Fix T62178 Eevee: Texture Box mapping not matching Cycles if object is scaled

The wrong transformation was used. Add a new matrix specially for this case.

This also fix the Node texture coordinate that was suffering the same issue.
This commit is contained in:
Clément Foucault 2019-03-28 22:08:39 +01:00
parent d027df3add
commit 42dd888b98
Notes: blender-bot 2023-02-14 08:45:09 +01:00
Referenced by issue #63064, Cycles viewport render border no longer shows scene behind with OpenGL
Referenced by issue #62178, Eevee Image Texture Box mapping inconsistent with Cycles if object is scaled
9 changed files with 38 additions and 16 deletions

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@ -99,10 +99,11 @@ enum {
DRW_CALL_MODELVIEWINVERSE = (1 << 2),
DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
DRW_CALL_NORMALVIEW = (1 << 4),
DRW_CALL_NORMALWORLD = (1 << 5),
DRW_CALL_ORCOTEXFAC = (1 << 6),
DRW_CALL_EYEVEC = (1 << 7),
DRW_CALL_OBJECTINFO = (1 << 8),
DRW_CALL_NORMALVIEWINVERSE = (1 << 5),
DRW_CALL_NORMALWORLD = (1 << 6),
DRW_CALL_ORCOTEXFAC = (1 << 7),
DRW_CALL_EYEVEC = (1 << 8),
DRW_CALL_OBJECTINFO = (1 << 9),
};
typedef struct DRWCallState {
@ -122,6 +123,7 @@ typedef struct DRWCallState {
float modelviewinverse[4][4];
float modelviewprojection[4][4];
float normalview[3][3];
float normalviewinverse[3][3];
float normalworld[3][3]; /* Not view dependent */
float orcotexfac[2][3]; /* Not view dependent */
float objectinfo[2];
@ -258,6 +260,7 @@ struct DRWShadingGroup {
int modelviewinverse;
int modelviewprojection;
int normalview;
int normalviewinverse;
int normalworld;
int orcotexfac;
int eye;

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@ -695,6 +695,7 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
shgroup->normalviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL_INV);
shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL);
shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
@ -717,6 +718,9 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
if (shgroup->normalview > -1) {
shgroup->matflag |= DRW_CALL_NORMALVIEW;
}
if (shgroup->normalviewinverse > -1) {
shgroup->matflag |= DRW_CALL_NORMALVIEWINVERSE;
}
if (shgroup->normalworld > -1) {
shgroup->matflag |= DRW_CALL_NORMALWORLD;
}

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@ -792,18 +792,20 @@ static void draw_matrices_model_prepare(DRWCallState *st)
if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) {
mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model);
}
if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_EYEVEC)) {
if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_NORMALVIEWINVERSE | DRW_CALL_EYEVEC)) {
copy_m3_m4(st->normalview, st->modelview);
invert_m3(st->normalview);
transpose_m3(st->normalview);
}
if (st->matflag & (DRW_CALL_NORMALVIEWINVERSE | DRW_CALL_EYEVEC)) {
invert_m3_m3(st->normalviewinverse, st->normalview);
}
/* TODO remove eye vec (unused) */
if (st->matflag & DRW_CALL_EYEVEC) {
/* Used by orthographic wires */
float tmp[3][3];
copy_v3_fl3(st->eyevec, 0.0f, 0.0f, 1.0f);
invert_m3_m3(tmp, st->normalview);
/* set eye vector, transformed to object coords */
mul_m3_v3(tmp, st->eyevec);
mul_m3_v3(st->normalviewinverse, st->eyevec);
}
/* Non view dependent */
if (st->matflag & DRW_CALL_MODELINVERSE) {
@ -835,6 +837,7 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)state->modelviewinverse);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)state->modelviewprojection);
GPU_shader_uniform_vector(shgroup->shader, shgroup->normalview, 9, 1, (float *)state->normalview);
GPU_shader_uniform_vector(shgroup->shader, shgroup->normalviewinverse, 9, 1, (float *)state->normalviewinverse);
GPU_shader_uniform_vector(shgroup->shader, shgroup->normalworld, 9, 1, (float *)state->normalworld);
GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 4, 1, (float *)objectinfo);
GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac);

