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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 /source/blender/gpu | |
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/gpu')
-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 |
5 files changed, 17 insertions, 2 deletions
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; |