Fix #35505: cycles object space normal mapping did not match blender internal.

Now it uses the same (strange) YZ flipping convention.
This commit is contained in:
Brecht Van Lommel 2013-05-27 17:48:02 +00:00
parent 833ca58260
commit 601b8c1041
3 changed files with 23 additions and 4 deletions

@ -55,10 +55,20 @@ shader node_normal_map(
Normal = normal(0, 0, 0);
}
}
else if (space == "Object")
else if (space == "Object") {
/* strange blender convention */
mcolor[1] = -mcolor[1];
mcolor[2] = -mcolor[2];
Normal = normalize(transform("object", "world", vector(mcolor)));
else if (space == "World")
}
else if (space == "World") {
/* strange blender convention */
mcolor[1] = -mcolor[1];
mcolor[2] = -mcolor[2];
Normal = normalize(vector(mcolor));
}
if (Strength != 1.0)
Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));

@ -276,13 +276,17 @@ __device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stac
object_normal_transform(kg, sd, &N);
}
else {
/* strange blender convention */
color.y = -color.y;
color.z = -color.z;
/* object, world space */
N = color;
if(space == NODE_NORMAL_MAP_OBJECT)
object_normal_transform(kg, sd, &N);
N = normalize(N);
else
N = normalize(N);
}
float strength = stack_load_float(stack, strength_offset);

@ -2273,6 +2273,11 @@ void node_object_info(out vec3 location, out float object_index, out float mater
random = 0.0;
}
void node_normal_map(float strength, vec4 color, vec3 N, out vec3 result)
{
result = N;
}
void node_bump(float strength, float dist, float height, vec3 N, out vec3 result)
{
result = N;