diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 00:21:09 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 00:28:06 +0300 |
commit | 7ec7888ff384adccfaca2777c021b40dd726fa8d (patch) | |
tree | ee99e9ce2bd72ebb33ce966d6c4e762c25c473f5 /source/blender/nodes | |
parent | c9537ee5c3f58105f553a32f337f7c5d1be8b1a4 (diff) |
Eevee: Fix Tangent vectors using NormalMatrix and make them world space
Making them world space by default remove a lot of legacy conversion from
viewspace.
Diffstat (limited to 'source/blender/nodes')
4 files changed, 11 insertions, 38 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c index 37c35c0adc8..72852d28744 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c @@ -114,10 +114,9 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, GPU_link(mat, "tangent_orco_z", orco, &in[19].link); GPU_link(mat, "node_tangent", - GPU_builtin(GPU_VIEW_NORMAL), + GPU_builtin(GPU_WORLD_NORMAL), in[19].link, GPU_builtin(GPU_OBJECT_MATRIX), - GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[19].link); } diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c index d769a219fa0..4976d038065 100644 --- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c +++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c @@ -84,52 +84,33 @@ static int gpu_shader_normal_map(GPUMaterial *mat, realnorm = GPU_constant(in[1].vec); } - negnorm = GPU_builtin(GPU_VIEW_NORMAL); + negnorm = GPU_builtin(GPU_WORLD_NORMAL); GPU_link(mat, "math_max", strength, GPU_constant(d), &strength); const char *color_to_normal_fnc_name = "color_to_normal_new_shading"; if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD) { color_to_normal_fnc_name = "color_to_blender_normal_new_shading"; } + + GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm); switch (nm->space) { case SHD_SPACE_TANGENT: - GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm); GPU_link(mat, "node_normal_map", GPU_builtin(GPU_OBJECT_INFO), GPU_attribute(CD_TANGENT, nm->uv_map), - negnorm, + GPU_builtin(GPU_WORLD_NORMAL), realnorm, &realnorm); - GPU_link( - mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link); - /* for uniform scale this is sufficient to match Cycles */ - GPU_link(mat, - "direction_transform_m4v3", - out[0].link, - GPU_builtin(GPU_INVERSE_VIEW_MATRIX), - &out[0].link); - GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); - return true; + break; case SHD_SPACE_OBJECT: case SHD_SPACE_BLENDER_OBJECT: - GPU_link(mat, - "direction_transform_m4v3", - negnorm, - GPU_builtin(GPU_INVERSE_VIEW_MATRIX), - &negnorm); - GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm); GPU_link( mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm); break; case SHD_SPACE_WORLD: case SHD_SPACE_BLENDER_WORLD: - GPU_link(mat, - "direction_transform_m4v3", - negnorm, - GPU_builtin(GPU_INVERSE_VIEW_MATRIX), - &negnorm); - GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm); + /* Nothing to do. */ break; } diff --git a/source/blender/nodes/shader/nodes/node_shader_tangent.c b/source/blender/nodes/shader/nodes/node_shader_tangent.c index 5512754d9a2..6795f48edb3 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tangent.c +++ b/source/blender/nodes/shader/nodes/node_shader_tangent.c @@ -42,13 +42,7 @@ static int node_shader_gpu_tangent(GPUMaterial *mat, NodeShaderTangent *attr = node->storage; if (attr->direction_type == SHD_TANGENT_UVMAP) { - return GPU_stack_link(mat, - node, - "node_tangentmap", - in, - out, - GPU_attribute(CD_TANGENT, ""), - GPU_builtin(GPU_INVERSE_VIEW_MATRIX)); + return GPU_stack_link(mat, node, "node_tangentmap", in, out, GPU_attribute(CD_TANGENT, "")); } else { GPUNodeLink *orco = GPU_attribute(CD_ORCO, ""); @@ -68,10 +62,9 @@ static int node_shader_gpu_tangent(GPUMaterial *mat, "node_tangent", in, out, - GPU_builtin(GPU_VIEW_NORMAL), + GPU_builtin(GPU_WORLD_NORMAL), orco, - GPU_builtin(GPU_OBJECT_MATRIX), - GPU_builtin(GPU_INVERSE_VIEW_MATRIX)); + GPU_builtin(GPU_OBJECT_MATRIX)); } } diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c index cbc012040b0..ac8b49c4572 100644 --- a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c +++ b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c @@ -61,7 +61,7 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat, in, out, GPU_attribute(CD_TANGENT, ""), - GPU_builtin(GPU_VIEW_NORMAL), + GPU_builtin(GPU_WORLD_NORMAL), GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_VIEW_MATRIX)); } |