]);
}
else if (metric == "chebychev") {
return max(abs(a[0] - b[0]), max(abs(a[1] - b[1]), abs(a[2] - b[2])));
}
else if (metric == "minkowski") {
return pow(pow(abs(a[0] - b[0]), exponent) + pow(abs(a[1] - b[1]), exponent) +
pow(abs(a[2] - b[2]), exponent),
1.0 / exponent);
}
else {
return 0.0;
}
}
void voronoi_f1_3d(vector3 coord,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output vector3 outPosition)
{
vector3 cellPosition = floor(coord);
vector3 localPosition = coord - cellPosition;
float minDistance = 8.0;
vector3 targetOffset, targetPosition;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector3 cellOffset = vector3(i, j, k);
vector3 pointPosition = cellOffset +
hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
}
}
outDistance = minDistance;
outColor = hash_vector3_to_color(cellPosition + targetOffset);
outPosition = targetPosition + cellPosition;
}
void voronoi_smooth_f1_3d(vector3 coord,
float smoothness,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output vector3 outPosition)
{
vector3 cellPosition = floor(coord);
vector3 localPosition = coord - cellPosition;
float smoothDistance = 8.0;
color smoothColor = color(0.0);
vector3 smoothPosition = vector3(0.0);
for (int k = -2; k <= 2; k++) {
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
vector3 cellOffset = vector3(i, j, k);
vector3 pointPosition = cellOffset +
hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
float h = smoothstep(
0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0 - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0 + 3.0 * smoothness;
color cellColor = hash_vector3_to_color(cellPosition + cellOffset);
smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
}
}
outDistance = smoothDistance;
outColor = smoothColor;
outPosition = cellPosition + smoothPosition;
}
void voronoi_f2_3d(vector3 coord,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output vector3 outPosition)
{
vector3 cellPosition = floor(coord);
vector3 localPosition = coord - cellPosition;
float distanceF1 = 8.0;
float distanceF2 = 8.0;
vector3 offsetF1 = vector3(0.0);
vector3 positionF1 = vector3(0.0);
vector3 offsetF2, positionF2;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector3 cellOffset = vector3(i, j, k);
vector3 pointPosition = cellOffset +
hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < distanceF1) {
distanceF2 = distanceF1;
distanceF1 = distanceToPoint;
offsetF2 = offsetF1;
offsetF1 = cellOffset;
positionF2 = positionF1;
positionF1 = pointPosition;
}
else if (distanceToPoint < distanceF2) {
distanceF2 = distanceToPoint;
offsetF2 = cellOffset;
positionF2 = pointPosition;
}
}
}
}
outDistance = distanceF2;
outColor = hash_vector3_to_color(cellPosition + offsetF2);
outPosition = positionF2 + cellPosition;
}
void voronoi_distance_to_edge_3d(vector3 coord, float randomness, output float outDistance)
{
vector3 cellPosition = floor(coord);
vector3 localPosition = coord - cellPosition;
vector3 vectorToClosest;
float minDistance = 8.0;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector3 cellOffset = vector3(i, j, k);
vector3 vectorToPoint = cellOffset +
hash_vector3_to_vector3(cellPosition + cellOffset) * randomness -
localPosition;
float distanceToPoint = dot(vectorToPoint, vectorToPoint);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
vectorToClosest = vectorToPoint;
}
}
}
}
minDistance = 8.0;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector3 cellOffset = vector3(i, j, k);
vector3 vectorToPoint = cellOffset +
hash_vector3_to_vector3(cellPosition + cellOffset) * randomness -
localPosition;
vector3 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) {
float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0,
normalize(perpendicularToEdge));
minDistance = min(minDistance, distanceToEdge);
}
}
}
}
outDistance = minDistance;
}
void voronoi_n_sphere_radius_3d(vector3 coord, float randomness, output float outRadius)
{
vector3 cellPosition = floor(coord);
vector3 localPosition = coord - cellPosition;
vector3 closestPoint;
vector3 closestPointOffset;
float minDistance = 8.0;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector3 cellOffset = vector3(i, j, k);
vector3 pointPosition = cellOffset +
hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
}
}
minDistance = 8.0;
vector3 closestPointToClosestPoint;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
if (i == 0 && j == 0 && k == 0) {
continue;
}
vector3 cellOffset = vector3(i, j, k) + closestPointOffset;
