Eevee: Fix Tangent vectors using NormalMatrix and make them world space

Making them world space by default remove a lot of legacy conversion from
viewspace.
This commit is contained in:
Clément Foucault 2019-05-08 23:21:09 +02:00
parent c9537ee5c3
commit 7ec7888ff3
6 changed files with 17 additions and 48 deletions

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@ -1118,7 +1118,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
if (input->attr_type == CD_TANGENT) { /* silly exception */
BLI_dynstr_appendf(ds,
"\tvar%d%s.xyz = NormalMatrix * att%d.xyz;\n",
"\tvar%d%s.xyz = transpose(mat3(ModelMatrixInverse)) * att%d.xyz;\n",
input->attr_id,
use_geom ? "g" : "",
input->attr_id);

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@ -2013,18 +2013,13 @@ void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
}
void node_tangentmap(vec4 attr_tangent, mat4 toworld, out vec3 tangent)
void node_tangentmap(vec4 attr_tangent, out vec3 tangent)
{
tangent = normalize((toworld * vec4(attr_tangent.xyz, 0.0)).xyz);
tangent = normalize(attr_tangent.xyz);
}
void node_tangent(vec3 N, vec3 orco, mat4 objmat, mat4 toworld, out vec3 T)
void node_tangent(vec3 N, vec3 orco, mat4 objmat, out vec3 T)
{
#ifndef VOLUMETRICS
N = normalize(gl_FrontFacing ? worldNormal : -worldNormal);
#else
N = (toworld * vec4(N, 0.0)).xyz;
#endif
T = (objmat * vec4(orco, 0.0)).xyz;
T = cross(N, normalize(cross(T, N)));
}
@ -2068,7 +2063,7 @@ void node_geometry(vec3 I,
true_normal = normal;
# endif
tangent_orco_z(orco, orco);
node_tangent(N, orco, objmat, toworld, tangent);
node_tangent(N, orco, objmat, tangent);
parametric = vec3(barycentric, 0.0);
backfacing = (gl_FrontFacing) ? 0.0 : 1.0;
@ -3334,6 +3329,7 @@ void node_vector_displacement_tangent(vec4 vector,
mat4 viewmat,
out vec3 result)
{
/* TODO(fclem) this is broken. revisit latter. */
vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz);
vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz);
vec3 B_object = tangent.w * normalize(cross(N_object, T_object));

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@ -114,10 +114,9 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
GPU_link(mat, "tangent_orco_z", orco, &in[19].link);
GPU_link(mat,
"node_tangent",
GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_WORLD_NORMAL),
in[19].link,
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
&in[19].link);
}

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@ -84,52 +84,33 @@ static int gpu_shader_normal_map(GPUMaterial *mat,
realnorm = GPU_constant(in[1].vec);
}
negnorm = GPU_builtin(GPU_VIEW_NORMAL);
negnorm = GPU_builtin(GPU_WORLD_NORMAL);
GPU_link(mat, "math_max", strength, GPU_constant(d), &strength);
const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD) {
color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
}
GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
switch (nm->space) {
case SHD_SPACE_TANGENT:
GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
GPU_link(mat,
"node_normal_map",
GPU_builtin(GPU_OBJECT_INFO),
GPU_attribute(CD_TANGENT, nm->uv_map),
negnorm,
GPU_builtin(GPU_WORLD_NORMAL),
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;
break;
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_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);
/* Nothing to do. */
break;
}

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@ -42,13 +42,7 @@ static int node_shader_gpu_tangent(GPUMaterial *mat,
NodeShaderTangent *attr = node->storage;
if (attr->direction_type == SHD_TANGENT_UVMAP) {
return GPU_stack_link(mat,
node,
"node_tangentmap",
in,
out,
GPU_attribute(CD_TANGENT, ""),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX));
return GPU_stack_link(mat, node, "node_tangentmap", in, out, GPU_attribute(CD_TANGENT, ""));
}
else {
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
@ -68,10 +62,9 @@ static int node_shader_gpu_tangent(GPUMaterial *mat,
"node_tangent",
in,
out,
GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_WORLD_NORMAL),
orco,
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX));
GPU_builtin(GPU_OBJECT_MATRIX));
}
}

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@ -61,7 +61,7 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat,
in,
out,
GPU_attribute(CD_TANGENT, ""),
GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_WORLD_NORMAL),
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_VIEW_MATRIX));
}