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-rw-r--r--intern/cycles/kernel/geom/geom_triangle.h11
-rw-r--r--intern/cycles/kernel/svm/svm_tex_coord.h2
2 files changed, 10 insertions, 3 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h
index 1e7fbd9c7fb..ff7909ca425 100644
--- a/intern/cycles/kernel/geom/geom_triangle.h
+++ b/intern/cycles/kernel/geom/geom_triangle.h
@@ -107,8 +107,8 @@ triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v)
return is_zero(N) ? Ng : N;
}
-ccl_device_inline float3
-triangle_smooth_normal_unnormalized(KernelGlobals *kg, float3 Ng, int prim, float u, float v)
+ccl_device_inline float3 triangle_smooth_normal_unnormalized(
+ KernelGlobals *kg, ShaderData *sd, float3 Ng, int prim, float u, float v)
{
/* load triangle vertices */
const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
@@ -116,6 +116,13 @@ triangle_smooth_normal_unnormalized(KernelGlobals *kg, float3 Ng, int prim, floa
float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y));
float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z));
+ /* ensure that the normals are in object space */
+ if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
+ object_inverse_normal_transform(kg, sd, &n0);
+ object_inverse_normal_transform(kg, sd, &n1);
+ object_inverse_normal_transform(kg, sd, &n2);
+ }
+
float3 N = (1.0f - u - v) * n2 + u * n0 + v * n1;
return is_zero(N) ? Ng : N;
diff --git a/intern/cycles/kernel/svm/svm_tex_coord.h b/intern/cycles/kernel/svm/svm_tex_coord.h
index fec6a2cc27f..46600551cc4 100644
--- a/intern/cycles/kernel/svm/svm_tex_coord.h
+++ b/intern/cycles/kernel/svm/svm_tex_coord.h
@@ -289,7 +289,7 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
float3 normal;
if (sd->shader & SHADER_SMOOTH_NORMAL) {
- normal = triangle_smooth_normal_unnormalized(kg, sd->Ng, sd->prim, sd->u, sd->v);
+ normal = triangle_smooth_normal_unnormalized(kg, sd, sd->Ng, sd->prim, sd->u, sd->v);
}
else {
normal = sd->Ng;