Fix #33830: cycles normal mapping was not quite correct, was not correctly
respecting the assumption that normal and tangent are interpolated without normalization.
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@ -31,15 +31,23 @@ shader node_normal_map(
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if (space == "Tangent") {
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vector tangent;
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vector ninterp;
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float tangent_sign;
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getattribute(attr_name, tangent);
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getattribute(attr_sign_name, tangent_sign);
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// get _unnormalized_ interpolated normal and tangent
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if(!getattribute(attr_name, tangent) ||
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!getattribute(attr_sign_name, tangent_sign) ||
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!getattribute("geom:N", ninterp)) {
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Normal = normal(0, 0, 0);
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}
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else {
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// apply normal map
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vector B = tangent_sign * cross(ninterp, tangent);
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Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp);
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tangent = transform("object", "world", tangent);
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vector B = tangent_sign * cross(NormalIn, tangent);
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Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * NormalIn);
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// transform to world space
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Normal = normalize(transform("object", "world", Normal));
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}
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}
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else if (space == "Object")
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Normal = normalize(transform("object", "world", vector(mcolor)));
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@ -248,24 +248,27 @@ __device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stac
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}
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/* first try to get tangent attribute */
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AttributeElement attr_elem, attr_sign_elem;
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AttributeElement attr_elem, attr_sign_elem, attr_normal_elem;
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int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
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int attr_sign_offset = find_attribute(kg, sd, node.w, &attr_sign_elem);
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int attr_normal_offset = find_attribute(kg, sd, ATTR_STD_VERTEX_NORMAL, &attr_normal_elem);
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if(attr_offset == ATTR_STD_NOT_FOUND || attr_sign_offset == ATTR_STD_NOT_FOUND) {
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if(attr_offset == ATTR_STD_NOT_FOUND || attr_sign_offset == ATTR_STD_NOT_FOUND || attr_normal_offset == ATTR_STD_NOT_FOUND) {
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stack_store_float3(stack, normal_offset, make_float3(0.0f, 0.0f, 0.0f));
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return;
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}
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/* ensure orthogonal and normalized (interpolation breaks it) */
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/* get _unnormalized_ interpolated normal and tangent */
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float3 tangent = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
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float sign = primitive_attribute_float(kg, sd, attr_sign_elem, attr_sign_offset, NULL, NULL);
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float3 normal = primitive_attribute_float3(kg, sd, attr_normal_elem, attr_normal_offset, NULL, NULL);
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object_normal_transform(kg, sd, &tangent);
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tangent = cross(sd->N, normalize(cross(tangent, sd->N)));;
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/* apply normal map */
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float3 B = sign * cross(normal, tangent);
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N = normalize(color.x * tangent + color.y * B + color.z * normal);
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float3 B = sign * cross(sd->N, tangent);
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N = normalize(color.x * tangent + color.y * B + color.z * sd->N);
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/* transform to world space */
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object_normal_transform(kg, sd, &N);
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}
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else {
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/* object, world space */
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@ -43,6 +43,7 @@ Mesh::Mesh()
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need_update = true;
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transform_applied = false;
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transform_negative_scaled = false;
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transform_normal = transform_identity();
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displacement_method = DISPLACE_BUMP;
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bounds = BoundBox::empty;
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@ -94,6 +95,7 @@ void Mesh::clear()
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transform_applied = false;
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transform_negative_scaled = false;
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transform_normal = transform_identity();
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}
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void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
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@ -181,6 +183,14 @@ void Mesh::add_face_normals()
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fN[i] = -fN[i];
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}
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}
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/* expected to be in local space */
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if(transform_applied) {
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Transform ntfm = transform_inverse(transform_normal);
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for(size_t i = 0; i < triangles_size; i++)
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fN[i] = normalize(transform_direction(&ntfm, fN[i]));
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}
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}
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void Mesh::add_vertex_normals()
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@ -232,10 +242,18 @@ void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal)
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size_t triangles_size = triangles.size();
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uint *shader_ptr = (shader.size())? &shader[0]: NULL;
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bool do_transform = transform_applied;
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Transform ntfm = transform_normal;
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for(size_t i = 0; i < triangles_size; i++) {
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normal[i].x = fN[i].x;
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normal[i].y = fN[i].y;
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normal[i].z = fN[i].z;
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float3 fNi = fN[i];
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if(do_transform)
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fNi = normalize(transform_direction(&ntfm, fNi));
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normal[i].x = fNi.x;
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normal[i].y = fNi.y;
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normal[i].z = fNi.z;
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/* stuff shader id in here too */
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if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
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@ -249,8 +267,14 @@ void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal)
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size_t verts_size = verts.size();
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for(size_t i = 0; i < verts_size; i++)
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vnormal[i] = make_float4(vN[i].x, vN[i].y, vN[i].z, 0.0f);
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for(size_t i = 0; i < verts_size; i++) {
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float3 vNi = vN[i];
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if(do_transform)
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vNi = normalize(transform_direction(&ntfm, vNi));
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vnormal[i] = make_float4(vNi.x, vNi.y, vNi.z, 0.0f);
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}
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}
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void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset)
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@ -90,6 +90,7 @@ public:
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BoundBox bounds;
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bool transform_applied;
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bool transform_negative_scaled;
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Transform transform_normal;
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DisplacementMethod displacement_method;
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/* Update Flags */
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@ -3257,6 +3257,8 @@ void NormalMapNode::attributes(AttributeRequestSet *attributes)
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attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str()));
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attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str()));
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}
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attributes->add(ATTR_STD_VERTEX_NORMAL);
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}
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ShaderNode::attributes(attributes);
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@ -91,38 +91,16 @@ void Object::apply_transform()
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for(size_t i = 0; i < mesh->curve_keys.size(); i++)
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mesh->curve_keys[i].co = transform_point(&tfm, mesh->curve_keys[i].co);
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Attribute *attr_tangent = mesh->curve_attributes.find(ATTR_STD_CURVE_TANGENT);
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Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
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Transform ntfm = transform_transpose(transform_inverse(tfm));
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/* store matrix to transform later. when accessing these as attributes we
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* do not want the transform to be applied for consistency between static
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* and dynamic BVH, so we do it on packing. */
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mesh->transform_normal = transform_transpose(transform_inverse(tfm));
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/* we keep normals pointing in same direction on negative scale, notify
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* mesh about this in it (re)calculates normals */
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if(transform_negative_scale(tfm))
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mesh->transform_negative_scaled = true;
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if(attr_fN) {
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float3 *fN = attr_fN->data_float3();
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for(size_t i = 0; i < mesh->triangles.size(); i++)
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fN[i] = transform_direction(&ntfm, fN[i]);
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}
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if(attr_vN) {
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float3 *vN = attr_vN->data_float3();
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for(size_t i = 0; i < mesh->verts.size(); i++)
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vN[i] = transform_direction(&ntfm, vN[i]);
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}
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if(attr_tangent) {
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float3 *tangent = attr_tangent->data_float3();
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for(size_t i = 0; i < mesh->curve_keys.size(); i++)
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tangent[i] = transform_direction(&tfm, tangent[i]);
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}
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if(bounds.valid()) {
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mesh->compute_bounds();
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compute_bounds(false, 0.0f);
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