Fix T61103: Cycles bevel wrong on objects with negative scale.
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Notes:
blender-bot
2023-02-14 03:52:45 +01:00
Referenced by issue #61103, Mirrored objects render black when using the Bevel Node
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@ -56,7 +56,7 @@ ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
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PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
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#ifdef __INSTANCING__
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sd->object = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
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sd->object = (isect->object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
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#endif
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sd->lamp = LAMP_NONE;
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@ -411,7 +411,7 @@ ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderDat
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sd->ray_length = 0.0f;
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#ifdef __INSTANCING__
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sd->object = PRIM_NONE;
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sd->object = OBJECT_NONE;
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#endif
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sd->lamp = LAMP_NONE;
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sd->prim = PRIM_NONE;
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@ -457,7 +457,7 @@ ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *s
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sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */
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# ifdef __INSTANCING__
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sd->object = PRIM_NONE; /* todo: fill this for texture coordinates */
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sd->object = OBJECT_NONE; /* todo: fill this for texture coordinates */
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# endif
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sd->lamp = LAMP_NONE;
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sd->prim = PRIM_NONE;
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@ -146,7 +146,13 @@ ccl_device_noinline float3 svm_bevel(
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}
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#endif /* __OBJECT_MOTION__ */
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/* Get geometric normal. */
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float3 hit_Ng = isect.Ng[hit];
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int object = (isect.hits[hit].object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, isect.hits[hit].prim): isect.hits[hit].object;
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int object_flag = kernel_tex_fetch(__object_flag, object);
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if(object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
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hit_Ng = -hit_Ng;
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}
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/* Compute smooth normal. */
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float3 N = hit_Ng;
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@ -168,7 +174,7 @@ ccl_device_noinline float3 svm_bevel(
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}
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/* Transform normals to world space. */
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if(isect.hits[hit].object != OBJECT_NONE) {
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if(!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_normal_transform(kg, sd, &N);
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object_normal_transform(kg, sd, &hit_Ng);
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}
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