diff options
author | Mai Lavelle <mai.lavelle@gmail.com> | 2016-09-02 07:41:04 +0300 |
---|---|---|
committer | Mai Lavelle <mai.lavelle@gmail.com> | 2016-09-11 18:20:21 +0300 |
commit | 92a2c49aab55a2c459a8f6d50e730bdcda966eb5 (patch) | |
tree | 8524d21897c5c2b4da74f08ef7b27046c8682eed /intern/cycles/kernel/svm | |
parent | ac2fe8312bd2a609eb884ad95dd27bcbbf7f1b0e (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.h | 24 |
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 } |