diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-29 00:08:39 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-29 00:08:54 +0300 |
commit | 42dd888b98b598c240f78302b857fa60add08ca5 (patch) | |
tree | ec50b6728a79d601025dc8f2e9c715890a04dce2 /source/blender/draw/intern/draw_manager_exec.c | |
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.
Diffstat (limited to 'source/blender/draw/intern/draw_manager_exec.c')
-rw-r--r-- | source/blender/draw/intern/draw_manager_exec.c | 11 |
1 files changed, 7 insertions, 4 deletions
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); |