Eevee: Fix black mesh when tangent is not present

In this case, the generic vertex attribute is {0,0,0,1}. So we look for
this case.

This fixes black text objects with a normal map applied. Also this could
help porting sculpt mode drawing to Eevee without supporting normal
mapping.

Note that will just fix black meshes due to T61870 but objects will not
show their normal map. So it's not a fix for this issue.
This commit is contained in:
Clément Foucault 2019-03-13 23:13:58 +01:00
parent d0fb0d0a9d
commit 7fb7d20c19
Notes: blender-bot 2023-02-14 03:21:25 +01:00
Referenced by issue #62621, object scale changes tangent node output in Eevee
2 changed files with 7 additions and 1 deletions

View File

@ -1001,7 +1001,7 @@ 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 = normalize(NormalMatrix * att%d.xyz);\n",
ds, "\tvar%d%s.xyz = NormalMatrix * att%d.xyz;\n",
input->attr_id, use_geom ? "g" : "", input->attr_id);
BLI_dynstr_appendf(
ds, "\tvar%d%s.w = att%d.w;\n",

View File

@ -2967,6 +2967,12 @@ void node_object_info(mat4 obmat, vec3 info, out vec3 location, out float object
void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal)
{
if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) {
outnormal = normal;
return;
}
tangent.xyz = normalize(tangent.xyz);
vec3 B = tangent.w * cross(normal, tangent.xyz);
outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal;