Enable correct GLSL output for cycles normalmap node

See T48453 for details and test scenes

Reviewers: a.romanov, sergey

Reviewed By: a.romanov, sergey

Projects: #opengl_gfx, #nodes

Differential Revision: https://developer.blender.org/D2011
This commit is contained in:
Ralf Hölzemer
2016-05-23 16:12:52 +03:00
committed by Alexander Romanov
parent 66dceb2bed
commit a6b218af2e
2 changed files with 61 additions and 14 deletions

View File

@@ -142,6 +142,20 @@ void color_to_normal(vec3 color, out vec3 normal)
normal.z = 2.0 * ((color.b) - 0.5);
}
void color_to_normal_new_shading(vec3 color, out vec3 normal)
{
normal.x = 2.0 * ((color.r) - 0.5);
normal.y = 2.0 * ((color.g) - 0.5);
normal.z = 2.0 * ((color.b) - 0.5);
}
void color_to_blender_normal_new_shading(vec3 color, out vec3 normal)
{
normal.x = 2.0 * ((color.r) - 0.5);
normal.y = -2.0 * ((color.g) - 0.5);
normal.z = -2.0 * ((color.b) - 0.5);
}
#define M_PI 3.14159265358979323846
#define M_1_PI 0.31830988618379069

View File

@@ -121,34 +121,68 @@ 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_new_shading_nodes(mat)) {
/* **************** CYCLES ******************** */
GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &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, "color_to_normal_new_shading", realnorm, &realnorm);
GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
break;
case SHD_NORMAL_MAP_OBJECT:
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, "color_to_blender_normal_new_shading", realnorm, &realnorm);
GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
break;
case SHD_NORMAL_MAP_WORLD:
GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
break;
case SHD_NORMAL_MAP_BLENDER_WORLD:
GPU_link(mat, "color_to_blender_normal_new_shading", realnorm, &realnorm);
break;
GPU_link(mat, "vect_normalize", realnorm, &realnorm);
}
} else {
/* *********** BLENDER INTERNAL *************** */
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, &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 +203,3 @@ void register_node_type_sh_normal_map(void)
nodeRegisterType(&ntype);
}