vector3 pointPosition = cellOffset +
hash_vector3_to_vector3(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
}
outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
}
/* **** 4D Voronoi **** */
float voronoi_distance(vector4 a, vector4 b, string metric, float exponent)
{
if (metric == "euclidean") {
return distance(a, b);
}
else if (metric == "manhattan") {
return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z) + abs(a.w - b.w);
}
else if (metric == "chebychev") {
return max(abs(a.x - b.x), max(abs(a.y - b.y), max(abs(a.z - b.z), abs(a.w - b.w))));
}
else if (metric == "minkowski") {
return pow(pow(abs(a.x - b.x), exponent) + pow(abs(a.y - b.y), exponent) +
pow(abs(a.z - b.z), exponent) + pow(abs(a.w - b.w), exponent),
1.0 / exponent);
}
else {
return 0.0;
}
}
void voronoi_f1_4d(vector4 coord,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output vector4 outPosition)
{
vector4 cellPosition = floor(coord);
vector4 localPosition = coord - cellPosition;
float minDistance = 8.0;
vector4 targetOffset, targetPosition;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector4 cellOffset = vector4(i, j, k, u);
vector4 pointPosition = cellOffset +
hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
}
}
}
outDistance = minDistance;
outColor = hash_vector4_to_color(cellPosition + targetOffset);
outPosition = targetPosition + cellPosition;
}
void voronoi_smooth_f1_4d(vector4 coord,
float smoothness,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output vector4 outPosition)
{
vector4 cellPosition = floor(coord);
vector4 localPosition = coord - cellPosition;
float smoothDistance = 8.0;
color smoothColor = color(0.0);
vector4 smoothPosition = vector4(0.0, 0.0, 0.0, 0.0);
for (int u = -2; u <= 2; u++) {
for (int k = -2; k <= 2; k++) {
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
vector4 cellOffset = vector4(i, j, k, u);
vector4 pointPosition = cellOffset +
hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
float h = smoothstep(
0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0 - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0 + 3.0 * smoothness;
color cellColor = hash_vector4_to_color(cellPosition + cellOffset);
smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
}
}
}
outDistance = smoothDistance;
outColor = smoothColor;
outPosition = cellPosition + smoothPosition;
}
void voronoi_f2_4d(vector4 coord,
float exponent,
float randomness,
string metric,
output float outDistance,
output color outColor,
output vector4 outPosition)
{
vector4 cellPosition = floor(coord);
vector4 localPosition = coord - cellPosition;
float distanceF1 = 8.0;
float distanceF2 = 8.0;
vector4 offsetF1 = vector4(0.0, 0.0, 0.0, 0.0);
vector4 positionF1 = vector4(0.0, 0.0, 0.0, 0.0);
vector4 offsetF2, positionF2;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector4 cellOffset = vector4(i, j, k, u);
vector4 pointPosition = cellOffset +
hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < distanceF1) {
distanceF2 = distanceF1;
distanceF1 = distanceToPoint;
offsetF2 = offsetF1;
offsetF1 = cellOffset;
positionF2 = positionF1;
positionF1 = pointPosition;
}
else if (distanceToPoint < distanceF2) {
distanceF2 = distanceToPoint;
offsetF2 = cellOffset;
positionF2 = pointPosition;
}
}
}
}
}
outDistance = distanceF2;
outColor = hash_vector4_to_color(cellPosition + offsetF2);
outPosition = positionF2 + cellPosition;
}
void voronoi_distance_to_edge_4d(vector4 coord, float randomness, output float outDistance)
{
vector4 cellPosition = floor(coord);
vector4 localPosition = coord - cellPosition;
vector4 vectorToClosest;
float minDistance = 8.0;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector4 cellOffset = vector4(i, j, k, u);
vector4 vectorToPoint = cellOffset +
hash_vector4_to_vector4(cellPosition + cellOffset) * randomness -
localPosition;
float distanceToPoint = dot(vectorToPoint, vectorToPoint);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
vectorToClosest = vectorToPoint;
}
}
}
}
}
minDistance = 8.0;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector4 cellOffset = vector4(i, j, k, u);
vector4 vectorToPoint = cellOffset +
hash_vector4_to_vector4(cellPosition + cellOffset) * randomness -
localPosition;
vector4 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001) {
float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0,
normalize(perpendicularToEdge));
minDistance = min(minDistance, distanceToEdge);
}
}
}
}
}
outDistance = minDistance;
}
