[Bf-blender-cvs] [7ec7888ff38] master: Eevee: Fix Tangent vectors using NormalMatrix and make them world space
Clément Foucault
noreply at git.blender.org
Wed May 8 23:31:02 CEST 2019
Commit: 7ec7888ff384adccfaca2777c021b40dd726fa8d
Author: Clément Foucault
Date: Wed May 8 23:21:09 2019 +0200
Branches: master
https://developer.blender.org/rB7ec7888ff384adccfaca2777c021b40dd726fa8d
Eevee: Fix Tangent vectors using NormalMatrix and make them world space
Making them world space by default remove a lot of legacy conversion from
viewspace.
===================================================================
M source/blender/gpu/intern/gpu_codegen.c
M source/blender/gpu/shaders/gpu_shader_material.glsl
M source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
M source/blender/nodes/shader/nodes/node_shader_normal_map.c
M source/blender/nodes/shader/nodes/node_shader_tangent.c
M source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
===================================================================
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 310c57fdbee..2c42cc654e2 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1118,7 +1118,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
if (input->attr_type == CD_TANGENT) { /* silly exception */
BLI_dynstr_appendf(ds,
- "\tvar%d%s.xyz = NormalMatrix * att%d.xyz;\n",
+ "\tvar%d%s.xyz = transpose(mat3(ModelMatrixInverse)) * att%d.xyz;\n",
input->attr_id,
use_geom ? "g" : "",
input->attr_id);
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index f03e30b55f7..59eb463635e 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2013,18 +2013,13 @@ void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
}
-void node_tangentmap(vec4 attr_tangent, mat4 toworld, out vec3 tangent)
+void node_tangentmap(vec4 attr_tangent, out vec3 tangent)
{
- tangent = normalize((toworld * vec4(attr_tangent.xyz, 0.0)).xyz);
+ tangent = normalize(attr_tangent.xyz);
}
-void node_tangent(vec3 N, vec3 orco, mat4 objmat, mat4 toworld, out vec3 T)
+void node_tangent(vec3 N, vec3 orco, mat4 objmat, out vec3 T)
{
-#ifndef VOLUMETRICS
- N = normalize(gl_FrontFacing ? worldNormal : -worldNormal);
-#else
- N = (toworld * vec4(N, 0.0)).xyz;
-#endif
T = (objmat * vec4(orco, 0.0)).xyz;
T = cross(N, normalize(cross(T, N)));
}
@@ -2068,7 +2063,7 @@ void node_geometry(vec3 I,
true_normal = normal;
# endif
tangent_orco_z(orco, orco);
- node_tangent(N, orco, objmat, toworld, tangent);
+ node_tangent(N, orco, objmat, tangent);
parametric = vec3(barycentric, 0.0);
backfacing = (gl_FrontFacing) ? 0.0 : 1.0;
@@ -3334,6 +3329,7 @@ void node_vector_displacement_tangent(vec4 vector,
mat4 viewmat,
out vec3 result)
{
+ /* TODO(fclem) this is broken. revisit latter. */
vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz);
vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz);
vec3 B_object = tangent.w * normalize(cross(N_object, T_object));
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index 37c35c0adc8..72852d28744 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -114,10 +114,9 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
GPU_link(mat, "tangent_orco_z", orco, &in[19].link);
GPU_link(mat,
"node_tangent",
- GPU_builtin(GPU_VIEW_NORMAL),
+ GPU_builtin(GPU_WORLD_NORMAL),
in[19].link,
GPU_builtin(GPU_OBJECT_MATRIX),
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
&in[19].link);
}
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 d769a219fa0..4976d038065 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
@@ -84,52 +84,33 @@ static int gpu_shader_normal_map(GPUMaterial *mat,
realnorm = GPU_constant(in[1].vec);
}
- negnorm = GPU_builtin(GPU_VIEW_NORMAL);
+ negnorm = GPU_builtin(GPU_WORLD_NORMAL);
GPU_link(mat, "math_max", strength, GPU_constant(d), &strength);
const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD) {
color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
}
+
+ GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
switch (nm->space) {
case SHD_SPACE_TANGENT:
- GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
GPU_link(mat,
"node_normal_map",
GPU_builtin(GPU_OBJECT_INFO),
GPU_attribute(CD_TANGENT, nm->uv_map),
- negnorm,
+ GPU_builtin(GPU_WORLD_NORMAL),
realnorm,
&realnorm);
- GPU_link(
- mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link);
- /* for uniform scale this is sufficient to match Cycles */
- GPU_link(mat,
- "direction_transform_m4v3",
- out[0].link,
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
- &out[0].link);
- GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
- return true;
+ break;
case SHD_SPACE_OBJECT:
case SHD_SPACE_BLENDER_OBJECT:
- GPU_link(mat,
- "direction_transform_m4v3",
- negnorm,
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
- &negnorm);
- GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
GPU_link(
mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
break;
case SHD_SPACE_WORLD:
case SHD_SPACE_BLENDER_WORLD:
- GPU_link(mat,
- "direction_transform_m4v3",
- negnorm,
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
- &negnorm);
- GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
+ /* Nothing to do. */
break;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tangent.c b/source/blender/nodes/shader/nodes/node_shader_tangent.c
index 5512754d9a2..6795f48edb3 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tangent.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tangent.c
@@ -42,13 +42,7 @@ static int node_shader_gpu_tangent(GPUMaterial *mat,
NodeShaderTangent *attr = node->storage;
if (attr->direction_type == SHD_TANGENT_UVMAP) {
- return GPU_stack_link(mat,
- node,
- "node_tangentmap",
- in,
- out,
- GPU_attribute(CD_TANGENT, ""),
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX));
+ return GPU_stack_link(mat, node, "node_tangentmap", in, out, GPU_attribute(CD_TANGENT, ""));
}
else {
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
@@ -68,10 +62,9 @@ static int node_shader_gpu_tangent(GPUMaterial *mat,
"node_tangent",
in,
out,
- GPU_builtin(GPU_VIEW_NORMAL),
+ GPU_builtin(GPU_WORLD_NORMAL),
orco,
- GPU_builtin(GPU_OBJECT_MATRIX),
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX));
+ GPU_builtin(GPU_OBJECT_MATRIX));
}
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
index cbc012040b0..ac8b49c4572 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
@@ -61,7 +61,7 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat,
in,
out,
GPU_attribute(CD_TANGENT, ""),
- GPU_builtin(GPU_VIEW_NORMAL),
+ GPU_builtin(GPU_WORLD_NORMAL),
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_VIEW_MATRIX));
}
More information about the Bf-blender-cvs
mailing list