diff options
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.c | 79 |
1 files changed, 63 insertions, 16 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 642e5b296be..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); } } @@ -121,34 +135,68 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U else strength = GPU_uniform(in[0].vec); - if (in[1].link) { - GPU_link(mat, "color_to_normal", in[1].link, &realnorm); - GPU_link(mat, "mtex_negate_texnormal", realnorm, &realnorm); - } + if (in[1].link) + realnorm = in[1].link; + else + realnorm = GPU_uniform(in[1].vec); + negnorm = GPU_builtin(GPU_VIEW_NORMAL); GPU_link(mat, "math_max", strength, GPU_uniform(d), &strength); - GPU_link(mat, "vec_math_negate", GPU_builtin(GPU_VIEW_NORMAL), &negnorm); - if (in[1].link) { + if (GPU_material_use_world_space_shading(mat)) { + + /* ******* 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); + GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, 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; + case SHD_NORMAL_MAP_OBJECT: + 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_normal_fnc_name, realnorm, &realnorm); + GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm); + break; + case SHD_NORMAL_MAP_WORLD: + 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_normal_fnc_name, realnorm, &realnorm); + break; + } + + } else { + + /* ************** BLENDER INTERNAL without world space shading flag ******* */ + + GPU_link(mat, "color_to_normal", realnorm, &realnorm); + GPU_link(mat, "mtex_negate_texnormal", realnorm, &realnorm); + GPU_link(mat, "vec_math_negate", negnorm, &negnorm); + switch (nm->space) { case SHD_NORMAL_MAP_TANGENT: - GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &out[0].link); + GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm); break; case SHD_NORMAL_MAP_OBJECT: case SHD_NORMAL_MAP_BLENDER_OBJECT: - GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_LOC_TO_VIEW_MATRIX), &out[0].link); + GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_LOC_TO_VIEW_MATRIX), &realnorm); break; case SHD_NORMAL_MAP_WORLD: case SHD_NORMAL_MAP_BLENDER_WORLD: - GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX), &out[0].link); + GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX), &realnorm); break; } } - if (out[0].link) { - GPU_link(mat, "vec_math_mix", strength, out[0].link, negnorm, &out[0].link); - GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); - } + GPU_link(mat, "vec_math_mix", strength, realnorm, negnorm, &out[0].link); + GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); return true; } @@ -169,4 +217,3 @@ void register_node_type_sh_normal_map(void) nodeRegisterType(&ntype); } - |