blender/intern/cycles/kernel/svm/svm_voronoi.h
Jeroen Bakker 6121c28501 Fix T75895: Unable to Compile Cycles on NAVI/Linux
This patch will add some compiler hints to break unrolling in the
nestled for loops of the voronoi node.

Reviewed by: Brecht van Lommel

Differential Revision: https://developer.blender.org/D7574
2020-04-30 15:04:40 +02:00

1140 lines
42 KiB
C

/*
* 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.
*/
CCL_NAMESPACE_BEGIN
/*
* Smooth Voronoi:
*
* - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
*
* Distance To Edge:
*
* - https://www.shadertoy.com/view/llG3zy
*
*/
/* **** 1D Voronoi **** */
ccl_device float voronoi_distance_1d(float a,
float b,
NodeVoronoiDistanceMetric metric,
float exponent)
{
return fabsf(b - a);
}
ccl_device void voronoi_f1_1d(float w,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float *outW)
{
float cellPosition = floorf(w);
float localPosition = w - cellPosition;
float minDistance = 8.0f;
float targetOffset = 0.0f;
float targetPosition = 0.0f;
for (int i = -1; i <= 1; i++) {
float cellOffset = i;
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_1d(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
*outDistance = minDistance;
*outColor = hash_float_to_float3(cellPosition + targetOffset);
*outW = targetPosition + cellPosition;
}
ccl_device void voronoi_smooth_f1_1d(float w,
float smoothness,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float *outW)
{
float cellPosition = floorf(w);
float localPosition = w - cellPosition;
float smoothDistance = 8.0f;
float smoothPosition = 0.0f;
float3 smoothColor = make_float3(0.0f, 0.0f, 0.0f);
for (int i = -2; i <= 2; i++) {
float cellOffset = i;
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_1d(pointPosition, localPosition, metric, exponent);
float h = smoothstep(
0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0f - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0f + 3.0f * smoothness;
float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
*outDistance = smoothDistance;
*outColor = smoothColor;
*outW = cellPosition + smoothPosition;
}
ccl_device void voronoi_f2_1d(float w,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float *outW)
{
float cellPosition = floorf(w);
float localPosition = w - cellPosition;
float distanceF1 = 8.0f;
float distanceF2 = 8.0f;
float offsetF1 = 0.0f;
float positionF1 = 0.0f;
float offsetF2 = 0.0f;
float positionF2 = 0.0f;
for (int i = -1; i <= 1; i++) {
float cellOffset = i;
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_1d(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < distanceF1) {
distanceF2 = distanceF1;
distanceF1 = distanceToPoint;
offsetF2 = offsetF1;
offsetF1 = cellOffset;
positionF2 = positionF1;
positionF1 = pointPosition;
}
else if (distanceToPoint < distanceF2) {
distanceF2 = distanceToPoint;
offsetF2 = cellOffset;
positionF2 = pointPosition;
}
}
*outDistance = distanceF2;
*outColor = hash_float_to_float3(cellPosition + offsetF2);
*outW = positionF2 + cellPosition;
}
ccl_device void voronoi_distance_to_edge_1d(float w, float randomness, float *outDistance)
{
float cellPosition = floorf(w);
float localPosition = w - cellPosition;
float minDistance = 8.0f;
for (int i = -1; i <= 1; i++) {
float cellOffset = i;
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = fabsf(pointPosition - localPosition);
minDistance = min(distanceToPoint, minDistance);
}
*outDistance = minDistance;
}
ccl_device void voronoi_n_sphere_radius_1d(float w, float randomness, float *outRadius)
{
float cellPosition = floorf(w);
float localPosition = w - cellPosition;
float closestPoint = 0.0f;
float closestPointOffset = 0.0f;
float minDistance = 8.0f;
for (int i = -1; i <= 1; i++) {
float cellOffset = i;
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = fabsf(pointPosition - localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
minDistance = 8.0f;
float closestPointToClosestPoint = 0.0f;