void voronoi_n_sphere_radius_4d(vector4 coord, float randomness, output float outRadius)
{
vector4 cellPosition = floor(coord);
vector4 localPosition = coord - cellPosition;
vector4 closestPoint;
vector4 closestPointOffset;
float minDistance = 8.0;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vector4 cellOffset = vector4(i, j, k, u);
vector4 pointPosition = cellOffset +
hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
}
}
}
minDistance = 8.0;
vector4 closestPointToClosestPoint;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
if (i == 0 && j == 0 && k == 0 && u == 0) {
continue;
}
vector4 cellOffset = vector4(i, j, k, u) + closestPointOffset;
vector4 pointPosition = cellOffset +
hash_vector4_to_vector4(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
}
}
outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0;
}
shader node_voronoi_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string dimensions = "3D",
string feature = "f1",
string metric = "euclidean",
vector3 Vector = P,
float WIn = 0.0,
float Scale = 5.0,
float Smoothness = 5.0,
float Exponent = 1.0,
float Randomness = 1.0,
output float Distance = 0.0,
output color Color = 0.0,
output vector3 Position = P,
output float WOut = 0.0,
output float Radius = 0.0)
{
float randomness = clamp(Randomness, 0.0, 1.0);
float smoothness = clamp(Smoothness / 2.0, 0.0, 0.5);
vector3 coord = Vector;
if (use_mapping)
coord = transform(mapping, coord);
float w = WIn * Scale;
coord *= Scale;
if (dimensions == "1D") {
if (feature == "f1") {
voronoi_f1_1d(w, Exponent, randomness, metric, Distance, Color, WOut);
}
else if (feature == "smooth_f1") {
voronoi_smooth_f1_1d(w, smoothness, Exponent, randomness, metric, Distance, Color, WOut);
}
else if (feature == "f2") {
voronoi_f2_1d(w, Exponent, randomness, metric, Distance, Color, WOut);
}
else if (feature == "distance_to_edge") {
voronoi_distance_to_edge_1d(w, randomness, Distance);
}
else if (feature == "n_sphere_radius") {
voronoi_n_sphere_radius_1d(w, randomness, Radius);
}
else {
error("Unknown feature!");
}
WOut = (Scale != 0.0) ? WOut / Scale : 0.0;
}
else if (dimensions == "2D") {
vector2 coord2D = vector2(coord[0], coord[1]);
vector2 outPosition2D;
if (feature == "f1") {
voronoi_f1_2d(coord2D, Exponent, randomness, metric, Distance, Color, outPosition2D);
}
else if (feature == "smooth_f1") {
voronoi_smooth_f1_2d(
coord2D, smoothness, Exponent, randomness, metric, Distance, Color, outPosition2D);
}
else if (feature == "f2") {
voronoi_f2_2d(coord2D, Exponent, randomness, metric, Distance, Color, outPosition2D);
}
else if (feature == "distance_to_edge") {
voronoi_distance_to_edge_2d(coord2D, randomness, Distance);
}
else if (feature == "n_sphere_radius") {
voronoi_n_sphere_radius_2d(coord2D, randomness, Radius);
}
else {
error("Unknown feature!");
}
outPosition2D = safe_divide(outPosition2D, Scale);
Position = vector3(outPosition2D.x, outPosition2D.y, 0.0);
}
else if (dimensions == "3D") {
if (feature == "f1") {
voronoi_f1_3d(coord, Exponent, randomness, metric, Distance, Color, Position);
}
else if (feature == "smooth_f1") {
voronoi_smooth_f1_3d(
coord, smoothness, Exponent, randomness, metric, Distance, Color, Position);
}
else if (feature == "f2") {
voronoi_f2_3d(coord, Exponent, randomness, metric, Distance, Color, Position);
}
else if (feature == "distance_to_edge") {
voronoi_distance_to_edge_3d(coord, randomness, Distance);
}
else if (feature == "n_sphere_radius") {
voronoi_n_sphere_radius_3d(coord, randomness, Radius);
}
else {
error("Unknown feature!");
}
Position = (Scale != 0.0) ? Position / Scale : vector3(0.0);
}
else if (dimensions == "4D") {
vector4 coord4D = vector4(coord[0], coord[1], coord[2], w);
vector4 outPosition4D;
if (feature == "f1") {
voronoi_f1_4d(coord4D, Exponent, randomness, metric, Distance, Color, outPosition4D);
}
else if (feature == "smooth_f1") {
voronoi_smooth_f1_4d(
coord4D, smoothness, Exponent, randomness, metric, Distance, Color, outPosition4D);
}
else if (feature == "f2") {
voronoi_f2_4d(coord4D, Exponent, randomness, metric, Distance, Color, outPosition4D);
}
else if (feature == "distance_to_edge") {
voronoi_distance_to_edge_4d(coord4D, randomness, Distance);
}
else if (feature == "n_sphere_radius") {
voronoi_n_sphere_radius_4d(coord4D, randomness, Radius);
}
else {
error("Unknown feature!");
}
outPosition4D = safe_divide(outPosition4D, Scale);
Position = vector3(outPosition4D.x, outPosition4D.y, outPosition4D.z);
WOut = outPosition4D.w;
}
else {
error("Unknown dimension!");
}
}