Geometry Nodes: Add Voronoi Texture

Port shader Voronoi to GN

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12725
This commit is contained in:
Charlie Jolly 2021-10-15 15:27:16 +01:00 committed by Charlie Jolly
parent 6e4ab5b761
commit 104887800c
10 changed files with 2016 additions and 2 deletions

View File

@ -720,6 +720,7 @@ geometry_node_categories = [
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexVoronoi"),
NodeItem("ShaderNodeTexWhiteNoise"),
]),
GeometryNodeCategory("GEO_UTILITIES", "Utilities", items=[

View File

@ -115,6 +115,11 @@ struct float2 {
return {a.x - b.x, a.y - b.y};
}
friend float2 operator-(const float2 &a, const float &b)
{
return {a.x - b, a.y - b};
}
friend float2 operator*(const float2 &a, float b)
{
return {a.x * b, a.y * b};
@ -137,6 +142,26 @@ struct float2 {
return stream;
}
static float2 safe_divide(const float2 &a, const float b)
{
return (b != 0.0f) ? a / b : float2(0.0f);
}
static float2 floor(const float2 &a)
{
return float2(floorf(a.x), floorf(a.y));
}
/**
* Returns a normalized vector. The original vector is not changed.
*/
float2 normalized() const
{
float2 result;
normalize_v2_v2(result, *this);
return result;
}
static float dot(const float2 &a, const float2 &b)
{
return a.x * b.x + a.y * b.y;

View File

@ -80,6 +80,11 @@ struct float3 {
return {-a.x, -a.y, -a.z};
}
friend float3 operator-(const float3 &a, const float &b)
{
return {a.x - b, a.y - b, a.z - b};
}
float3 &operator-=(const float3 &b)
{
this->x -= b.x;
@ -218,6 +223,16 @@ struct float3 {
return result;
}
static float3 safe_divide(const float3 &a, const float b)
{
return (b != 0.0f) ? a / b : float3(0.0f);
}
static float3 floor(const float3 &a)
{
return float3(floorf(a.x), floorf(a.y), floorf(a.z));
}
void invert()
{
x = -x;

View File

@ -44,6 +44,11 @@ struct float4 {
return &x;
}
friend float4 operator+(const float4 &a, const float &b)
{
return {a.x + b, a.y + b, a.z + b, a.w + b};
}
operator const float *() const
{
return &x;
@ -58,11 +63,27 @@ struct float4 {
return *this;
}
friend float4 operator-(const float4 &a, const float4 &b)
{
return {a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w};
}
friend float4 operator-(const float4 &a, const float &b)
{
return {a.x - b, a.y - b, a.z - b, a.w - b};
}
friend float4 operator+(const float4 &a, const float4 &b)
{
return {a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w};
}
friend float4 operator/(const float4 &a, float f)
{
BLI_assert(f != 0.0f);
return a * (1.0f / f);
}
float4 &operator*=(float factor)
{
x *= factor;
@ -81,6 +102,37 @@ struct float4 {
{
return b * a;
}
float length() const
{
return len_v4(*this);
}
static float distance(const float4 &a, const float4 &b)
{
return (a - b).length();
}
static float4 safe_divide(const float4 &a, const float b)
{
return (b != 0.0f) ? a / b : float4(0.0f);
}
static float4 interpolate(const float4 &a, const float4 &b, float t)
{
return a * (1 - t) + b * t;
}
static float4 floor(const float4 &a)
{
return float4(floorf(a.x), floorf(a.y), floorf(a.z), floorf(a.w));
}
static float4 normalize(const float4 &a)
{
const float t = len_v4(a);
return (t != 0.0f) ? a / t : float4(0.0f);
}
};
} // namespace blender

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@ -112,4 +112,98 @@ float3 perlin_float3_fractal_distorted(float4 position,
/** \} */
/* -------------------------------------------------------------------- */
/** \name Voronoi Noise
* \{ */
void voronoi_f1(
const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w);
void voronoi_smooth_f1(const float w,
const float smoothness,
const float randomness,
float *r_distance,
float3 *r_color,
float *r_w);
void voronoi_f2(
const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w);
void voronoi_distance_to_edge(const float w, const float randomness, float *r_distance);
void voronoi_n_sphere_radius(const float w, const float randomness, float *r_radius);
void voronoi_f1(const float2 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float2 *r_position);
void voronoi_smooth_f1(const float2 coord,
const float smoothness,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float2 *r_position);
void voronoi_f2(const float2 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float2 *r_position);
void voronoi_distance_to_edge(const float2 coord, const float randomness, float *r_distance);
void voronoi_n_sphere_radius(const float2 coord, const float randomness, float *r_radius);
void voronoi_f1(const float3 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float3 *r_position);
void voronoi_smooth_f1(const float3 coord,
const float smoothness,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float3 *r_position);
void voronoi_f2(const float3 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float3 *r_position);
void voronoi_distance_to_edge(const float3 coord, const float randomness, float *r_distance);
void voronoi_n_sphere_radius(const float3 coord, const float randomness, float *r_radius);
void voronoi_f1(const float4 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float4 *r_position);
void voronoi_smooth_f1(const float4 coord,
const float smoothness,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float4 *r_position);
void voronoi_f2(const float4 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float4 *r_position);
void voronoi_distance_to_edge(const float4 coord, const float randomness, float *r_distance);
void voronoi_n_sphere_radius(const float4 coord, const float randomness, float *r_radius);
/** \} */
} // namespace blender::noise

View File

@ -511,6 +511,22 @@ MINLINE float smoothminf(float a, float b, float c)
}
}
MINLINE float smoothstep(float edge0, float edge1, float x)
{
float result;
if (x < edge0) {
result = 0.0f;
}
else if (x >= edge1) {
result = 1.0f;
}
else {
float t = (x - edge0) / (edge1 - edge0);
result = (3.0f - 2.0f * t) * (t * t);
}
return result;
}
MINLINE double min_dd(double a, double b)
{
return (a < b) ? a : b;

View File

@ -1145,6 +1145,19 @@ MINLINE float len_v3v3(const float a[3], const float b[3])
return len_v3(d);
}
MINLINE float len_v4(const float a[4])
{
return sqrtf(dot_v4v4(a, a));
}
MINLINE float len_v4v4(const float a[4], const float b[4])
{
float d[4];
sub_v4_v4v4(d, b, a);
return len_v4(d);
}
/**
* \note any vectors containing `nan` will be zeroed out.
*/

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@ -52,6 +52,7 @@
#include "BLI_float2.hh"
#include "BLI_float3.hh"
#include "BLI_float4.hh"
#include "BLI_math_base_safe.h"
#include "BLI_noise.hh"
#include "BLI_utildefines.h"
@ -755,4 +756,893 @@ float3 perlin_float3_fractal_distorted(float4 position,
perlin_fractal(position + random_float4_offset(5.0f), octaves, roughness));
}
/*
* Voronoi: Ported from Cycles code.
*
* Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.
*
* Smooth Voronoi:
*
* - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
*
* Distance To Edge based on:
*
* - https://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm
* - https://www.shadertoy.com/view/ldl3W8
*
* With optimization to change -2..2 scan window to -1..1 for better performance,
* as explained in https://www.shadertoy.com/view/llG3zy.
*/
/* **** 1D Voronoi **** */
/* Ensure to align with DNA. */
enum {
NOISE_SHD_VORONOI_EUCLIDEAN = 0,
NOISE_SHD_VORONOI_MANHATTAN = 1,
NOISE_SHD_VORONOI_CHEBYCHEV = 2,
NOISE_SHD_VORONOI_MINKOWSKI = 3,
};
BLI_INLINE float voronoi_distance(const float a, const float b)
{
return fabsf(b - a);
}
void voronoi_f1(
const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w)
{
const float cellPosition = floorf(w);
const float localPosition = w - cellPosition;
float minDistance = 8.0f;
float targetOffset = 0.0f;
float targetPosition = 0.0f;
for (int i = -1; i <= 1; i++) {
const float cellOffset = i;
const float pointPosition = cellOffset +
hash_float_to_float(cellPosition + cellOffset) * randomness;
const float distanceToPoint = voronoi_distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
*r_distance = minDistance;
*r_color = hash_float_to_float3(cellPosition + targetOffset);
*r_w = targetPosition + cellPosition;
}
void voronoi_smooth_f1(const float w,
const float smoothness,
const float randomness,
float *r_distance,
float3 *r_color,
float *r_w)
{
const float cellPosition = floorf(w);
const float localPosition = w - cellPosition;
float smoothDistance = 8.0f;
float smoothPosition = 0.0f;
float3 smoothColor = float3(0.0f, 0.0f, 0.0f);
for (int i = -2; i <= 2; i++) {
const float cellOffset = i;
const float pointPosition = cellOffset +
hash_float_to_float(cellPosition + cellOffset) * randomness;
const float distanceToPoint = voronoi_distance(pointPosition, localPosition);
const float h = smoothstep(
0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0f - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0f + 3.0f * smoothness;
const float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
smoothColor = float3::interpolate(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
*r_distance = smoothDistance;
*r_color = smoothColor;
*r_w = cellPosition + smoothPosition;
}
void voronoi_f2(
const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w)
{
const float cellPosition = floorf(w);
const float localPosition = w - cellPosition;
float distanceF1 = 8.0f;
float distanceF2 = 8.0f;
float offsetF1 = 0.0f;
float positionF1 = 0.0f;
float offsetF2 = 0.0f;
float positionF2 = 0.0f;
for (int i = -1; i <= 1; i++) {
const float cellOffset = i;
const float pointPosition = cellOffset +
hash_float_to_float(cellPosition + cellOffset) * randomness;
const float distanceToPoint = voronoi_distance(pointPosition, localPosition);
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;
}
}
*r_distance = distanceF2;
*r_color = hash_float_to_float3(cellPosition + offsetF2);
*r_w = positionF2 + cellPosition;
}
void voronoi_distance_to_edge(const float w, const float randomness, float *r_distance)
{
const float cellPosition = floorf(w);
const float localPosition = w - cellPosition;
const float midPointPosition = hash_float_to_float(cellPosition) * randomness;
const float leftPointPosition = -1.0f + hash_float_to_float(cellPosition - 1.0f) * randomness;
const float rightPointPosition = 1.0f + hash_float_to_float(cellPosition + 1.0f) * randomness;
const float distanceToMidLeft = fabsf((midPointPosition + leftPointPosition) / 2.0f -
localPosition);
const float distanceToMidRight = fabsf((midPointPosition + rightPointPosition) / 2.0f -
localPosition);
*r_distance = std::min(distanceToMidLeft, distanceToMidRight);
}
void voronoi_n_sphere_radius(const float w, const float randomness, float *r_radius)
{
const float cellPosition = floorf(w);
const float localPosition = w - cellPosition;
float closestPoint = 0.0f;
float closestPointOffset = 0.0f;
float minDistance = 8.0f;
for (int i = -1; i <= 1; i++) {
const float cellOffset = i;
const float pointPosition = cellOffset +
hash_float_to_float(cellPosition + cellOffset) * randomness;
const float distanceToPoint = fabsf(pointPosition - localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
minDistance = 8.0f;
float closestPointToClosestPoint = 0.0f;
for (int i = -1; i <= 1; i++) {
if (i == 0) {
continue;
}
const float cellOffset = i + closestPointOffset;
const float pointPosition = cellOffset +
hash_float_to_float(cellPosition + cellOffset) * randomness;
const float distanceToPoint = fabsf(closestPoint - pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
*r_radius = fabsf(closestPointToClosestPoint - closestPoint) / 2.0f;
}
/* **** 2D Voronoi **** */
static float voronoi_distance(const float2 a,
const float2 b,
const int metric,
const float exponent)
{
switch (metric) {
case NOISE_SHD_VORONOI_EUCLIDEAN:
return float2::distance(a, b);
case NOISE_SHD_VORONOI_MANHATTAN:
return fabsf(a.x - b.x) + fabsf(a.y - b.y);
case NOISE_SHD_VORONOI_CHEBYCHEV:
return std::max(fabsf(a.x - b.x), fabsf(a.y - b.y));
case NOISE_SHD_VORONOI_MINKOWSKI:
return powf(powf(fabsf(a.x - b.x), exponent) + powf(fabsf(a.y - b.y), exponent),
1.0f / exponent);
default:
BLI_assert_unreachable();
break;
}
return 0.0f;
}
void voronoi_f1(const float2 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float2 *r_position)
{
const float2 cellPosition = float2::floor(coord);
const float2 localPosition = coord - cellPosition;
float minDistance = 8.0f;
float2 targetOffset = float2(0.0f, 0.0f);
float2 targetPosition = float2(0.0f, 0.0f);
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float2 cellOffset = float2(i, j);
const float2 pointPosition = cellOffset +
hash_float_to_float2(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
}
*r_distance = minDistance;
*r_color = hash_float_to_float3(cellPosition + targetOffset);
*r_position = targetPosition + cellPosition;
}
void voronoi_smooth_f1(const float2 coord,
const float smoothness,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float2 *r_position)
{
const float2 cellPosition = float2::floor(coord);
const float2 localPosition = coord - cellPosition;
float smoothDistance = 8.0f;
float3 smoothColor = float3(0.0f, 0.0f, 0.0f);
float2 smoothPosition = float2(0.0f, 0.0f);
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
const float2 cellOffset = float2(i, j);
const float2 pointPosition = cellOffset +
hash_float_to_float2(cellPosition + cellOffset) * randomness;
const float distanceToPoint = voronoi_distance(
pointPosition, localPosition, metric, exponent);
const float h = smoothstep(
0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0f - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0f + 3.0f * smoothness;
const float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
smoothColor = float3::interpolate(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = float2::interpolate(smoothPosition, pointPosition, h) - correctionFactor;
}
}
*r_distance = smoothDistance;
*r_color = smoothColor;
