[Bf-blender-cvs] [5037652] compositor-2016: Enable correct GLSL output for cycles normalmap node
Ralf Hölzemer
noreply at git.blender.org
Wed Jun 8 21:49:39 CEST 2016
Commit: 50376529ee1141f1aa2d354278ad315e0a174257
Author: Ralf Hölzemer
Date: Mon May 23 16:12:52 2016 +0300
Branches: compositor-2016
https://developer.blender.org/rB50376529ee1141f1aa2d354278ad315e0a174257
Enable correct GLSL output for cycles normalmap node
See T48453 for details and test scenes
Reviewers: a.romanov, sergey
Reviewed By: a.romanov, sergey
Projects: #opengl_gfx, #nodes
Differential Revision: https://developer.blender.org/D2011
===================================================================
M source/blender/gpu/shaders/gpu_shader_material.glsl
M source/blender/nodes/shader/nodes/node_shader_normal_map.c
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 9ac9bf0..a63e7b8 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -142,6 +142,20 @@ void color_to_normal(vec3 color, out vec3 normal)
normal.z = 2.0 * ((color.b) - 0.5);
}
+void color_to_normal_new_shading(vec3 color, out vec3 normal)
+{
+ normal.x = 2.0 * ((color.r) - 0.5);
+ normal.y = 2.0 * ((color.g) - 0.5);
+ normal.z = 2.0 * ((color.b) - 0.5);
+}
+
+void color_to_blender_normal_new_shading(vec3 color, out vec3 normal)
+{
+ normal.x = 2.0 * ((color.r) - 0.5);
+ normal.y = -2.0 * ((color.g) - 0.5);
+ normal.z = -2.0 * ((color.b) - 0.5);
+}
+
#define M_PI 3.14159265358979323846
#define M_1_PI 0.31830988618379069
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
index 642e5b2..d269560 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
@@ -121,35 +121,69 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
else
strength = GPU_uniform(in[0].vec);
- if (in[1].link) {
- GPU_link(mat, "color_to_normal", in[1].link, &realnorm);
- GPU_link(mat, "mtex_negate_texnormal", realnorm, &realnorm);
- }
+ if (in[1].link)
+ realnorm = in[1].link;
+ else
+ realnorm = GPU_uniform(in[1].vec);
+ negnorm = GPU_builtin(GPU_VIEW_NORMAL);
GPU_link(mat, "math_max", strength, GPU_uniform(d), &strength);
- GPU_link(mat, "vec_math_negate", GPU_builtin(GPU_VIEW_NORMAL), &negnorm);
- if (in[1].link) {
+ if (GPU_material_use_new_shading_nodes(mat)) {
+
+ /* **************** CYCLES ******************** */
+
+ GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
+
switch (nm->space) {
case SHD_NORMAL_MAP_TANGENT:
- GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &out[0].link);
+ GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
+ GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
break;
case SHD_NORMAL_MAP_OBJECT:
+ GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
+ GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
+ break;
case SHD_NORMAL_MAP_BLENDER_OBJECT:
- GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_LOC_TO_VIEW_MATRIX), &out[0].link);
+ GPU_link(mat, "color_to_blender_normal_new_shading", realnorm, &realnorm);
+ GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
break;
case SHD_NORMAL_MAP_WORLD:
+ GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
+ break;
case SHD_NORMAL_MAP_BLENDER_WORLD:
- GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX), &out[0].link);
+ GPU_link(mat, "color_to_blender_normal_new_shading", realnorm, &realnorm);
break;
+
+ GPU_link(mat, "vect_normalize", realnorm, &realnorm);
}
- }
- if (out[0].link) {
- GPU_link(mat, "vec_math_mix", strength, out[0].link, negnorm, &out[0].link);
- GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
+ } else {
+
+ /* *********** BLENDER INTERNAL *************** */
+
+ GPU_link(mat, "color_to_normal", realnorm, &realnorm);
+ GPU_link(mat, "mtex_negate_texnormal", realnorm, &realnorm);
+ GPU_link(mat, "vec_math_negate", negnorm, &negnorm);
+
+ switch (nm->space) {
+ case SHD_NORMAL_MAP_TANGENT:
+ GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
+ break;
+ case SHD_NORMAL_MAP_OBJECT:
+ case SHD_NORMAL_MAP_BLENDER_OBJECT:
+ GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_LOC_TO_VIEW_MATRIX), &realnorm);
+ break;
+ case SHD_NORMAL_MAP_WORLD:
+ case SHD_NORMAL_MAP_BLENDER_WORLD:
+ GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX), &realnorm);
+ break;
+ }
}
+ GPU_link(mat, "vec_math_mix", strength, realnorm, negnorm, &out[0].link);
+ GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
+
return true;
}
@@ -169,4 +203,3 @@ void register_node_type_sh_normal_map(void)
nodeRegisterType(&ntype);
}
-
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