[Bf-blender-cvs] [337aab59e97] blender2.8: Workbench: Matcaps: Fix matcap under perspective.

Clément Foucault noreply at git.blender.org
Sat Jun 9 12:35:16 CEST 2018


Commit: 337aab59e97412e45f331cd8ec035dd54d87c71c
Author: Clément Foucault
Date:   Sat Jun 9 12:28:22 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB337aab59e97412e45f331cd8ec035dd54d87c71c

Workbench: Matcaps: Fix matcap under perspective.

This fixes the problem that matcaps have when using a very larg FOV in
perspective view.

This was because it was stupidly using the normal direction which can not
aligned with the view vector under perspective.

So to workaround this problem we don't use the normal as is, but compute
how much it's facing the camera.

This changes how matcaps looks in perspective because they now always use
the full range of the matcap (which is expected).

===================================================================

M	source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
M	source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
M	source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl

===================================================================

diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 9a0ec7703c8..8908891d7e6 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -79,3 +79,16 @@ vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat)
 	             : vec3(0.0, 0.0, 1.0);
 }
 
+vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)
+{
+	/* Quick creation of an orthonormal basis */
+	float a = 1.0 / (1.0 + I.z);
+	float b = -I.x * I.y * a;
+	vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x);
+	vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y);
+	vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N));
+	if (flipped) {
+		matcap_uv.x = -matcap_uv.x;
+	}
+	return matcap_uv * 0.496 + 0.5;
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 4ae62352e16..461fb2fb130 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -67,11 +67,9 @@ void main()
 	vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);
 
 #ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
-	vec2 matcap_uv = normal_viewport.xy / 2.0 + 0.5;
-	if (world_data.matcap_orientation != 0) {
-		matcap_uv.x = 1.0 - matcap_uv.x;
-	}
-	diffuse_color = texture(matcapImage, matcap_uv);
+	bool flipped = world_data.matcap_orientation != 0;
+	vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped);
+	diffuse_color = textureLod(matcapImage, matcap_uv, 0.0);
 #endif
 
 #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index b26bc396283..4c034460bd3 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -43,7 +43,9 @@ void main()
 	vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);
 
 #ifdef V3D_LIGHTING_MATCAP
-	diffuse_light = texture(matcapImage, normal_viewport.xy / 2.0 + 0.5).rgb;
+	bool flipped = world_data.matcap_orientation != 0;
+	vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped);
+	diffuse_light = texture(matcapImage, matcap_uv).rgb;
 #endif
 
 #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT



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