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authorMai Lavelle <mai.lavelle@gmail.com>2016-09-02 07:41:04 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-09-14 11:26:20 +0300
commit2c1201502dcac7c3febd7e09c228b05dd16b4fcd (patch)
treec5181b85d97ce3220dc9502898f12cdc32560b9d /intern/cycles/kernel/svm
parentb67db67b012d688b3f0b4b1d12c45e33ea2ccaab (diff)
Cycles: Fix bump mapping to use object space when used with true displacement
Bump mapping was happening in world space while displacement happens in object space, causing shading errors when displacement type was used with bump mapping. To fix this the proper transforms are added to bump nodes. This is only done for automatic bump mapping however, to avoid visual changes from other uses of bump mapping. It would be nice to do this for all bump mapping to be consistent but that will have to wait till we can break compatibility. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2191
Diffstat (limited to 'intern/cycles/kernel/svm')
-rw-r--r--intern/cycles/kernel/svm/svm_displace.h24
1 files changed, 19 insertions, 5 deletions
diff --git a/intern/cycles/kernel/svm/svm_displace.h b/intern/cycles/kernel/svm/svm_displace.h
index 8d4b07c9973..12a6f9a7d18 100644
--- a/intern/cycles/kernel/svm/svm_displace.h
+++ b/intern/cycles/kernel/svm/svm_displace.h
@@ -22,14 +22,23 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
{
#ifdef __RAY_DIFFERENTIALS__
/* get normal input */
- uint normal_offset, distance_offset, invert;
- decode_node_uchar4(node.y, &normal_offset, &distance_offset, &invert, NULL);
+ uint normal_offset, distance_offset, invert, use_object_space;
+ decode_node_uchar4(node.y, &normal_offset, &distance_offset, &invert, &use_object_space);
float3 normal_in = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): ccl_fetch(sd, N);
+ float3 dPdx = ccl_fetch(sd, dP).dx;
+ float3 dPdy = ccl_fetch(sd, dP).dy;
+
+ if(use_object_space) {
+ object_inverse_normal_transform(kg, sd, &normal_in);
+ object_inverse_dir_transform(kg, sd, &dPdx);
+ object_inverse_dir_transform(kg, sd, &dPdy);
+ }
+
/* get surface tangents from normal */
- float3 Rx = cross(ccl_fetch(sd, dP).dy, normal_in);
- float3 Ry = cross(normal_in, ccl_fetch(sd, dP).dx);
+ float3 Rx = cross(dPdy, normal_in);
+ float3 Ry = cross(normal_in, dPdx);
/* get bump values */
uint c_offset, x_offset, y_offset, strength_offset;
@@ -40,7 +49,7 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
float h_y = stack_load_float(stack, y_offset);
/* compute surface gradient and determinant */
- float det = dot(ccl_fetch(sd, dP).dx, Rx);
+ float det = dot(dPdx, Rx);
float3 surfgrad = (h_x - h_c)*Rx + (h_y - h_c)*Ry;
float absdet = fabsf(det);
@@ -56,6 +65,11 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
/* compute and output perturbed normal */
float3 normal_out = normalize(absdet*normal_in - distance*signf(det)*surfgrad);
normal_out = normalize(strength*normal_out + (1.0f - strength)*normal_in);
+
+ if(use_object_space) {
+ object_normal_transform(kg, sd, &normal_out);
+ }
+
stack_store_float3(stack, node.w, normal_out);
#endif
}