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@ -107,6 +107,7 @@ typedef enum eGPUBuiltin {
GPU_VOLUME_TEMPERATURE = (1 << 18),
GPU_BARYCENTRIC_TEXCO = (1 << 19),
GPU_BARYCENTRIC_DIST = (1 << 20),
GPU_INVERSE_NORMAL_MATRIX = (1 << 21),
} eGPUBuiltin;
typedef enum eGPUMatFlag {

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@ -45,6 +45,7 @@ typedef enum {
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_NORMAL_INV, /* mat3 NormalMatrixInverse */
GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */

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@ -467,6 +467,8 @@ const char *GPU_builtin_name(eGPUBuiltin builtin)
return "unfinvviewmat";
else if (builtin == GPU_INVERSE_OBJECT_MATRIX)
return "unfinvobmat";
else if (builtin == GPU_INVERSE_NORMAL_MATRIX)
return "unfinvnormat";
else if (builtin == GPU_LOC_TO_VIEW_MATRIX)
return "unflocaltoviewmat";
else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX)
@ -719,6 +721,8 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
BLI_dynstr_append(ds, "objmat");
else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "objinv");
else if (input->builtin == GPU_INVERSE_NORMAL_MATRIX)
BLI_dynstr_append(ds, "norinv");
else if (input->builtin == GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "viewposition");
else if (input->builtin == GPU_VIEW_NORMAL)
@ -795,6 +799,8 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
BLI_dynstr_append(ds, "\t#define objmat ModelMatrix\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n");
if (builtins & GPU_INVERSE_NORMAL_MATRIX)
BLI_dynstr_append(ds, "\t#define norinv NormalMatrixInverse\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)
BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n");
if (builtins & GPU_LOC_TO_VIEW_MATRIX)

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@ -61,6 +61,7 @@ static const char *BuiltinUniform_name(GPUUniformBuiltin u)
[GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
[GPU_UNIFORM_NORMAL] = "NormalMatrix",
[GPU_UNIFORM_NORMAL_INV] = "NormalMatrixInverse",
[GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
[GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
[GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",

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@ -2,6 +2,7 @@
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewMatrixInverse;
uniform mat3 NormalMatrix;
uniform mat3 NormalMatrixInverse;
#ifndef USE_ATTR
uniform mat4 ModelMatrix;
@ -187,6 +188,11 @@ void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
vout = (mat * vec4(vin, 0.0)).xyz;
}
void mat3_mul(vec3 vin, mat3 mat, out vec3 vout)
{
vout = mat * vin;
}
void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
{
vout = (mat * vec4(vin, 1.0)).xyz;
@ -1868,7 +1874,7 @@ void node_tex_coord(
out vec3 camera, out vec3 window, out vec3 reflection)
{
generated = attr_orco;
normal = normalize((obinvmat * (viewinvmat * vec4(N, 0.0))).xyz);
normal = normalize(NormalMatrixInverse * N);
uv = attr_uv;
object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz;
camera = vec3(I.xy, -I.z);
@ -2319,7 +2325,7 @@ void node_tex_image_box(vec3 texco,
}
else {
/* last case, we have a mix between three */
weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, 2.0 * limit - 1.0);
weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, blend);
}
color = weight.x * color1 + weight.y * color2 + weight.z * color3;

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@ -123,12 +123,9 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
break;
case SHD_PROJ_BOX:
GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
&norm);
GPU_link(mat, "direction_transform_m4v3", norm,
GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
&norm);
GPU_link(mat, "mat3_mul", GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_INVERSE_NORMAL_MATRIX),
&norm);
GPU_link(mat, gpu_node_name, in[0].link,
norm,
GPU_image(ima, iuser, isdata),