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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_normal_map.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal_map.c40
1 files changed, 25 insertions, 15 deletions
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 85e2c77662d..57014bdc476 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
@@ -89,20 +89,34 @@ static void node_shader_exec_normal_map(void *data, int UNUSED(thread), bNode *n
for (int j = 0; j < 3; j++)
out[0]->vec[j] = vecIn[0] * T[j] + vecIn[1] * B[j] + vecIn[2] * N[j];
interp_v3_v3v3(out[0]->vec, N, out[0]->vec, strength);
+ if (shi->use_world_space_shading) {
+ mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[0]->vec);
+ }
break;
case SHD_NORMAL_MAP_OBJECT:
case SHD_NORMAL_MAP_BLENDER_OBJECT:
- mul_mat3_m4_v3((float (*)[4])RE_object_instance_get_matrix(shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW), vecIn);
+ if (shi->use_world_space_shading) {
+ mul_mat3_m4_v3((float (*)[4])RE_object_instance_get_matrix(shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB), vecIn);
+ mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), N);
+ }
+ else
+ mul_mat3_m4_v3((float (*)[4])RE_object_instance_get_matrix(shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW), vecIn);
interp_v3_v3v3(out[0]->vec, N, vecIn, strength);
break;
case SHD_NORMAL_MAP_WORLD:
case SHD_NORMAL_MAP_BLENDER_WORLD:
- mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), vecIn);
+ if (shi->use_world_space_shading)
+ mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), N);
+ else
+ mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), vecIn);
interp_v3_v3v3(out[0]->vec, N, vecIn, strength);
break;
}
+ if (shi->use_world_space_shading) {
+ negate_v3(out[0]->vec);
+ }
normalize_v3(out[0]->vec);
}
}
@@ -129,10 +143,13 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
negnorm = GPU_builtin(GPU_VIEW_NORMAL);
GPU_link(mat, "math_max", strength, GPU_uniform(d), &strength);
- if (GPU_material_use_new_shading_nodes(mat)) {
+ if (GPU_material_use_world_space_shading(mat)) {
- /* **************** CYCLES ******************** */
+ /* ******* CYCLES or BLENDER INTERNAL with world space shading flag ******* */
+ const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
+ if (nm->space == SHD_NORMAL_MAP_BLENDER_OBJECT || nm->space == SHD_NORMAL_MAP_BLENDER_WORLD || !GPU_material_use_new_shading_nodes(mat))
+ color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
switch (nm->space) {
case SHD_NORMAL_MAP_TANGENT:
GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
@@ -143,28 +160,21 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
return true;
case SHD_NORMAL_MAP_OBJECT:
- GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
- GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
- GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
- break;
case SHD_NORMAL_MAP_BLENDER_OBJECT:
GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
- GPU_link(mat, "color_to_blender_normal_new_shading", realnorm, &realnorm);
- GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
+ 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_NORMAL_MAP_WORLD:
- GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
- GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
- break;
case SHD_NORMAL_MAP_BLENDER_WORLD:
GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
- GPU_link(mat, "color_to_blender_normal_new_shading", realnorm, &realnorm);
+ GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
break;
}
} else {
- /* *********** BLENDER INTERNAL *************** */
+ /* ************** BLENDER INTERNAL without world space shading flag ******* */
GPU_link(mat, "color_to_normal", realnorm, &realnorm);
GPU_link(mat, "mtex_negate_texnormal", realnorm, &realnorm);