for (int i = -1; i <= 1; i++) {
if (i == 0) {
continue;
}
float cellOffset = i + closestPointOffset;
float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
float distanceToPoint = fabsf(closestPoint - pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
*outRadius = fabsf(closestPointToClosestPoint - closestPoint) / 2.0f;
}
/* **** 2D Voronoi **** */
ccl_device float voronoi_distance_2d(float2 a,
float2 b,
NodeVoronoiDistanceMetric metric,
float exponent)
{
if (metric == NODE_VORONOI_EUCLIDEAN) {
return distance(a, b);
}
else if (metric == NODE_VORONOI_MANHATTAN) {
return fabsf(a.x - b.x) + fabsf(a.y - b.y);
}
else if (metric == NODE_VORONOI_CHEBYCHEV) {
return max(fabsf(a.x - b.x), fabsf(a.y - b.y));
}
else if (metric == NODE_VORONOI_MINKOWSKI) {
return powf(powf(fabsf(a.x - b.x), exponent) + powf(fabsf(a.y - b.y), exponent),
1.0f / exponent);
}
else {
return 0.0f;
}
}
ccl_device void voronoi_f1_2d(float2 coord,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float2 *outPosition)
{
float2 cellPosition = floor(coord);
float2 localPosition = coord - cellPosition;
float minDistance = 8.0f;
float2 targetOffset = make_float2(0.0f, 0.0f);
float2 targetPosition = make_float2(0.0f, 0.0f);
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
float2 cellOffset = make_float2(i, j);
float2 pointPosition = cellOffset +
hash_float2_to_float2(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_2d(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
}
*outDistance = minDistance;
*outColor = hash_float2_to_float3(cellPosition + targetOffset);
*outPosition = targetPosition + cellPosition;
}
ccl_device void voronoi_smooth_f1_2d(float2 coord,
float smoothness,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float2 *outPosition)
{
float2 cellPosition = floor(coord);
float2 localPosition = coord - cellPosition;
float smoothDistance = 8.0f;
float3 smoothColor = make_float3(0.0f, 0.0f, 0.0f);
float2 smoothPosition = make_float2(0.0f, 0.0f);
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
float2 cellOffset = make_float2(i, j);
float2 pointPosition = cellOffset +
hash_float2_to_float2(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_2d(pointPosition, localPosition, metric, exponent);
float h = smoothstep(
0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0f - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0f + 3.0f * smoothness;
float3 cellColor = hash_float2_to_float3(cellPosition + cellOffset);
smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
}
*outDistance = smoothDistance;
*outColor = smoothColor;
*outPosition = cellPosition + smoothPosition;
}
ccl_device void voronoi_f2_2d(float2 coord,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float2 *outPosition)
{
float2 cellPosition = floor(coord);
float2 localPosition = coord - cellPosition;
float distanceF1 = 8.0f;
float distanceF2 = 8.0f;
float2 offsetF1 = make_float2(0.0f, 0.0f);
float2 positionF1 = make_float2(0.0f, 0.0f);
float2 offsetF2 = make_float2(0.0f, 0.0f);
float2 positionF2 = make_float2(0.0f, 0.0f);
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
float2 cellOffset = make_float2(i, j);
float2 pointPosition = cellOffset +
hash_float2_to_float2(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_2d(pointPosition, localPosition, metric, exponent);
if (distanceToPoint < distanceF1) {
distanceF2 = distanceF1;
distanceF1 = distanceToPoint;
offsetF2 = offsetF1;
offsetF1 = cellOffset;
positionF2 = positionF1;
positionF1 = pointPosition;
}
else if (distanceToPoint < distanceF2) {
distanceF2 = distanceToPoint;
offsetF2 = cellOffset;
positionF2 = pointPosition;
}
}
}
*outDistance = distanceF2;
*outColor = hash_float2_to_float3(cellPosition + offsetF2);
*outPosition = positionF2 + cellPosition;
}
ccl_device void voronoi_distance_to_edge_2d(float2 coord, float randomness, float *outDistance)
{
float2 cellPosition = floor(coord);
float2 localPosition = coord - cellPosition;
