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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, 21 insertions, 19 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 48d1688c386..7584b5eba4d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
@@ -46,8 +46,10 @@ static void node_shader_init_normal_map(bNodeTree *UNUSED(ntree), bNode *node)
node->storage = attr;
}
-static void node_shader_exec_normal_map(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
- {
+static void node_shader_exec_normal_map(
+ void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata),
+ bNodeStack **in, bNodeStack **out)
+{
if (data) {
ShadeInput *shi = ((ShaderCallData *)data)->shi;
@@ -63,10 +65,10 @@ static void node_shader_exec_normal_map(void *data, int UNUSED(thread), bNode *n
CLAMP_MIN(strength, 0.0f);
- float *N = shi->vno;
+ float *N = shi->nmapnorm;
int uv_index = 0;
switch (nm->space) {
- case SHD_NORMAL_MAP_TANGENT:
+ case SHD_SPACE_TANGENT:
if (nm->uv_map[0]) {
/* find uv map by name */
for (int i = 0; i < shi->totuv; i++) {
@@ -94,8 +96,8 @@ static void node_shader_exec_normal_map(void *data, int UNUSED(thread), bNode *n
}
break;
- case SHD_NORMAL_MAP_OBJECT:
- case SHD_NORMAL_MAP_BLENDER_OBJECT:
+ case SHD_SPACE_OBJECT:
+ case SHD_SPACE_BLENDER_OBJECT:
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);
@@ -105,8 +107,8 @@ static void node_shader_exec_normal_map(void *data, int UNUSED(thread), bNode *n
interp_v3_v3v3(out[0]->vec, N, vecIn, strength);
break;
- case SHD_NORMAL_MAP_WORLD:
- case SHD_NORMAL_MAP_BLENDER_WORLD:
+ case SHD_SPACE_WORLD:
+ case SHD_SPACE_BLENDER_WORLD:
if (shi->use_world_space_shading)
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), N);
else
@@ -148,10 +150,10 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
/* ******* 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))
+ if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_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:
+ case SHD_SPACE_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);
@@ -159,14 +161,14 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
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:
+ 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_NORMAL_MAP_WORLD:
- case SHD_NORMAL_MAP_BLENDER_WORLD:
+ 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);
break;
@@ -182,15 +184,15 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
GPU_link(mat, "vec_math_negate", negnorm, &negnorm);
switch (nm->space) {
- case SHD_NORMAL_MAP_TANGENT:
+ case SHD_SPACE_TANGENT:
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:
+ case SHD_SPACE_OBJECT:
+ case SHD_SPACE_BLENDER_OBJECT:
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:
+ case SHD_SPACE_WORLD:
+ case SHD_SPACE_BLENDER_WORLD:
GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX), &realnorm);
break;
}