forked from bartvdbraak/blender
Fix T49187: inconsistent Normal Map node output for backfacing polygons.
There basically are two issues here: in smooth mode (and all non-tangent normal map types) it doesn't invert the normal for backfacing polys; on the other hand for flat shaded tangent type it is inverted too soon. This fix does a brute force correction by checking the backfacing flag. Reviewers: #cycles, brecht Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D2181
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@ -26,6 +26,7 @@ shader node_normal_map(
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output normal Normal = NormalIn)
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output normal Normal = NormalIn)
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{
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{
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color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
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color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
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int is_backfacing = backfacing();
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if (space == "tangent") {
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if (space == "tangent") {
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vector tangent;
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vector tangent;
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@ -34,9 +35,15 @@ shader node_normal_map(
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float is_smooth;
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float is_smooth;
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getattribute("geom:is_smooth", is_smooth);
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getattribute("geom:is_smooth", is_smooth);
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if (!is_smooth)
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if (!is_smooth) {
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ninterp = normalize(transform("world", "object", Ng));
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ninterp = normalize(transform("world", "object", Ng));
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/* the normal is already inverted, which is too soon for the math here */
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if (is_backfacing) {
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ninterp = -ninterp;
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}
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}
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// get _unnormalized_ interpolated normal and tangent
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// get _unnormalized_ interpolated normal and tangent
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if (getattribute(attr_name, 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(attr_sign_name, tangent_sign) &&
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@ -73,7 +80,12 @@ shader node_normal_map(
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Normal = normalize(vector(mcolor));
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Normal = normalize(vector(mcolor));
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}
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}
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/* invert normal for backfacing polygons */
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if (is_backfacing) {
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Normal = -Normal;
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}
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if (Strength != 1.0)
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if (Strength != 1.0)
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Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
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Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
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}
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}
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@ -277,6 +277,7 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
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float3 color = stack_load_float3(stack, color_offset);
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float3 color = stack_load_float3(stack, color_offset);
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color = 2.0f*make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f);
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color = 2.0f*make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f);
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bool is_backfacing = (ccl_fetch(sd, flag) & SD_BACKFACING) != 0;
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float3 N;
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float3 N;
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if(space == NODE_NORMAL_MAP_TANGENT) {
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if(space == NODE_NORMAL_MAP_TANGENT) {
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@ -306,6 +307,12 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
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}
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}
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else {
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else {
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normal = ccl_fetch(sd, Ng);
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normal = ccl_fetch(sd, Ng);
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/* the normal is already inverted, which is too soon for the math here */
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if(is_backfacing) {
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normal = -normal;
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}
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object_inverse_normal_transform(kg, sd, &normal);
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object_inverse_normal_transform(kg, sd, &normal);
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}
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}
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@ -332,6 +339,11 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
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N = safe_normalize(N);
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N = safe_normalize(N);
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}
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}
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/* invert normal for backfacing polygons */
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if(is_backfacing) {
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N = -N;
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}
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float strength = stack_load_float(stack, strength_offset);
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float strength = stack_load_float(stack, strength_offset);
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if(strength != 1.0f) {
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if(strength != 1.0f) {
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