float2 vectorToClosest = make_float2(0.0f, 0.0f);
float minDistance = 8.0f;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
float2 cellOffset = make_float2(i, j);
float2 vectorToPoint = cellOffset +
hash_float2_to_float2(cellPosition + cellOffset) * randomness -
localPosition;
float distanceToPoint = dot(vectorToPoint, vectorToPoint);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
vectorToClosest = vectorToPoint;
}
}
}
minDistance = 8.0f;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
float2 cellOffset = make_float2(i, j);
float2 vectorToPoint = cellOffset +
hash_float2_to_float2(cellPosition + cellOffset) * randomness -
localPosition;
float2 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0f,
normalize(perpendicularToEdge));
minDistance = min(minDistance, distanceToEdge);
}
}
}
*outDistance = minDistance;
}
ccl_device void voronoi_n_sphere_radius_2d(float2 coord, float randomness, float *outRadius)
{
float2 cellPosition = floor(coord);
float2 localPosition = coord - cellPosition;
float2 closestPoint = make_float2(0.0f, 0.0f);
float2 closestPointOffset = make_float2(0.0f, 0.0f);
float minDistance = 8.0f;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
float2 cellOffset = make_float2(i, j);
float2 pointPosition = cellOffset +
hash_float2_to_float2(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
}
minDistance = 8.0f;
float2 closestPointToClosestPoint = make_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;
}
float2 cellOffset = make_float2(i, j) + closestPointOffset;
float2 pointPosition = cellOffset +
hash_float2_to_float2(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
*outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0f;
}
/* **** 3D Voronoi **** */
ccl_device float voronoi_distance_3d(float3 a,
float3 b,
NodeVoronoiDistanceMetric metric,
float exponent)
{
if (metric == NODE_VORONOI_EUCLIDEAN) {
return distance(a, b);
}
else if (metric == NODE_VORONOI_MANHATTAN) {
return fabsf(a.x - b.x) + fabsf(a.y - b.y) + fabsf(a.z - b.z);
}
else if (metric == NODE_VORONOI_CHEBYCHEV) {
return max(fabsf(a.x - b.x), max(fabsf(a.y - b.y), fabsf(a.z - b.z)));
}
else if (metric == NODE_VORONOI_MINKOWSKI) {
return powf(powf(fabsf(a.x - b.x), exponent) + powf(fabsf(a.y - b.y), exponent) +
powf(fabsf(a.z - b.z), exponent),
1.0f / exponent);
}
else {
return 0.0f;
}
}
ccl_device void voronoi_f1_3d(float3 coord,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float3 *outPosition)
{
float3 cellPosition = floor(coord);
float3 localPosition = coord - cellPosition;
float minDistance = 8.0f;
float3 targetOffset = make_float3(0.0f, 0.0f, 0.0f);
float3 targetPosition = make_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++) {
float3 cellOffset = make_float3(i, j, k);
float3 pointPosition = cellOffset +
hash_float3_to_float3(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_3d(
pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
}
}
*outDistance = minDistance;
*outColor = hash_float3_to_float3(cellPosition + targetOffset);
*outPosition = targetPosition + cellPosition;
}
ccl_device void voronoi_smooth_f1_3d(float3 coord,
float smoothness,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float3 *outPosition)
{
float3 cellPosition = floor(coord);
float3 localPosition = coord - cellPosition;
float smoothDistance = 8.0f;
float3 smoothColor = make_float3(0.0f, 0.0f, 0.0f);
float3 smoothPosition = make_float3(0.0f, 0.0f, 0.0f);
for (int k = -2; k <= 2; k++) {
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
float3 cellOffset = make_float3(i, j, k);
float3 pointPosition = cellOffset +
hash_float3_to_float3(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_3d(
pointPosition, localPosition, metric, exponent);
float h = smoothstep(
0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0f - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0f + 3.0f * smoothness;
float3 cellColor = hash_float3_to_float3(cellPosition + cellOffset);
smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
}
}
*outDistance = smoothDistance;
*outColor = smoothColor;
*outPosition = cellPosition + smoothPosition;
}
ccl_device void voronoi_f2_3d(float3 coord,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float3 *outPosition)
{
float3 cellPosition = floor(coord);
float3 localPosition = coord - cellPosition;
float distanceF1 = 8.0f;
float distanceF2 = 8.0f;
float3 offsetF1 = make_float3(0.0f, 0.0f, 0.0f);
float3 positionF1 = make_float3(0.0f, 0.0f, 0.0f);
float3 offsetF2 = make_float3(0.0f, 0.0f, 0.0f);
float3 positionF2 = make_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++) {
float3 cellOffset = make_float3(i, j, k);
float3 pointPosition = cellOffset +
hash_float3_to_float3(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_3d(
pointPosition, localPosition, metric, exponent);
if (distanceToPoint < distanceF1) {
distanceF2 = distanceF1;
distanceF1 = distanceToPoint;
offsetF2 = offsetF1;
offsetF1 = cellOffset;
positionF2 = positionF1;
positionF1 = pointPosition;
}
else if (distanceToPoint < distanceF2) {
distanceF2 = distanceToPoint;
offsetF2 = cellOffset;
positionF2 = pointPosition;
}
}
}
}
*outDistance = distanceF2;
*outColor = hash_float3_to_float3(cellPosition + offsetF2);
*outPosition = positionF2 + cellPosition;
}
ccl_device void voronoi_distance_to_edge_3d(float3 coord, float randomness, float *outDistance)
{
float3 cellPosition = floor(coord);
float3 localPosition = coord - cellPosition;
float3 vectorToClosest = make_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++) {
float3 cellOffset = make_float3(i, j, k);
float3 vectorToPoint = cellOffset +
hash_float3_to_float3(cellPosition + cellOffset) * randomness -
localPosition;
float distanceToPoint = dot(vectorToPoint, vectorToPoint);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
vectorToClosest = vectorToPoint;
}
}
}
}
minDistance = 8.0f;
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
float3 cellOffset = make_float3(i, j, k);
float3 vectorToPoint = cellOffset +
hash_float3_to_float3(cellPosition + cellOffset) * randomness -
localPosition;
float3 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0f,
normalize(perpendicularToEdge));
minDistance = min(minDistance, distanceToEdge);
}
}
}
}
*outDistance = minDistance;
}
ccl_device void voronoi_n_sphere_radius_3d(float3 coord, float randomness, float *outRadius)
{
float3 cellPosition = floor(coord);
float3 localPosition = coord - cellPosition;
float3 closestPoint = make_float3(0.0f, 0.0f, 0.0f);
float3 closestPointOffset = make_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++) {
float3 cellOffset = make_float3(i, j, k);
float3 pointPosition = cellOffset +
hash_float3_to_float3(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
}
}
minDistance = 8.0f;
float3 closestPointToClosestPoint = make_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;
}
float3 cellOffset = make_float3(i, j, k) + closestPointOffset;
float3 pointPosition = cellOffset +
hash_float3_to_float3(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
}
*outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0f;
}
/* **** 4D Voronoi **** */
ccl_device float voronoi_distance_4d(float4 a,
float4 b,
NodeVoronoiDistanceMetric metric,
float exponent)
{
if (metric == NODE_VORONOI_EUCLIDEAN) {
return distance(a, b);
}
else if (metric == NODE_VORONOI_MANHATTAN) {
return fabsf(a.x - b.x) + fabsf(a.y - b.y) + fabsf(a.z - b.z) + fabsf(a.w - b.w);
}
else if (metric == NODE_VORONOI_CHEBYCHEV) {
return max(fabsf(a.x - b.x), max(fabsf(a.y - b.y), max(fabsf(a.z - b.z), fabsf(a.w - b.w))));
}
else if (metric == NODE_VORONOI_MINKOWSKI) {
return powf(powf(fabsf(a.x - b.x), exponent) + powf(fabsf(a.y - b.y), exponent) +
powf(fabsf(a.z - b.z), exponent) + powf(fabsf(a.w - b.w), exponent),
1.0f / exponent);
}
else {
return 0.0f;
}
}
ccl_device void voronoi_f1_4d(float4 coord,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float4 *outPosition)
