Fix T52473: blender internal Fresnel and Layer Weight only work with linked normal.

Please backport this to 2.79.
This commit is contained in:
Brecht Van Lommel 2017-08-21 00:05:07 +02:00 committed by Bastien Montagne
parent d2f20aed04
commit dd84324485
2 changed files with 28 additions and 10 deletions

View File

@ -51,14 +51,23 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeE
return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
{
ShadeInput *shi = ((ShaderCallData *)data)->shi;
float eta = max_ff(in[0]->vec[0], 0.00001);
/* Compute IOR. */
float eta;
nodestack_get_vec(&eta, SOCK_FLOAT, in[0]);
eta = max_ff(eta, 0.00001);
eta = shi->flippednor ? 1 / eta : eta;
/* Get normal from socket, but only if linked. */
bNodeSocket *sock_normal = node->inputs.first;
sock_normal = sock_normal->next;
float n[3];
if (in[1]->hasinput) {
copy_v3_v3(n, in[1]->vec);
if (sock_normal->link) {
nodestack_get_vec(n, SOCK_VECTOR, in[1]);
}
else {
copy_v3_v3(n, shi->vn);
@ -68,7 +77,7 @@ static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *UNUS
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n);
}
out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, shi->flippednor ? 1 / eta : eta);
out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta);
}
/* node type definition */

View File

@ -52,24 +52,33 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), b
return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
{
ShadeInput *shi = ((ShaderCallData *)data)->shi;
float blend = in[0]->vec[0];
/* Compute IOR. */
float blend;
nodestack_get_vec(&blend, SOCK_FLOAT, in[0]);
float eta = max_ff(1 - blend, 0.00001);
eta = shi->flippednor ? eta : 1 / eta;
/* Get normal from socket, but only if linked. */
bNodeSocket *sock_normal = node->inputs.first;
sock_normal = sock_normal->next;
float n[3];
if (in[1]->hasinput) {
copy_v3_v3(n, in[1]->vec);
if (sock_normal->link) {
nodestack_get_vec(n, SOCK_VECTOR, in[1]);
}
else {
copy_v3_v3(n, shi->vn);
}
if (shi->use_world_space_shading)
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n);
out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, shi->flippednor ? eta : 1 / eta);
out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta);
float facing = fabs(dot_v3v3(shi->view, n));
if (blend != 0.5) {