*r_position = cellPosition + smoothPosition;
}
void voronoi_f2(const float2 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float2 *r_position)
{
const float2 cellPosition = float2::floor(coord);
const float2 localPosition = coord - cellPosition;
float distanceF1 = 8.0f;
float distanceF2 = 8.0f;
float2 offsetF1 = float2(0.0f, 0.0f);
float2 positionF1 = float2(0.0f, 0.0f);
float2 offsetF2 = float2(0.0f, 0.0f);
float2 positionF2 = float2(0.0f, 0.0f);
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float2 cellOffset = float2(i, j);
const float2 pointPosition = cellOffset +
hash_float_to_float2(cellPosition + cellOffset) * randomness;
const 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;
}
}
}
*r_distance = distanceF2;
*r_color = hash_float_to_float3(cellPosition + offsetF2);
*r_position = positionF2 + cellPosition;
}
void voronoi_distance_to_edge(const float2 coord, const float randomness, float *r_distance)
{
const float2 cellPosition = float2::floor(coord);
const float2 localPosition = coord - cellPosition;
float2 vectorToClosest = float2(0.0f, 0.0f);
float minDistance = 8.0f;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float2 cellOffset = float2(i, j);
const float2 vectorToPoint = cellOffset +
hash_float_to_float2(cellPosition + cellOffset) * randomness -
localPosition;
const float distanceToPoint = dot_v2v2(vectorToPoint, vectorToPoint);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
vectorToClosest = vectorToPoint;
}
}
}
minDistance = 8.0f;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float2 cellOffset = float2(i, j);
const float2 vectorToPoint = cellOffset +
hash_float_to_float2(cellPosition + cellOffset) * randomness -
localPosition;
const float2 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot_v2v2(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
const float distanceToEdge = dot_v2v2((vectorToClosest + vectorToPoint) / 2.0f,
perpendicularToEdge.normalized());
minDistance = std::min(minDistance, distanceToEdge);
}
}
}
*r_distance = minDistance;
}
void voronoi_n_sphere_radius(const float2 coord, const float randomness, float *r_radius)
{
const float2 cellPosition = float2::floor(coord);
const float2 localPosition = coord - cellPosition;
float2 closestPoint = float2(0.0f, 0.0f);
float2 closestPointOffset = float2(0.0f, 0.0f);
float minDistance = 8.0f;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float2 cellOffset = float2(i, j);
const float2 pointPosition = cellOffset +
hash_float_to_float2(cellPosition + cellOffset) * randomness;
const float distanceToPoint = float2::distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
}
minDistance = 8.0f;
float2 closestPointToClosestPoint = float2(0.0f, 0.0f);
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
if (i == 0 && j == 0) {
continue;
}
const float2 cellOffset = float2(i, j) + closestPointOffset;
const float2 pointPosition = cellOffset +
hash_float_to_float2(cellPosition + cellOffset) * randomness;
const float distanceToPoint = float2::distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
*r_radius = float2::distance(closestPointToClosestPoint, closestPoint) / 2.0f;
}
/* **** 3D Voronoi **** */
static float voronoi_distance(const float3 a,
const float3 b,
const int metric,
const float exponent)
{
switch (metric) {
case NOISE_SHD_VORONOI_EUCLIDEAN:
return float3::distance(a, b);
case NOISE_SHD_VORONOI_MANHATTAN:
return fabsf(a.x - b.x) + fabsf(a.y - b.y) + fabsf(a.z - b.z);
case NOISE_SHD_VORONOI_CHEBYCHEV:
return std::max(fabsf(a.x - b.x), std::max(fabsf(a.y - b.y), fabsf(a.z - b.z)));
case NOISE_SHD_VORONOI_MINKOWSKI:
return powf(powf(fabsf(a.x - b.x), exponent) + powf(fabsf(a.y - b.y), exponent) +
powf(fabsf(a.z - b.z), exponent),
1.0f / exponent);
default:
BLI_assert_unreachable();
break;
}
return 0.0f;
}
void voronoi_f1(const float3 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float3 *r_position)
{
const float3 cellPosition = float3::floor(coord);
const float3 localPosition = coord - cellPosition;
float minDistance = 8.0f;
float3 targetOffset = float3(0.0f, 0.0f, 0.0f);
float3 targetPosition = float3(0.0f, 0.0f, 0.0f);
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float3 cellOffset = float3(i, j, k);
const float3 pointPosition = cellOffset +
hash_float_to_float3(cellPosition + cellOffset) * randomness;
const float distanceToPoint = voronoi_distance(
pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
}
}
*r_distance = minDistance;
*r_color = hash_float_to_float3(cellPosition + targetOffset);
*r_position = targetPosition + cellPosition;
}
void voronoi_smooth_f1(const float3 coord,
const float smoothness,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float3 *r_position)
{
const float3 cellPosition = float3::floor(coord);
const float3 localPosition = coord - cellPosition;
float smoothDistance = 8.0f;
float3 smoothColor = float3(0.0f, 0.0f, 0.0f);
float3 smoothPosition = float3(0.0f, 0.0f, 0.0f);
for (int k = -2; k <= 2; k++) {
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
const float3 cellOffset = float3(i, j, k);
const float3 pointPosition = cellOffset +
hash_float_to_float3(cellPosition + cellOffset) * randomness;
const float distanceToPoint = voronoi_distance(
pointPosition, localPosition, metric, exponent);
const float h = smoothstep(
0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0f - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0f + 3.0f * smoothness;
const float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
smoothColor = float3::interpolate(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = float3::interpolate(smoothPosition, pointPosition, h) - correctionFactor;
}
}
}
*r_distance = smoothDistance;
*r_color = smoothColor;
*r_position = cellPosition + smoothPosition;
}
void voronoi_f2(const float3 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float3 *r_position)
{
const float3 cellPosition = float3::floor(coord);
const float3 localPosition = coord - cellPosition;
float distanceF1 = 8.0f;
float distanceF2 = 8.0f;
float3 offsetF1 = float3(0.0f, 0.0f, 0.0f);
float3 positionF1 = float3(0.0f, 0.0f, 0.0f);
float3 offsetF2 = float3(0.0f, 0.0f, 0.0f);
float3 positionF2 = float3(0.0f, 0.0f, 0.0f);
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float3 cellOffset = float3(i, j, k);
const float3 pointPosition = cellOffset +
hash_float_to_float3(cellPosition + cellOffset) * randomness;
const 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;
}
}
}
}
*r_distance = distanceF2;
*r_color = hash_float_to_float3(cellPosition + offsetF2);
*r_position = positionF2 + cellPosition;
}
void voronoi_distance_to_edge(const float3 coord, const float randomness, float *r_distance)
{
const float3 cellPosition = float3::floor(coord);
const float3 localPosition = coord - cellPosition;
float3 vectorToClosest = float3(0.0f, 0.0f, 0.0f);
float minDistance = 8.0f;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float3 cellOffset = float3(i, j, k);
const float3 vectorToPoint = cellOffset +
hash_float_to_float3(cellPosition + cellOffset) * randomness -
localPosition;
const float distanceToPoint = dot_v3v3(vectorToPoint, vectorToPoint);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
vectorToClosest = vectorToPoint;
}
}
}
}
minDistance = 8.0f;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float3 cellOffset = float3(i, j, k);
const float3 vectorToPoint = cellOffset +
hash_float_to_float3(cellPosition + cellOffset) * randomness -
localPosition;