{
float4 cellPosition = floor(coord);
float4 localPosition = coord - cellPosition;
float minDistance = 8.0f;
float4 targetOffset = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 targetPosition = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
ccl_loop_no_unroll for (int j = -1; j <= 1; j++)
{
for (int i = -1; i <= 1; i++) {
float4 cellOffset = make_float4(i, j, k, u);
float4 pointPosition = cellOffset +
hash_float4_to_float4(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_4d(
pointPosition, localPosition, metric, exponent);
if (distanceToPoint < minDistance) {
targetOffset = cellOffset;
minDistance = distanceToPoint;
targetPosition = pointPosition;
}
}
}
}
}
*outDistance = minDistance;
*outColor = hash_float4_to_float3(cellPosition + targetOffset);
*outPosition = targetPosition + cellPosition;
}
ccl_device void voronoi_smooth_f1_4d(float4 coord,
float smoothness,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float4 *outPosition)
{
float4 cellPosition = floor(coord);
float4 localPosition = coord - cellPosition;
float smoothDistance = 8.0f;
float3 smoothColor = make_float3(0.0f, 0.0f, 0.0f);
float4 smoothPosition = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int u = -2; u <= 2; u++) {
for (int k = -2; k <= 2; k++) {
ccl_loop_no_unroll for (int j = -2; j <= 2; j++)
{
for (int i = -2; i <= 2; i++) {
float4 cellOffset = make_float4(i, j, k, u);
float4 pointPosition = cellOffset +
hash_float4_to_float4(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_4d(
pointPosition, localPosition, metric, exponent);
float h = smoothstep(
0.0f, 1.0f, 0.5f + 0.5f * (smoothDistance - distanceToPoint) / smoothness);
float correctionFactor = smoothness * h * (1.0f - h);
smoothDistance = mix(smoothDistance, distanceToPoint, h) - correctionFactor;
correctionFactor /= 1.0f + 3.0f * smoothness;
float3 cellColor = hash_float4_to_float3(cellPosition + cellOffset);
smoothColor = mix(smoothColor, cellColor, h) - correctionFactor;
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
}
}
}
}
*outDistance = smoothDistance;
*outColor = smoothColor;
*outPosition = cellPosition + smoothPosition;
}
ccl_device void voronoi_f2_4d(float4 coord,
float exponent,
float randomness,
NodeVoronoiDistanceMetric metric,
float *outDistance,
float3 *outColor,
float4 *outPosition)
{
float4 cellPosition = floor(coord);
float4 localPosition = coord - cellPosition;
float distanceF1 = 8.0f;
float distanceF2 = 8.0f;
float4 offsetF1 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 positionF1 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 offsetF2 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 positionF2 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
ccl_loop_no_unroll for (int j = -1; j <= 1; j++)
{
for (int i = -1; i <= 1; i++) {
float4 cellOffset = make_float4(i, j, k, u);
float4 pointPosition = cellOffset +
hash_float4_to_float4(cellPosition + cellOffset) * randomness;
float distanceToPoint = voronoi_distance_4d(
pointPosition, localPosition, metric, exponent);
if (distanceToPoint < distanceF1) {
distanceF2 = distanceF1;
distanceF1 = distanceToPoint;
offsetF2 = offsetF1;
offsetF1 = cellOffset;
positionF2 = positionF1;
positionF1 = pointPosition;
}
else if (distanceToPoint < distanceF2) {
distanceF2 = distanceToPoint;
offsetF2 = cellOffset;
positionF2 = pointPosition;
}
}
}
}
}
*outDistance = distanceF2;
*outColor = hash_float4_to_float3(cellPosition + offsetF2);
*outPosition = positionF2 + cellPosition;
}
ccl_device void voronoi_distance_to_edge_4d(float4 coord, float randomness, float *outDistance)
{
float4 cellPosition = floor(coord);
float4 localPosition = coord - cellPosition;
float4 vectorToClosest = make_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++) {
ccl_loop_no_unroll for (int j = -1; j <= 1; j++)
{
for (int i = -1; i <= 1; i++) {
float4 cellOffset = make_float4(i, j, k, u);
float4 vectorToPoint = cellOffset +
hash_float4_to_float4(cellPosition + cellOffset) * randomness -
localPosition;
float distanceToPoint = dot(vectorToPoint, vectorToPoint);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
vectorToClosest = vectorToPoint;
}
}
}
}
}
minDistance = 8.0f;
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
ccl_loop_no_unroll for (int j = -1; j <= 1; j++)
{
for (int i = -1; i <= 1; i++) {
float4 cellOffset = make_float4(i, j, k, u);
float4 vectorToPoint = cellOffset +
hash_float4_to_float4(cellPosition + cellOffset) * randomness -
localPosition;
float4 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
float distanceToEdge = dot((vectorToClosest + vectorToPoint) / 2.0f,
normalize(perpendicularToEdge));
minDistance = min(minDistance, distanceToEdge);
}
}
}
}
}
*outDistance = minDistance;
}
ccl_device void voronoi_n_sphere_radius_4d(float4 coord, float randomness, float *outRadius)
{
float4 cellPosition = floor(coord);
float4 localPosition = coord - cellPosition;
float4 closestPoint = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 closestPointOffset = make_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++) {
ccl_loop_no_unroll for (int j = -1; j <= 1; j++)
{
for (int i = -1; i <= 1; i++) {
float4 cellOffset = make_float4(i, j, k, u);
float4 pointPosition = cellOffset +
hash_float4_to_float4(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
closestPointOffset = cellOffset;
}
}
}
}
}
minDistance = 8.0f;
float4 closestPointToClosestPoint = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int u = -1; u <= 1; u++) {
for (int k = -1; k <= 1; k++) {
ccl_loop_no_unroll for (int j = -1; j <= 1; j++)
{
for (int i = -1; i <= 1; i++) {
if (i == 0 && j == 0 && k == 0 && u == 0) {
continue;
}
float4 cellOffset = make_float4(i, j, k, u) + closestPointOffset;
float4 pointPosition = cellOffset +
hash_float4_to_float4(cellPosition + cellOffset) * randomness;
float distanceToPoint = distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
}
}
*outRadius = distance(closestPointToClosestPoint, closestPoint) / 2.0f;
}
ccl_device void svm_node_tex_voronoi(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint dimensions,
uint feature,
uint metric,
int *offset)
{
uint4 stack_offsets = read_node(kg, offset);
uint4 defaults = read_node(kg, offset);
uint coord_stack_offset, w_stack_offset, scale_stack_offset, smoothness_stack_offset;
uint exponent_stack_offset, randomness_stack_offset, distance_out_stack_offset,
color_out_stack_offset;
uint position_out_stack_offset, w_out_stack_offset, radius_out_stack_offset;
svm_unpack_node_uchar4(stack_offsets.x,
&coord_stack_offset,
&w_stack_offset,
&scale_stack_offset,
&smoothness_stack_offset);
svm_unpack_node_uchar4(stack_offsets.y,
&exponent_stack_offset,
&randomness_stack_offset,
&distance_out_stack_offset,
&color_out_stack_offset);
svm_unpack_node_uchar3(
stack_offsets.z, &position_out_stack_offset, &w_out_stack_offset, &radius_out_stack_offset);
float3 coord = stack_load_float3(stack, coord_stack_offset);
float w = stack_load_float_default(stack, w_stack_offset, stack_offsets.w);
float scale = stack_load_float_default(stack, scale_stack_offset, defaults.x);
float smoothness = stack_load_float_default(stack, smoothness_stack_offset, defaults.y);
float exponent = stack_load_float_default(stack, exponent_stack_offset, defaults.z);
float randomness = stack_load_float_default(stack, randomness_stack_offset, defaults.w);
NodeVoronoiFeature voronoi_feature = (NodeVoronoiFeature)feature;
NodeVoronoiDistanceMetric voronoi_metric = (NodeVoronoiDistanceMetric)metric;
float distance_out = 0.0f, w_out = 0.0f, radius_out = 0.0f;
float3 color_out = make_float3(0.0f, 0.0f, 0.0f);
float3 position_out = make_float3(0.0f, 0.0f, 0.0f);
randomness = clamp(randomness, 0.0f, 1.0f);
smoothness = clamp(smoothness / 2.0f, 0.0f, 0.5f);
w *= scale;
coord *= scale;
switch (dimensions) {
case 1: {
switch (voronoi_feature) {
case NODE_VORONOI_F1:
voronoi_f1_1d(
