Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-21 01:05:07 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-21 01:09:16 +0300
commit47d1f67eab9bffa53fb8f498b1478094f0039f3a (patch)
tree346653c61ca70b632f9d32f7db2fd588b06815d2 /source/blender/nodes
parent41e6068c76447e7c3b9c281f508eae03d3dea804 (diff)
Fix T52473: blender internal Fresnel and Layer Weight only work with linked normal.
Please backport this to 2.79.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_fresnel.c19
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_layer_weight.c19
2 files changed, 28 insertions, 10 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index 5a9e33a4053..8262b70fc44 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -51,14 +51,23 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeE
return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
-static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
{
ShadeInput *shi = ((ShaderCallData *)data)->shi;
- float eta = max_ff(in[0]->vec[0], 0.00001);
+
+ /* Compute IOR. */
+ float eta;
+ nodestack_get_vec(&eta, SOCK_FLOAT, in[0]);
+ eta = max_ff(eta, 0.00001);
+ eta = shi->flippednor ? 1 / eta : eta;
+
+ /* Get normal from socket, but only if linked. */
+ bNodeSocket *sock_normal = node->inputs.first;
+ sock_normal = sock_normal->next;
float n[3];
- if (in[1]->hasinput) {
- copy_v3_v3(n, in[1]->vec);
+ if (sock_normal->link) {
+ nodestack_get_vec(n, SOCK_VECTOR, in[1]);
}
else {
copy_v3_v3(n, shi->vn);
@@ -68,7 +77,7 @@ static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *UNUS
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n);
}
- out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, shi->flippednor ? 1 / eta : eta);
+ out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
index a0b2408a7bb..998e1a5687e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
@@ -52,24 +52,33 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), b
return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
-static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
{
ShadeInput *shi = ((ShaderCallData *)data)->shi;
- float blend = in[0]->vec[0];
+
+ /* Compute IOR. */
+ float blend;
+ nodestack_get_vec(&blend, SOCK_FLOAT, in[0]);
float eta = max_ff(1 - blend, 0.00001);
+ eta = shi->flippednor ? eta : 1 / eta;
+
+ /* Get normal from socket, but only if linked. */
+ bNodeSocket *sock_normal = node->inputs.first;
+ sock_normal = sock_normal->next;
float n[3];
- if (in[1]->hasinput) {
- copy_v3_v3(n, in[1]->vec);
+ if (sock_normal->link) {
+ nodestack_get_vec(n, SOCK_VECTOR, in[1]);
}
else {
copy_v3_v3(n, shi->vn);
}
+
if (shi->use_world_space_shading)
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n);
- out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, shi->flippednor ? eta : 1 / eta);
+ out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta);
float facing = fabs(dot_v3v3(shi->view, n));
if (blend != 0.5) {