const float3 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot_v3v3(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
const float distanceToEdge = dot_v3v3((vectorToClosest + vectorToPoint) / 2.0f,
perpendicularToEdge.normalized());
minDistance = std::min(minDistance, distanceToEdge);
}
}
}
}
*r_distance = minDistance;
}
void voronoi_n_sphere_radius(const float3 coord, const float randomness, float *r_radius)
{
const float3 cellPosition = float3::floor(coord);
const float3 localPosition = coord - cellPosition;
float3 closestPoint = float3(0.0f, 0.0f, 0.0f);
float3 closestPointOffset = float3(0.0f, 0.0f, 0.0f);
float minDistance = 8.0f;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float3 cellOffset = float3(i, j, k);
const float3 pointPosition = cellOffset +
hash_float_to_float3(cellPosition + cellOffset) * randomness;
const float distanceToPoint = float3::distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
}
}
minDistance = 8.0f;
float3 closestPointToClosestPoint = float3(0.0f, 0.0f, 0.0f);
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;
}
const float3 cellOffset = float3(i, j, k) + closestPointOffset;
const float3 pointPosition = cellOffset +
hash_float_to_float3(cellPosition + cellOffset) * randomness;
const float distanceToPoint = float3::distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
}
*r_radius = float3::distance(closestPointToClosestPoint, closestPoint) / 2.0f;
}
/* **** 4D Voronoi **** */
static float voronoi_distance(const float4 a,
const float4 b,
const int metric,
const float exponent)
{
switch (metric) {
case NOISE_SHD_VORONOI_EUCLIDEAN:
return float4::distance(a, b);
case NOISE_SHD_VORONOI_MANHATTAN:
return fabsf(a.x - b.x) + fabsf(a.y - b.y) + fabsf(a.z - b.z) + fabsf(a.w - b.w);
case NOISE_SHD_VORONOI_CHEBYCHEV:
return std::max(fabsf(a.x - b.x),
std::max(fabsf(a.y - b.y), std::max(fabsf(a.z - b.z), fabsf(a.w - b.w))));
case NOISE_SHD_VORONOI_MINKOWSKI:
return powf(powf(fabsf(a.x - b.x), exponent) + powf(fabsf(a.y - b.y), exponent) +
powf(fabsf(a.z - b.z), exponent) + powf(fabsf(a.w - b.w), exponent),
1.0f / exponent);
default:
BLI_assert_unreachable();
break;
}
return 0.0f;
}
void voronoi_f1(const float4 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float4 *r_position)
{
const float4 cellPosition = float4::floor(coord);
const float4 localPosition = coord - cellPosition;
float minDistance = 8.0f;
float4 targetOffset = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 targetPosition = float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float4 cellOffset = float4(i, j, k, u);
const float4 pointPosition = cellOffset +
hash_float_to_float4(cellPosition + cellOffset) *
randomness;
const float distanceToPoint = voronoi_distance(
pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
}
}
}
*r_distance = minDistance;
*r_color = hash_float_to_float3(cellPosition + targetOffset);
*r_position = targetPosition + cellPosition;
}
void voronoi_smooth_f1(const float4 coord,
const float smoothness,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float4 *r_position)
{
const float4 cellPosition = float4::floor(coord);
const float4 localPosition = coord - cellPosition;
float smoothDistance = 8.0f;
float3 smoothColor = float3(0.0f, 0.0f, 0.0f);
float4 smoothPosition = float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int u = -2; u <= 2; u++) {
for (int k = -2; k <= 2; k++) {
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
const float4 cellOffset = float4(i, j, k, u);
const float4 pointPosition = cellOffset +
hash_float_to_float4(cellPosition + cellOffset) *
randomness;
const float distanceToPoint = voronoi_distance(
pointPosition, localPosition, metric, exponent);
const float h = smoothstep(
0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0f - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0f + 3.0f * smoothness;
const float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
smoothColor = float3::interpolate(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = float4::interpolate(smoothPosition, pointPosition, h) -
correctionFactor;
}
}
}
}
*r_distance = smoothDistance;
*r_color = smoothColor;
*r_position = cellPosition + smoothPosition;
}
void voronoi_f2(const float4 coord,
const float exponent,
const float randomness,
const int metric,
float *r_distance,
float3 *r_color,
float4 *r_position)
{
const float4 cellPosition = float4::floor(coord);
const float4 localPosition = coord - cellPosition;
float distanceF1 = 8.0f;
float distanceF2 = 8.0f;
float4 offsetF1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 positionF1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 offsetF2 = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 positionF2 = float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float4 cellOffset = float4(i, j, k, u);
const float4 pointPosition = cellOffset +
hash_float_to_float4(cellPosition + cellOffset) *
randomness;
const 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;
}
}
}
}
}
*r_distance = distanceF2;
*r_color = hash_float_to_float3(cellPosition + offsetF2);
*r_position = positionF2 + cellPosition;
}
void voronoi_distance_to_edge(const float4 coord, const float randomness, float *r_distance)
{
const float4 cellPosition = float4::floor(coord);
const float4 localPosition = coord - cellPosition;
float4 vectorToClosest = float4(0.0f, 0.0f, 0.0f, 0.0f);
float minDistance = 8.0f;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float4 cellOffset = float4(i, j, k, u);
const float4 vectorToPoint = cellOffset +
hash_float_to_float4(cellPosition + cellOffset) *
randomness -
localPosition;
const float distanceToPoint = dot_v4v4(vectorToPoint, vectorToPoint);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
vectorToClosest = vectorToPoint;
}
}
}
}
}
minDistance = 8.0f;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float4 cellOffset = float4(i, j, k, u);
const float4 vectorToPoint = cellOffset +
hash_float_to_float4(cellPosition + cellOffset) *
randomness -
localPosition;
const float4 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot_v4v4(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
const float distanceToEdge = dot_v4v4((vectorToClosest + vectorToPoint) / 2.0f,
float4::normalize(perpendicularToEdge));
minDistance = std::min(minDistance, distanceToEdge);
}
}
}
}
}
*r_distance = minDistance;
}
void voronoi_n_sphere_radius(const float4 coord, const float randomness, float *r_radius)
{
const float4 cellPosition = float4::floor(coord);
const float4 localPosition = coord - cellPosition;
float4 closestPoint = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 closestPointOffset = float4(0.0f, 0.0f, 0.0f, 0.0f);
float minDistance = 8.0f;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const float4 cellOffset = float4(i, j, k, u);
const float4 pointPosition = cellOffset +
hash_float_to_float4(cellPosition + cellOffset) *
randomness;
const float distanceToPoint = float4::distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
}
}
}
minDistance = 8.0f;
float4 closestPointToClosestPoint = float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
if (i == 0 && j == 0 && k == 0 && u == 0) {
continue;
}
const float4 cellOffset = float4(i, j, k, u) + closestPointOffset;
const float4 pointPosition = cellOffset +
hash_float_to_float4(cellPosition + cellOffset) *
randomness;
const float distanceToPoint = float4::distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
}
}
*r_radius = float4::distance(closestPointToClosestPoint, closestPoint) / 2.0f;
}
} // namespace blender::noise

View File

@ -333,6 +333,7 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
GEO_NODE_SET_POSITION,
SH_NODE_TEX_GRADIENT,
SH_NODE_TEX_NOISE,
SH_NODE_TEX_VORONOI,
SH_NODE_TEX_WHITE_NOISE,
GEO_NODE_MESH_TO_POINTS,
GEO_NODE_PROXIMITY)) {

View File

@ -19,12 +19,14 @@
#include "../node_shader_util.h"
#include "BLI_noise.hh"
namespace blender::nodes {
static void sh_node_tex_voronoi_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Vector>("Vector").hide_value();
b.add_input<decl::Vector>("Vector").hide_value().implicit_field();
b.add_input<decl::Float>("W").min(-1000.0f).max(1000.0f);
b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f);
b.add_input<decl::Float>("Smoothness")
@ -143,6 +145,7 @@ static void node_shader_update_tex_voronoi(bNodeTree *UNUSED(ntree), bNode *node
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 &&
@ -158,17 +161,921 @@ static void node_shader_update_tex_voronoi(bNodeTree *UNUSED(ntree), bNode *node
nodeSetSocketAvailability(outRadiusSock, tex->feature == SHD_VORONOI_N_SPHERE_RADIUS);
}
namespace blender::nodes {
class VoronoiMinowskiFunction : public fn::MultiFunction {
private:
int dimensions_;
int feature_;
public:
VoronoiMinowskiFunction(int dimensions, int feature) : dimensions_(dimensions), feature_(feature)
{
BLI_assert(dimensions >= 2 && dimensions <= 4);
BLI_assert(feature >= 0 && feature <= 2);
static std::array<fn::MFSignature, 9> signatures{
create_signature(2, SHD_VORONOI_F1),
create_signature(3, SHD_VORONOI_F1),
create_signature(4, SHD_VORONOI_F1),
create_signature(2, SHD_VORONOI_F2),
create_signature(3, SHD_VORONOI_F2),
create_signature(4, SHD_VORONOI_F2),
create_signature(2, SHD_VORONOI_SMOOTH_F1),
create_signature(3, SHD_VORONOI_SMOOTH_F1),
create_signature(4, SHD_VORONOI_SMOOTH_F1),
};
this->set_signature(&signatures[(dimensions - 1) + feature * 3 - 1]);
}
static fn::MFSignature create_signature(int dimensions, int feature)
{
fn::MFSignatureBuilder signature{"voronoi_minowski"};
if (ELEM(dimensions, 2, 3, 4)) {
signature.single_input<float3>("Vector");
}
if (ELEM(dimensions, 1, 4)) {
signature.single_input<float>("W");
}
signature.single_input<float>("Scale");
if (feature == SHD_VORONOI_SMOOTH_F1) {
signature.single_input<float>("Smoothness");
}
signature.single_input<float>("Exponent");
signature.single_input<float>("Randomness");
signature.single_output<float>("Distance");
signature.single_output<ColorGeometry4f>("Color");
if (dimensions != 1) {
signature.single_output<float3>("Position");
}
if ((dimensions == 1 || dimensions == 4)) {
signature.single_output<float>("W");
}
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
auto get_vector = [&](int param_index) -> const VArray<float3> & {
return params.readonly_single_input<float3>(param_index, "Vector");
};
auto get_w = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "W");
};
auto get_scale = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Scale");
};
auto get_smoothness = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Smoothness");
};
auto get_exponent = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Exponent");
};
auto get_randomness = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Randomness");
};
auto get_r_distance = [&](int param_index) -> MutableSpan<float> {
return params.uninitialized_single_output<float>(param_index, "Distance");
};
auto get_r_color = [&](int param_index) -> MutableSpan<ColorGeometry4f> {
return params.uninitialized_single_output<ColorGeometry4f>(param_index, "Color");
};
auto get_r_position = [&](int param_index) -> MutableSpan<float3> {
return params.uninitialized_single_output<float3>(param_index, "Position");
};
auto get_r_w = [&](int param_index) -> MutableSpan<float> {
return params.uninitialized_single_output<float>(param_index, "W");
};
int param = 0;
switch (dimensions_) {
case 2: {
switch (feature_) {
case SHD_VORONOI_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &exponent = get_exponent(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
float2 pos;
noise::voronoi_f1(float2(vector[i].x, vector[i].y) * scale[i],
exponent[i],
rand,
SHD_VORONOI_MINKOWSKI,
&r_distance[i],
&col,
&pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float2::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, 0.0f);
}
break;
}
case SHD_VORONOI_F2: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &exponent = get_exponent(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
float2 pos;
noise::voronoi_f2(float2(vector[i].x, vector[i].y) * scale[i],
exponent[i],
rand,
SHD_VORONOI_MINKOWSKI,
&r_distance[i],
&col,
&pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float2::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, 0.0f);
}
break;
}
case SHD_VORONOI_SMOOTH_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &smoothness = get_smoothness(param++);
const VArray<float> &exponent = get_exponent(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float smth = std::min(std::max(smoothness[i] / 2.0f, 0.0f), 0.5f);
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
float2 pos;
noise::voronoi_smooth_f1(float2(vector[i].x, vector[i].y) * scale[i],
smth,
exponent[i],
rand,
SHD_VORONOI_MINKOWSKI,
&r_distance[i],
&col,
&pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float2::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, 0.0f);
}
break;
}
}
break;
}
case 3: {
switch (feature_) {
case SHD_VORONOI_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &exponent = get_exponent(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
noise::voronoi_f1(vector[i] * scale[i],
exponent[i],
rand,
SHD_VORONOI_MINKOWSKI,
&r_distance[i],
&col,
&r_position[i]);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
r_position[i] = float3::safe_divide(r_position[i], scale[i]);
}
break;
}
case SHD_VORONOI_F2: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &exponent = get_exponent(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
noise::voronoi_f2(vector[i] * scale[i],
exponent[i],
rand,
SHD_VORONOI_MINKOWSKI,
&r_distance[i],
&col,
&r_position[i]);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
r_position[i] = float3::safe_divide(r_position[i], scale[i]);
}
break;
}
case SHD_VORONOI_SMOOTH_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &smoothness = get_smoothness(param++);
const VArray<float> &exponent = get_exponent(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float smth = std::min(std::max(smoothness[i] / 2.0f, 0.0f), 0.5f);
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
noise::voronoi_smooth_f1(vector[i] * scale[i],
smth,
exponent[i],
rand,
SHD_VORONOI_MINKOWSKI,
&r_distance[i],
&col,
&r_position[i]);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
r_position[i] = float3::safe_divide(r_position[i], scale[i]);
}
break;
}
}
break;
}
case 4: {
switch (feature_) {
case SHD_VORONOI_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &exponent = get_exponent(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
MutableSpan<float> r_w = get_r_w(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float4 p = float4(vector[i].x, vector[i].y, vector[i].z, w[i]) * scale[i];
float3 col;
float4 pos;
noise::voronoi_f1(p, exponent[i], rand, SHD_VORONOI_F1, &r_distance[i], &col, &pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float4::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, pos.z);
r_w[i] = pos.w;
}
break;
}
case SHD_VORONOI_F2: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &exponent = get_exponent(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
MutableSpan<float> r_w = get_r_w(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float4 p = float4(vector[i].x, vector[i].y, vector[i].z, w[i]) * scale[i];
float3 col;
float4 pos;
noise::voronoi_f2(
p, exponent[i], rand, SHD_VORONOI_MINKOWSKI, &r_distance[i], &col, &pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float4::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, pos.z);
r_w[i] = pos.w;
}
break;
}
case SHD_VORONOI_SMOOTH_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &smoothness = get_smoothness(param++);
const VArray<float> &exponent = get_exponent(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
MutableSpan<float> r_w = get_r_w(param++);
for (int64_t i : mask) {
const float smth = std::min(std::max(smoothness[i] / 2.0f, 0.0f), 0.5f);
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float4 p = float4(vector[i].x, vector[i].y, vector[i].z, w[i]) * scale[i];
float3 col;
float4 pos;
noise::voronoi_smooth_f1(
p, smth, exponent[i], rand, SHD_VORONOI_MINKOWSKI, &r_distance[i], &col, &pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float4::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, pos.z);
r_w[i] = pos.w;
}
break;
}
}
break;
}
}
}
};
class VoronoiMetricFunction : public fn::MultiFunction {
private:
int dimensions_;
int feature_;
int metric_;
public:
VoronoiMetricFunction(int dimensions, int feature, int metric)
: dimensions_(dimensions), feature_(feature), metric_(metric)
{
BLI_assert(dimensions >= 1 && dimensions <= 4);
BLI_assert(feature >= 0 && feature <= 4);
static std::array<fn::MFSignature, 12> signatures{
create_signature(1, SHD_VORONOI_F1),
create_signature(2, SHD_VORONOI_F1),
create_signature(3, SHD_VORONOI_F1),
create_signature(4, SHD_VORONOI_F1),
create_signature(1, SHD_VORONOI_F2),
create_signature(2, SHD_VORONOI_F2),
create_signature(3, SHD_VORONOI_F2),
create_signature(4, SHD_VORONOI_F2),
create_signature(1, SHD_VORONOI_SMOOTH_F1),
create_signature(2, SHD_VORONOI_SMOOTH_F1),
create_signature(3, SHD_VORONOI_SMOOTH_F1),
create_signature(4, SHD_VORONOI_SMOOTH_F1),
};
this->set_signature(&signatures[dimensions + feature * 4 - 1]);
}
static fn::MFSignature create_signature(int dimensions, int feature)
{
fn::MFSignatureBuilder signature{"voronoi_metric"};
if (ELEM(dimensions, 2, 3, 4)) {
signature.single_input<float3>("Vector");
}
if (ELEM(dimensions, 1, 4)) {
signature.single_input<float>("W");
}
signature.single_input<float>("Scale");
if (feature == SHD_VORONOI_SMOOTH_F1) {
signature.single_input<float>("Smoothness");
}
signature.single_input<float>("Randomness");
signature.single_output<float>("Distance");
signature.single_output<ColorGeometry4f>("Color");
if (dimensions != 1) {
signature.single_output<float3>("Position");
}
if ((dimensions == 1 || dimensions == 4)) {
signature.single_output<float>("W");
}
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
auto get_vector = [&](int param_index) -> const VArray<float3> & {
return params.readonly_single_input<float3>(param_index, "Vector");
};
auto get_w = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "W");
};
auto get_scale = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Scale");
};
auto get_smoothness = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Smoothness");
};
auto get_randomness = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Randomness");
};
auto get_r_distance = [&](int param_index) -> MutableSpan<float> {
return params.uninitialized_single_output<float>(param_index, "Distance");
};
auto get_r_color = [&](int param_index) -> MutableSpan<ColorGeometry4f> {
return params.uninitialized_single_output<ColorGeometry4f>(param_index, "Color");
};
auto get_r_position = [&](int param_index) -> MutableSpan<float3> {
return params.uninitialized_single_output<float3>(param_index, "Position");
};
auto get_r_w = [&](int param_index) -> MutableSpan<float> {
return params.uninitialized_single_output<float>(param_index, "W");
};
int param = 0;
switch (dimensions_) {
case 1: {
switch (feature_) {
case SHD_VORONOI_F1: {
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float> r_w = get_r_w(param++);
for (int64_t i : mask) {
const float p = w[i] * scale[i];
