Commit: 1e5735ab993e0c585f9009246c2c4443fa3430af Author: Alexander Romanov Date: Tue Jun 7 10:33:32 2016 +0300 Branches: blender2.8 https://developer.blender.org/rB1e5735ab993e0c585f9009246c2c4443fa3430af
World space switch for BI nodes. At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046 =================================================================== M release/scripts/startup/bl_ui/properties_render.py M source/blender/blenkernel/BKE_scene.h M source/blender/blenkernel/intern/scene.c M source/blender/gpu/GPU_material.h M source/blender/gpu/intern/gpu_material.c M source/blender/makesdna/DNA_scene_types.h M source/blender/makesrna/intern/rna_scene.c M source/blender/nodes/shader/nodes/node_shader_geom.c M source/blender/nodes/shader/nodes/node_shader_lamp.c M source/blender/nodes/shader/nodes/node_shader_material.c M source/blender/nodes/shader/nodes/node_shader_normal_map.c M source/blender/render/extern/include/RE_shader_ext.h M source/blender/render/intern/source/shadeinput.c =================================================================== diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py index 13e7265..4ea1c3a 100644 --- a/release/scripts/startup/bl_ui/properties_render.py +++ b/release/scripts/startup/bl_ui/properties_render.py @@ -248,6 +248,7 @@ class RENDER_PT_shading(RenderButtonsPanel, Panel): col = split.column() col.prop(rd, "use_raytrace", text="Ray Tracing") col.prop(rd, "alpha_mode", text="Alpha") + col.prop(rd, "use_world_space_shading", text="World Space Shading") class RENDER_PT_performance(RenderButtonsPanel, Panel): diff --git a/source/blender/blenkernel/BKE_scene.h b/source/blender/blenkernel/BKE_scene.h index a4c44b9..12bfc07 100644 --- a/source/blender/blenkernel/BKE_scene.h +++ b/source/blender/blenkernel/BKE_scene.h @@ -135,6 +135,7 @@ float get_render_aosss_error(const struct RenderData *r, float error); bool BKE_scene_use_new_shading_nodes(const struct Scene *scene); bool BKE_scene_use_shading_nodes_custom(struct Scene *scene); +bool BKE_scene_use_world_space_shading(struct Scene *scene); bool BKE_scene_use_spherical_stereo(struct Scene *scene); bool BKE_scene_uses_blender_internal(const struct Scene *scene); diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c index e06c7a4..9615971 100644 --- a/source/blender/blenkernel/intern/scene.c +++ b/source/blender/blenkernel/intern/scene.c @@ -2173,6 +2173,12 @@ bool BKE_scene_use_shading_nodes_custom(Scene *scene) return (type && type->flag & RE_USE_SHADING_NODES_CUSTOM); } +bool BKE_scene_use_world_space_shading(Scene *scene) +{ + const RenderEngineType *type = RE_engines_find(scene->r.engine); + return (type && (type->flag & RE_USE_SHADING_NODES) || (scene->r.mode & R_USE_WS_SHADING)); +} + bool BKE_scene_use_spherical_stereo(Scene *scene) { RenderEngineType *type = RE_engines_find(scene->r.engine); diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index f77b622..3413ee0 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -236,6 +236,7 @@ void GPU_material_vertex_attributes(GPUMaterial *material, bool GPU_material_do_color_management(GPUMaterial *mat); bool GPU_material_use_new_shading_nodes(GPUMaterial *mat); +bool GPU_material_use_world_space_shading(GPUMaterial *mat); /* Exported shading */ diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index b2e4790..67a0616 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -492,6 +492,11 @@ bool GPU_material_use_new_shading_nodes(GPUMaterial *mat) return BKE_scene_use_new_shading_nodes(mat->scene); } +bool GPU_material_use_world_space_shading(GPUMaterial *mat) +{ + return BKE_scene_use_world_space_shading(mat->scene); +} + static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist) { GPUNodeLink *visifac; diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h index 8066eab..2928e10 100644 --- a/source/blender/makesdna/DNA_scene_types.h +++ b/source/blender/makesdna/DNA_scene_types.h @@ -1603,6 +1603,7 @@ typedef struct Scene { #define R_SIMPLIFY 0x1000000 #define R_EDGE_FRS 0x2000000 /* R_EDGE reserved for Freestyle */ #define R_PERSISTENT_DATA 0x4000000 /* keep data around for re-render */ +#define R_USE_WS_SHADING 0x8000000 /* use world space interpretation of lighting data */ /* seq_flag */ #define R_SEQ_GL_PREV 1 diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c index a6fc7fe..1e2c0d9 100644 --- a/source/blender/makesrna/intern/rna_scene.c +++ b/source/blender/makesrna/intern/rna_scene.c @@ -5548,6 +5548,11 @@ static void rna_def_scene_render_data(BlenderRNA *brna) RNA_def_property_boolean_sdna(prop, NULL, "mode", R_SSS); RNA_def_property_ui_text(prop, "Subsurface Scattering", "Calculate sub-surface scattering in materials rendering"); RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_Scene_glsl_update"); + + prop = RNA_def_property(srna, "use_world_space_shading", PROP_BOOLEAN, PROP_NONE); + RNA_def_property_boolean_sdna(prop, NULL, "mode", R_USE_WS_SHADING); + RNA_def_property_ui_text(prop, "World Space Shading", "Use world space interpretation of lighting data for node materials"); + RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_Scene_glsl_update"); prop = RNA_def_property(srna, "use_raytrace", PROP_BOOLEAN, PROP_NONE); RNA_def_property_boolean_sdna(prop, NULL, "mode", R_RAYTRACE); diff --git a/source/blender/nodes/shader/nodes/node_shader_geom.c b/source/blender/nodes/shader/nodes/node_shader_geom.c index cd52c4e..b289d66 100644 --- a/source/blender/nodes/shader/nodes/node_shader_geom.c +++ b/source/blender/nodes/shader/nodes/node_shader_geom.c @@ -78,6 +78,10 @@ static void node_shader_exec_geom(void *data, int UNUSED(thread), bNode *node, b copy_v3_v3(out[GEOM_OUT_UV]->vec, suv->uv); copy_v3_v3(out[GEOM_OUT_NORMAL]->vec, shi->vno); + if (shi->use_world_space_shading) { + negate_v3(out[GEOM_OUT_NORMAL]->vec); + mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[GEOM_OUT_NORMAL]->vec); + } if (shi->totcol) { /* find vertex color layer by name */ ShadeInputCol *scol = &shi->col[0]; @@ -132,9 +136,14 @@ static int gpu_shader_geom(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED( GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ngeo->uvname); GPUNodeLink *mcol = GPU_attribute(CD_MCOL, ngeo->colname); - return GPU_stack_link(mat, "geom", in, out, + bool ret = GPU_stack_link(mat, "geom", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), orco, mtface, mcol); + if (GPU_material_use_world_space_shading(mat)) { + GPU_link(mat, "vec_math_negate", out[5].link, &out[5].link); + ret &= GPU_link(mat, "direction_transform_m4v3", out[5].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[5].link); + } + return ret; } /* node type definition */ diff --git a/source/blender/nodes/shader/nodes/node_shader_lamp.c b/source/blender/nodes/shader/nodes/node_shader_lamp.c index d5dac3b..2c96c91 100644 --- a/source/blender/nodes/shader/nodes/node_shader_lamp.c +++ b/source/blender/nodes/shader/nodes/node_shader_lamp.c @@ -54,6 +54,8 @@ static void node_shader_exec_lamp(void *data, int UNUSED(thread), bNode *node, b shi->nodes = 1; /* temp hack to prevent trashadow recursion */ out[4]->vec[0] = RE_lamp_get_data(shi, ob, out[0]->vec, out[1]->vec, out[2]->vec, out[3]->vec); shi->nodes = 0; + if (shi->use_world_space_shading) + mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[1]->vec); } } } @@ -66,7 +68,10 @@ static int gpu_shader_lamp(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED( visifac = GPU_lamp_get_data(mat, lamp, &col, &lv, &dist, &shadow, &energy); - return GPU_stack_link(mat, "lamp", in, out, col, energy, lv, dist, shadow, visifac); + bool ret = GPU_stack_link(mat, "lamp", in, out, col, energy, lv, dist, shadow, visifac); + if (GPU_material_use_world_space_shading(mat)) + ret &= GPU_link(mat, "direction_transform_m4v3", out[1].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[1].link); + return ret; } return false; diff --git a/source/blender/nodes/shader/nodes/node_shader_material.c b/source/blender/nodes/shader/nodes/node_shader_material.c index fa13f61..8b21b1f 100644 --- a/source/blender/nodes/shader/nodes/node_shader_material.c +++ b/source/blender/nodes/shader/nodes/node_shader_material.c @@ -114,6 +114,10 @@ static void node_shader_exec_material(void *data, int UNUSED(thread), bNode *nod /* retrieve normal */ if (hasinput[MAT_IN_NORMAL]) { nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]); + if (shi->use_world_space_shading) { + negate_v3(shi->vn); + mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), shi->vn); + } normalize_v3(shi->vn); } else @@ -181,7 +185,11 @@ static void node_shader_exec_material(void *data, int UNUSED(thread), bNode *nod } copy_v3_v3(out[MAT_OUT_NORMAL]->vec, shi->vn); - + + if (shi->use_world_space_shading) { + negate_v3(out[MAT_OUT_NORMAL]->vec); + mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[MAT_OUT_NORMAL]->vec); + } /* Extended material options */ if (node->type == SH_NODE_MATERIAL_EXT) { /* Shadow, Reflect, Refract, Radiosity, Speed seem to cause problems inside @@ -255,6 +263,10 @@ static int gpu_shader_material(GPUMaterial *mat, bNode *node, bNodeExecData *UNU if (hasinput[MAT_IN_NORMAL]) { GPUNodeLink *tmp; shi.vn = gpu_get_input_link(&in[MAT_IN_NORMAL]); + if (GPU_material_use_world_space_shading(mat)) { + GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn); + GPU_link(mat, "direction_transform_m4v3", shi.vn, GPU_builtin(GPU_VIEW_MATRIX), &shi.vn); + } GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp); } @@ -299,6 +311,10 @@ static int gpu_shader_material(GPUMaterial *mat, bNode *node, bNodeExecData *UNU if (node->custom1 & SH_NODE_MAT_NEG) GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn); out[MAT_OUT_NORMAL].link = shi.vn; + if (GPU_material_use_world_space_shading(mat)) { + GPU_link(mat, "vec_math_negate", out[MAT_OUT_NORMAL].link, &out[MAT_OUT_NORMAL].link); + GPU_link(mat, "direction_transform_m4v3", out[MAT_OUT_NORMAL].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[MAT_OUT_NORMAL].link); + } if (node->type == SH_NODE_MATERIAL_EXT) { out[MAT_OUT_DIFFUSE].link = shr.diff; diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c index 85e2c77..57014bd 100644 --- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c +++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c @@ -89,20 +89,34 @@ static void node_shader_exec_normal_map(void *data, int UNUSED(thread) @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs