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authorClément Foucault <foucault.clem@gmail.com>2019-03-29 00:08:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-29 00:08:54 +0300
commit42dd888b98b598c240f78302b857fa60add08ca5 (patch)
treeec50b6728a79d601025dc8f2e9c715890a04dce2 /source/blender/gpu
parentd027df3add87a1f0a3356d21344a0a160c8ce43d (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.h1
-rw-r--r--source/blender/gpu/GPU_shader_interface.h1
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c6
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c1
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl10
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;