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
noise::voronoi_f1(p, rand, &r_distance[i], &col, &r_w[i]);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
r_w[i] = safe_divide(r_w[i], scale[i]);
}
break;
}
case SHD_VORONOI_F2: {
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float> r_w = get_r_w(param++);
for (int64_t i : mask) {
const float p = w[i] * scale[i];
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
noise::voronoi_f2(p, rand, &r_distance[i], &col, &r_w[i]);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
r_w[i] = safe_divide(r_w[i], scale[i]);
}
break;
}
case SHD_VORONOI_SMOOTH_F1: {
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &smoothness = get_smoothness(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float> r_w = get_r_w(param++);
for (int64_t i : mask) {
const float p = w[i] * scale[i];
const float smth = std::min(std::max(smoothness[i] / 2.0f, 0.0f), 0.5f);
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
noise::voronoi_smooth_f1(p, smth, rand, &r_distance[i], &col, &r_w[i]);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
r_w[i] = safe_divide(r_w[i], scale[i]);
}
break;
}
}
break;
}
case 2: {
switch (feature_) {
case SHD_VORONOI_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
float2 pos;
noise::voronoi_f1(float2(vector[i].x, vector[i].y) * scale[i],
0.0f,
rand,
metric_,
&r_distance[i],
&col,
&pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float2::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, 0.0f);
}
break;
}
case SHD_VORONOI_F2: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
float2 pos;
noise::voronoi_f2(float2(vector[i].x, vector[i].y) * scale[i],
0.0f,
rand,
metric_,
&r_distance[i],
&col,
&pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float2::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, 0.0f);
}
break;
}
case SHD_VORONOI_SMOOTH_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &smoothness = get_smoothness(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float smth = std::min(std::max(smoothness[i] / 2.0f, 0.0f), 0.5f);
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
float2 pos;
noise::voronoi_smooth_f1(float2(vector[i].x, vector[i].y) * scale[i],
smth,
0.0f,
rand,
metric_,
&r_distance[i],
&col,
&pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float2::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, 0.0f);
}
break;
}
}
break;
}
case 3: {
switch (feature_) {
case SHD_VORONOI_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
noise::voronoi_f1(
vector[i] * scale[i], 0.0f, rand, metric_, &r_distance[i], &col, &r_position[i]);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
r_position[i] = float3::safe_divide(r_position[i], scale[i]);
}
break;
}
case SHD_VORONOI_F2: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
noise::voronoi_f2(
vector[i] * scale[i], 0.0f, rand, metric_, &r_distance[i], &col, &r_position[i]);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
r_position[i] = float3::safe_divide(r_position[i], scale[i]);
}
break;
}
case SHD_VORONOI_SMOOTH_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &smoothness = get_smoothness(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
for (int64_t i : mask) {
const float smth = std::min(std::max(smoothness[i] / 2.0f, 0.0f), 0.5f);
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
float3 col;
noise::voronoi_smooth_f1(vector[i] * scale[i],
smth,
0.0f,
rand,
metric_,
&r_distance[i],
&col,
&r_position[i]);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
r_position[i] = float3::safe_divide(r_position[i], scale[i]);
}
break;
}
}
break;
}
case 4: {
switch (feature_) {
case SHD_VORONOI_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
MutableSpan<float> r_w = get_r_w(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float4 p = float4(vector[i].x, vector[i].y, vector[i].z, w[i]) * scale[i];
float3 col;
float4 pos;
noise::voronoi_f1(p, 0.0f, rand, metric_, &r_distance[i], &col, &pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float4::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, pos.z);
r_w[i] = pos.w;
}
break;
}
case SHD_VORONOI_F2: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
MutableSpan<float> r_w = get_r_w(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float4 p = float4(vector[i].x, vector[i].y, vector[i].z, w[i]) * scale[i];
float3 col;
float4 pos;
noise::voronoi_f2(p, 0.0f, rand, metric_, &r_distance[i], &col, &pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float4::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, pos.z);
r_w[i] = pos.w;
}
break;
}
case SHD_VORONOI_SMOOTH_F1: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &smoothness = get_smoothness(param++);
const VArray<float> &randomness = get_randomness(param++);
MutableSpan<float> r_distance = get_r_distance(param++);
MutableSpan<ColorGeometry4f> r_color = get_r_color(param++);
MutableSpan<float3> r_position = get_r_position(param++);
MutableSpan<float> r_w = get_r_w(param++);
for (int64_t i : mask) {
const float smth = std::min(std::max(smoothness[i] / 2.0f, 0.0f), 0.5f);
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float4 p = float4(vector[i].x, vector[i].y, vector[i].z, w[i]) * scale[i];
float3 col;
float4 pos;
noise::voronoi_smooth_f1(p, smth, 0.0f, rand, metric_, &r_distance[i], &col, &pos);
r_color[i] = ColorGeometry4f(col[0], col[1], col[2], 1.0f);
pos = float4::safe_divide(pos, scale[i]);
r_position[i] = float3(pos.x, pos.y, pos.z);
r_w[i] = pos.w;
}
break;
}
}
break;
}
}
}
};
class VoronoiEdgeFunction : public fn::MultiFunction {
private:
int dimensions_;
int feature_;
public:
VoronoiEdgeFunction(int dimensions, int feature) : dimensions_(dimensions), feature_(feature)
{
BLI_assert(dimensions >= 1 && dimensions <= 4);
BLI_assert(feature >= 3 && feature <= 4);
static std::array<fn::MFSignature, 8> signatures{
