Eevee: Fix broken Vector Transform node

The Camera to Object space matrix was not implemented in gpu_codegen.
This commit is contained in:
Clément Foucault 2018-11-08 21:50:17 +01:00
parent 4f11441913
commit b43ce7908f
Notes: blender-bot 2023-06-12 00:52:52 +02:00
Referenced by issue #57740, Crush on Grease Pencil draw mode
Referenced by issue #57716, "Vector Transform" node does not work in eevee when it combines the camera and object spaces.
1 changed files with 14 additions and 6 deletions

View File

@ -715,6 +715,10 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
BLI_dynstr_append(ds, "viewmat");
else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "camtexfac");
else if (input->builtin == GPU_LOC_TO_VIEW_MATRIX)
BLI_dynstr_append(ds, "localtoviewmat");
else if (input->builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX)
BLI_dynstr_append(ds, "invlocaltoviewmat");
else if (input->builtin == GPU_BARYCENTRIC_DIST)
BLI_dynstr_append(ds, "barycentricDist");
else if (input->builtin == GPU_BARYCENTRIC_TEXCO)
@ -792,19 +796,23 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
}
/* TODO(fclem) get rid of that. */
if (builtins & GPU_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewmat = ViewMatrix;\n");
BLI_dynstr_append(ds, "\t#define viewmat ViewMatrix\n");
if (builtins & GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
BLI_dynstr_append(ds, "\t#define camtexfac CameraTexCoFactors\n");
if (builtins & GPU_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objmat = ModelMatrix;\n");
BLI_dynstr_append(ds, "\t#define objmat ModelMatrix\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewinv = ViewMatrixInverse;\n");
BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n");
if (builtins & GPU_LOC_TO_VIEW_MATRIX)
BLI_dynstr_append(ds, "\t#define localtoviewmat ModelViewMatrix\n");
if (builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX)
BLI_dynstr_append(ds, "\t#define invlocaltoviewmat ModelViewMatrixInverse\n");
if (builtins & GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
if (builtins & GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
BLI_dynstr_append(ds, "\t#define viewposition viewPosition\n");
codegen_declare_tmps(ds, nodes);
codegen_call_functions(ds, nodes, output);