Files
test2/intern/cycles/kernel/osl/shaders/node_fractal_voronoi.h
Hoshinova af54b16778 Nodes: fix Voronoi Noise discontinuities when Lacunarity is 0.0.
When the Lacunarity input is driven by e.g. a Texture discontinuities can
arise because the `for` loop breaks prematurely.

Pull Request: https://projects.blender.org/blender/blender/pulls/111395
2023-08-31 14:20:27 +02:00

142 lines
4.5 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "node_voronoi.h"
#include "stdcycles.h"
#include "vector2.h"
#include "vector4.h"
#define vector3 point
/* The fractalization logic is the same as for fBM Noise, except that some additions are replaced
* by lerps. */
#define FRACTAL_VORONOI_X_FX(T) \
VoronoiOutput fractal_voronoi_x_fx(VoronoiParams params, T coord) \
{ \
float amplitude = 1.0; \
float max_amplitude = 0.0; \
float scale = 1.0; \
\
VoronoiOutput Output; \
Output.Distance = 0.0; \
Output.Color = color(0.0, 0.0, 0.0); \
Output.Position = vector4(0.0, 0.0, 0.0, 0.0); \
int zero_input = params.detail == 0.0 || params.roughness == 0.0; \
\
for (int i = 0; i <= ceil(params.detail); ++i) { \
VoronoiOutput octave; \
if (params.feature == "f2") { \
octave = voronoi_f2(params, coord * scale); \
} \
else if (params.feature == "smooth_f1" && params.smoothness != 0.0) { \
octave = voronoi_smooth_f1(params, coord * scale); \
} \
else { \
octave = voronoi_f1(params, coord * scale); \
} \
\
if (zero_input) { \
max_amplitude = 1.0; \
Output = octave; \
break; \
} \
else if (i <= params.detail) { \
max_amplitude += amplitude; \
Output.Distance += octave.Distance * amplitude; \
Output.Color += octave.Color * amplitude; \
Output.Position = mix(Output.Position, octave.Position / scale, amplitude); \
scale *= params.lacunarity; \
amplitude *= params.roughness; \
} \
else { \
float remainder = params.detail - floor(params.detail); \
if (remainder != 0.0) { \
max_amplitude = mix(max_amplitude, max_amplitude + amplitude, remainder); \
Output.Distance = mix( \
Output.Distance, Output.Distance + octave.Distance * amplitude, remainder); \
Output.Color = mix(Output.Color, Output.Color + octave.Color * amplitude, remainder); \
Output.Position = mix(Output.Position, \
mix(Output.Position, octave.Position / scale, amplitude), \
remainder); \
} \
} \
} \
\
if (params.normalize) { \
Output.Distance /= max_amplitude * params.max_distance; \
Output.Color /= max_amplitude; \
} \
\
Output.Position = safe_divide(Output.Position, params.scale); \
\
return Output; \
}
/* The fractalization logic is the same as for fBM Noise, except that some additions are replaced
* by lerps. */
#define FRACTAL_VORONOI_DISTANCE_TO_EDGE_FUNCTION(T) \
float fractal_voronoi_distance_to_edge(VoronoiParams params, T coord) \
{ \
float amplitude = 1.0; \
float max_amplitude = params.max_distance; \
float scale = 1.0; \
float distance = 8.0; \
\
int zero_input = params.detail == 0.0 || params.roughness == 0.0; \
\
for (int i = 0; i <= ceil(params.detail); ++i) { \
float octave_distance = voronoi_distance_to_edge(params, coord * scale); \
\
if (zero_input) { \
distance = octave_distance; \
break; \
} \
else if (i <= params.detail) { \
max_amplitude = mix(max_amplitude, params.max_distance / scale, amplitude); \
distance = mix(distance, min(distance, octave_distance / scale), amplitude); \
scale *= params.lacunarity; \
amplitude *= params.roughness; \
} \
else { \
float remainder = params.detail - floor(params.detail); \
if (remainder != 0.0) { \
float lerp_amplitude = mix(max_amplitude, params.max_distance / scale, amplitude); \
max_amplitude = mix(max_amplitude, lerp_amplitude, remainder); \
float lerp_distance = mix(distance, min(distance, octave_distance / scale), amplitude); \
distance = mix(distance, min(distance, lerp_distance), remainder); \
} \
} \
} \
\
if (params.normalize) { \
distance /= max_amplitude; \
} \
\
return distance; \
}
/* **** 1D Fractal Voronoi **** */
FRACTAL_VORONOI_X_FX(float)
FRACTAL_VORONOI_DISTANCE_TO_EDGE_FUNCTION(float)
/* **** 2D Fractal Voronoi **** */
FRACTAL_VORONOI_X_FX(vector2)
FRACTAL_VORONOI_DISTANCE_TO_EDGE_FUNCTION(vector2)
/* **** 3D Fractal Voronoi **** */
FRACTAL_VORONOI_X_FX(vector3)
FRACTAL_VORONOI_DISTANCE_TO_EDGE_FUNCTION(vector3)
/* **** 4D Fractal Voronoi **** */
FRACTAL_VORONOI_X_FX(vector4)
FRACTAL_VORONOI_DISTANCE_TO_EDGE_FUNCTION(vector4)