create_signature(1, SHD_VORONOI_DISTANCE_TO_EDGE),
create_signature(2, SHD_VORONOI_DISTANCE_TO_EDGE),
create_signature(3, SHD_VORONOI_DISTANCE_TO_EDGE),
create_signature(4, SHD_VORONOI_DISTANCE_TO_EDGE),
create_signature(1, SHD_VORONOI_N_SPHERE_RADIUS),
create_signature(2, SHD_VORONOI_N_SPHERE_RADIUS),
create_signature(3, SHD_VORONOI_N_SPHERE_RADIUS),
create_signature(4, SHD_VORONOI_N_SPHERE_RADIUS),
};
this->set_signature(&signatures[dimensions + (feature - 3) * 4 - 1]);
}
static fn::MFSignature create_signature(int dimensions, int feature)
{
fn::MFSignatureBuilder signature{"voronoi_edge"};
if (ELEM(dimensions, 2, 3, 4)) {
signature.single_input<float3>("Vector");
}
if (ELEM(dimensions, 1, 4)) {
signature.single_input<float>("W");
}
signature.single_input<float>("Scale");
signature.single_input<float>("Randomness");
if (feature == SHD_VORONOI_DISTANCE_TO_EDGE) {
signature.single_output<float>("Distance");
}
if (feature == SHD_VORONOI_N_SPHERE_RADIUS) {
signature.single_output<float>("Radius");
}
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
auto get_vector = [&](int param_index) -> const VArray<float3> & {
return params.readonly_single_input<float3>(param_index, "Vector");
};
auto get_w = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "W");
};
auto get_scale = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Scale");
};
auto get_randomness = [&](int param_index) -> const VArray<float> & {
return params.readonly_single_input<float>(param_index, "Randomness");
};
auto get_r_distance = [&](int param_index) -> MutableSpan<float> {
return params.uninitialized_single_output<float>(param_index, "Distance");
};
auto get_r_radius = [&](int param_index) -> MutableSpan<float> {
return params.uninitialized_single_output<float>(param_index, "Radius");
};
int param = 0;
switch (dimensions_) {
case 1: {
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
switch (feature_) {
case SHD_VORONOI_DISTANCE_TO_EDGE: {
MutableSpan<float> r_distance = get_r_distance(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float p = w[i] * scale[i];
noise::voronoi_distance_to_edge(p, rand, &r_distance[i]);
}
break;
}
case SHD_VORONOI_N_SPHERE_RADIUS: {
MutableSpan<float> r_radius = get_r_radius(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float p = w[i] * scale[i];
noise::voronoi_n_sphere_radius(p, rand, &r_radius[i]);
}
break;
}
}
break;
}
case 2: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
switch (feature_) {
case SHD_VORONOI_DISTANCE_TO_EDGE: {
MutableSpan<float> r_distance = get_r_distance(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float2 p = float2(vector[i].x, vector[i].y) * scale[i];
noise::voronoi_distance_to_edge(p, rand, &r_distance[i]);
}
break;
}
case SHD_VORONOI_N_SPHERE_RADIUS: {
MutableSpan<float> r_radius = get_r_radius(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float2 p = float2(vector[i].x, vector[i].y) * scale[i];
noise::voronoi_n_sphere_radius(p, rand, &r_radius[i]);
}
break;
}
}
break;
}
case 3: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
switch (feature_) {
case SHD_VORONOI_DISTANCE_TO_EDGE: {
MutableSpan<float> r_distance = get_r_distance(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
noise::voronoi_distance_to_edge(vector[i] * scale[i], rand, &r_distance[i]);
}
break;
}
case SHD_VORONOI_N_SPHERE_RADIUS: {
MutableSpan<float> r_radius = get_r_radius(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
noise::voronoi_n_sphere_radius(vector[i] * scale[i], rand, &r_radius[i]);
}
break;
}
}
break;
}
case 4: {
const VArray<float3> &vector = get_vector(param++);
const VArray<float> &w = get_w(param++);
const VArray<float> &scale = get_scale(param++);
const VArray<float> &randomness = get_randomness(param++);
switch (feature_) {
case SHD_VORONOI_DISTANCE_TO_EDGE: {
MutableSpan<float> r_distance = get_r_distance(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float4 p = float4(vector[i].x, vector[i].y, vector[i].z, w[i]) * scale[i];
noise::voronoi_distance_to_edge(p, rand, &r_distance[i]);
}
break;
}
case SHD_VORONOI_N_SPHERE_RADIUS: {
MutableSpan<float> r_radius = get_r_radius(param++);
for (int64_t i : mask) {
const float rand = std::min(std::max(randomness[i], 0.0f), 1.0f);
const float4 p = float4(vector[i].x, vector[i].y, vector[i].z, w[i]) * scale[i];
noise::voronoi_n_sphere_radius(p, rand, &r_radius[i]);
}
break;
}
}
break;
}
}
};
};
static void sh_node_voronoi_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
{
bNode &node = builder.node();
NodeTexVoronoi *tex = (NodeTexVoronoi *)node.storage;
bool minowski = (tex->distance == SHD_VORONOI_MINKOWSKI && tex->dimensions != 1 &&
!ELEM(tex->feature, SHD_VORONOI_DISTANCE_TO_EDGE, SHD_VORONOI_N_SPHERE_RADIUS));
bool dist_radius = (tex->feature == SHD_VORONOI_DISTANCE_TO_EDGE ||
tex->feature == SHD_VORONOI_N_SPHERE_RADIUS);
if (dist_radius) {
builder.construct_and_set_matching_fn<VoronoiEdgeFunction>(tex->dimensions, tex->feature);
}
else if (minowski) {
builder.construct_and_set_matching_fn<VoronoiMinowskiFunction>(tex->dimensions, tex->feature);
}
else {
builder.construct_and_set_matching_fn<VoronoiMetricFunction>(
tex->dimensions, tex->feature, tex->distance);
}
}
} // namespace blender::nodes
void register_node_type_sh_tex_voronoi(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_VORONOI, "Voronoi Texture", NODE_CLASS_TEXTURE, 0);
sh_fn_node_type_base(&ntype, SH_NODE_TEX_VORONOI, "Voronoi Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_voronoi_declare;
node_type_init(&ntype, node_shader_init_tex_voronoi);
node_type_storage(
&ntype, "NodeTexVoronoi", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_voronoi);
node_type_update(&ntype, node_shader_update_tex_voronoi);
ntype.build_multi_function = blender::nodes::sh_node_voronoi_build_multi_function;
nodeRegisterType(&ntype);
}