[Bf-blender-cvs] [a6b218a] master: Enable correct GLSL output for cycles normalmap node

Ralf Hölzemer noreply at git.blender.org
Mon May 23 15:28:58 CEST 2016


Commit: a6b218af2e62f5f0b37c05458072c7a4fb8ebf3d
Author: Ralf Hölzemer
Date:   Mon May 23 16:12:52 2016 +0300
Branches: master
https://developer.blender.org/rBa6b218af2e62f5f0b37c05458072c7a4fb8ebf3d

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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