w, exponent, randomness, voronoi_metric, &distance_out, &color_out, &w_out);
break;
case NODE_VORONOI_SMOOTH_F1:
voronoi_smooth_f1_1d(w,
smoothness,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&w_out);
break;
case NODE_VORONOI_F2:
voronoi_f2_1d(
w, exponent, randomness, voronoi_metric, &distance_out, &color_out, &w_out);
break;
case NODE_VORONOI_DISTANCE_TO_EDGE:
voronoi_distance_to_edge_1d(w, randomness, &distance_out);
break;
case NODE_VORONOI_N_SPHERE_RADIUS:
voronoi_n_sphere_radius_1d(w, randomness, &radius_out);
break;
default:
kernel_assert(0);
}
w_out = safe_divide(w_out, scale);
break;
}
case 2: {
float2 coord_2d = make_float2(coord.x, coord.y);
float2 position_out_2d;
switch (voronoi_feature) {
case NODE_VORONOI_F1:
voronoi_f1_2d(coord_2d,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&position_out_2d);
break;
#if NODES_FEATURE(NODE_FEATURE_VORONOI_EXTRA)
case NODE_VORONOI_SMOOTH_F1:
voronoi_smooth_f1_2d(coord_2d,
smoothness,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&position_out_2d);
break;
#endif
case NODE_VORONOI_F2:
voronoi_f2_2d(coord_2d,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&position_out_2d);
break;
case NODE_VORONOI_DISTANCE_TO_EDGE:
voronoi_distance_to_edge_2d(coord_2d, randomness, &distance_out);
break;
case NODE_VORONOI_N_SPHERE_RADIUS:
voronoi_n_sphere_radius_2d(coord_2d, randomness, &radius_out);
break;
default:
kernel_assert(0);
}
position_out_2d = safe_divide_float2_float(position_out_2d, scale);
position_out = make_float3(position_out_2d.x, position_out_2d.y, 0.0f);
break;
}
case 3: {
switch (voronoi_feature) {
case NODE_VORONOI_F1:
voronoi_f1_3d(coord,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&position_out);
break;
#if NODES_FEATURE(NODE_FEATURE_VORONOI_EXTRA)
case NODE_VORONOI_SMOOTH_F1:
voronoi_smooth_f1_3d(coord,
smoothness,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&position_out);
break;
#endif
case NODE_VORONOI_F2:
voronoi_f2_3d(coord,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&position_out);
break;
case NODE_VORONOI_DISTANCE_TO_EDGE:
voronoi_distance_to_edge_3d(coord, randomness, &distance_out);
break;
case NODE_VORONOI_N_SPHERE_RADIUS:
voronoi_n_sphere_radius_3d(coord, randomness, &radius_out);
break;
default:
kernel_assert(0);
}
position_out = safe_divide_float3_float(position_out, scale);
break;
}
#if NODES_FEATURE(NODE_FEATURE_VORONOI_EXTRA)
case 4: {
float4 coord_4d = make_float4(coord.x, coord.y, coord.z, w);
float4 position_out_4d;
switch (voronoi_feature) {
case NODE_VORONOI_F1:
voronoi_f1_4d(coord_4d,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&position_out_4d);
break;
case NODE_VORONOI_SMOOTH_F1:
voronoi_smooth_f1_4d(coord_4d,
smoothness,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&position_out_4d);
break;
case NODE_VORONOI_F2:
voronoi_f2_4d(coord_4d,
exponent,
randomness,
voronoi_metric,
&distance_out,
&color_out,
&position_out_4d);
break;
case NODE_VORONOI_DISTANCE_TO_EDGE:
voronoi_distance_to_edge_4d(coord_4d, randomness, &distance_out);
break;
case NODE_VORONOI_N_SPHERE_RADIUS:
voronoi_n_sphere_radius_4d(coord_4d, randomness, &radius_out);
break;
default:
kernel_assert(0);
}
position_out_4d = safe_divide_float4_float(position_out_4d, scale);
position_out = make_float3(position_out_4d.x, position_out_4d.y, position_out_4d.z);
w_out = position_out_4d.w;
break;
}
#endif
default:
kernel_assert(0);
}
if (stack_valid(distance_out_stack_offset))
stack_store_float(stack, distance_out_stack_offset, distance_out);
if (stack_valid(color_out_stack_offset))
stack_store_float3(stack, color_out_stack_offset, color_out);
if (stack_valid(position_out_stack_offset))
stack_store_float3(stack, position_out_stack_offset, position_out);
if (stack_valid(w_out_stack_offset))
stack_store_float(stack, w_out_stack_offset, w_out);
if (stack_valid(radius_out_stack_offset))
stack_store_float(stack, radius_out_stack_offset, radius_out);
}
CCL_NAMESPACE_END