diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-29 00:08:39 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-29 00:08:54 +0300 |
commit | 42dd888b98b598c240f78302b857fa60add08ca5 (patch) | |
tree | ec50b6728a79d601025dc8f2e9c715890a04dce2 | |
parent | d027df3add87a1f0a3356d21344a0a160c8ce43d (diff) |
Fix T62178 Eevee: Texture Box mapping not matching Cycles if object is scaled
The wrong transformation was used. Add a new matrix specially for this case.
This also fix the Node texture coordinate that was suffering the same issue.
-rw-r--r-- | source/blender/draw/intern/draw_manager.h | 11 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_data.c | 4 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_exec.c | 11 | ||||
-rw-r--r-- | source/blender/gpu/GPU_material.h | 1 | ||||
-rw-r--r-- | source/blender/gpu/GPU_shader_interface.h | 1 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_interface.c | 1 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 10 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_image.c | 9 |
9 files changed, 38 insertions, 16 deletions
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index 25dbe776858..45721951abf 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -99,10 +99,11 @@ enum { DRW_CALL_MODELVIEWINVERSE = (1 << 2), DRW_CALL_MODELVIEWPROJECTION = (1 << 3), DRW_CALL_NORMALVIEW = (1 << 4), - DRW_CALL_NORMALWORLD = (1 << 5), - DRW_CALL_ORCOTEXFAC = (1 << 6), - DRW_CALL_EYEVEC = (1 << 7), - DRW_CALL_OBJECTINFO = (1 << 8), + DRW_CALL_NORMALVIEWINVERSE = (1 << 5), + DRW_CALL_NORMALWORLD = (1 << 6), + DRW_CALL_ORCOTEXFAC = (1 << 7), + DRW_CALL_EYEVEC = (1 << 8), + DRW_CALL_OBJECTINFO = (1 << 9), }; typedef struct DRWCallState { @@ -122,6 +123,7 @@ typedef struct DRWCallState { float modelviewinverse[4][4]; float modelviewprojection[4][4]; float normalview[3][3]; + float normalviewinverse[3][3]; float normalworld[3][3]; /* Not view dependent */ float orcotexfac[2][3]; /* Not view dependent */ float objectinfo[2]; @@ -258,6 +260,7 @@ struct DRWShadingGroup { int modelviewinverse; int modelviewprojection; int normalview; + int normalviewinverse; int normalworld; int orcotexfac; int eye; diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 7233036effe..7f553c0926d 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -695,6 +695,7 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV); shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP); shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL); + shgroup->normalviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL_INV); shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL); shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO); shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO); @@ -717,6 +718,9 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) if (shgroup->normalview > -1) { shgroup->matflag |= DRW_CALL_NORMALVIEW; } + if (shgroup->normalviewinverse > -1) { + shgroup->matflag |= DRW_CALL_NORMALVIEWINVERSE; + } if (shgroup->normalworld > -1) { shgroup->matflag |= DRW_CALL_NORMALWORLD; } diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index 87c56efb493..7dc42c4d459 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -792,18 +792,20 @@ static void draw_matrices_model_prepare(DRWCallState *st) if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) { mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model); } - if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_EYEVEC)) { + if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_NORMALVIEWINVERSE | DRW_CALL_EYEVEC)) { copy_m3_m4(st->normalview, st->modelview); invert_m3(st->normalview); transpose_m3(st->normalview); } + if (st->matflag & (DRW_CALL_NORMALVIEWINVERSE | DRW_CALL_EYEVEC)) { + invert_m3_m3(st->normalviewinverse, st->normalview); + } + /* TODO remove eye vec (unused) */ if (st->matflag & DRW_CALL_EYEVEC) { /* Used by orthographic wires */ - float tmp[3][3]; copy_v3_fl3(st->eyevec, 0.0f, 0.0f, 1.0f); - invert_m3_m3(tmp, st->normalview); /* set eye vector, transformed to object coords */ - mul_m3_v3(tmp, st->eyevec); + mul_m3_v3(st->normalviewinverse, st->eyevec); } /* Non view dependent */ if (st->matflag & DRW_CALL_MODELINVERSE) { @@ -835,6 +837,7 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call) GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)state->modelviewinverse); GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)state->modelviewprojection); GPU_shader_uniform_vector(shgroup->shader, shgroup->normalview, 9, 1, (float *)state->normalview); + GPU_shader_uniform_vector(shgroup->shader, shgroup->normalviewinverse, 9, 1, (float *)state->normalviewinverse); GPU_shader_uniform_vector(shgroup->shader, shgroup->normalworld, 9, 1, (float *)state->normalworld); GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 4, 1, (float *)objectinfo); GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac); diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index fac8270cd58..6d8319fbdd3 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -107,6 +107,7 @@ typedef enum eGPUBuiltin { GPU_VOLUME_TEMPERATURE = (1 << 18), GPU_BARYCENTRIC_TEXCO = (1 << 19), GPU_BARYCENTRIC_DIST = (1 << 20), + GPU_INVERSE_NORMAL_MATRIX = (1 << 21), } eGPUBuiltin; typedef enum eGPUMatFlag { diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h index 34b607bcb5d..ee2091c7cec 100644 --- a/source/blender/gpu/GPU_shader_interface.h +++ b/source/blender/gpu/GPU_shader_interface.h @@ -45,6 +45,7 @@ typedef enum { GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */ GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */ + GPU_UNIFORM_NORMAL_INV, /* mat3 NormalMatrixInverse */ GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */ GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */ GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */ diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index b1d94d22f35..355ca083274 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -467,6 +467,8 @@ const char *GPU_builtin_name(eGPUBuiltin builtin) return "unfinvviewmat"; else if (builtin == GPU_INVERSE_OBJECT_MATRIX) return "unfinvobmat"; + else if (builtin == GPU_INVERSE_NORMAL_MATRIX) + return "unfinvnormat"; else if (builtin == GPU_LOC_TO_VIEW_MATRIX) return "unflocaltoviewmat"; else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) @@ -719,6 +721,8 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final BLI_dynstr_append(ds, "objmat"); else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX) BLI_dynstr_append(ds, "objinv"); + else if (input->builtin == GPU_INVERSE_NORMAL_MATRIX) + BLI_dynstr_append(ds, "norinv"); else if (input->builtin == GPU_VIEW_POSITION) BLI_dynstr_append(ds, "viewposition"); else if (input->builtin == GPU_VIEW_NORMAL) @@ -795,6 +799,8 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO BLI_dynstr_append(ds, "\t#define objmat ModelMatrix\n"); if (builtins & GPU_INVERSE_OBJECT_MATRIX) BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n"); + if (builtins & GPU_INVERSE_NORMAL_MATRIX) + BLI_dynstr_append(ds, "\t#define norinv NormalMatrixInverse\n"); if (builtins & GPU_INVERSE_VIEW_MATRIX) BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n"); if (builtins & GPU_LOC_TO_VIEW_MATRIX) diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c index 72f19b3fc6b..21e2be03eb9 100644 --- a/source/blender/gpu/intern/gpu_shader_interface.c +++ b/source/blender/gpu/intern/gpu_shader_interface.c @@ -61,6 +61,7 @@ static const char *BuiltinUniform_name(GPUUniformBuiltin u) [GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse", [GPU_UNIFORM_NORMAL] = "NormalMatrix", + [GPU_UNIFORM_NORMAL_INV] = "NormalMatrixInverse", [GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix", [GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors", [GPU_UNIFORM_ORCO] = "OrcoTexCoFactors", diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index e0d381e6f8b..5f54b53987e 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2,6 +2,7 @@ uniform mat4 ModelViewMatrix; uniform mat4 ModelViewMatrixInverse; uniform mat3 NormalMatrix; +uniform mat3 NormalMatrixInverse; #ifndef USE_ATTR uniform mat4 ModelMatrix; @@ -187,6 +188,11 @@ void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) vout = (mat * vec4(vin, 0.0)).xyz; } +void mat3_mul(vec3 vin, mat3 mat, out vec3 vout) +{ + vout = mat * vin; +} + void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) { vout = (mat * vec4(vin, 1.0)).xyz; @@ -1868,7 +1874,7 @@ void node_tex_coord( out vec3 camera, out vec3 window, out vec3 reflection) { generated = attr_orco; - normal = normalize((obinvmat * (viewinvmat * vec4(N, 0.0))).xyz); + normal = normalize(NormalMatrixInverse * N); uv = attr_uv; object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz; camera = vec3(I.xy, -I.z); @@ -2319,7 +2325,7 @@ void node_tex_image_box(vec3 texco, } else { /* last case, we have a mix between three */ - weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, 2.0 * limit - 1.0); + weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, blend); } color = weight.x * color1 + weight.y * color2 + weight.z * color3; diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.c b/source/blender/nodes/shader/nodes/node_shader_tex_image.c index ba5d34a445f..3491a28fa8f 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_image.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.c @@ -123,12 +123,9 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata)); break; case SHD_PROJ_BOX: - GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), - GPU_builtin(GPU_INVERSE_VIEW_MATRIX), - &norm); - GPU_link(mat, "direction_transform_m4v3", norm, - GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), - &norm); + GPU_link(mat, "mat3_mul", GPU_builtin(GPU_VIEW_NORMAL), + GPU_builtin(GPU_INVERSE_NORMAL_MATRIX), + &norm); GPU_link(mat, gpu_node_name, in[0].link, norm, GPU_image(ima, iuser, isdata), |