Fix wrong normal transformation in Vector Transform shader node

Normals do not transform the same way as vectors do, see
https://www.pbr-book.org/3ed-2018/Geometry_and_Transformations/Applying_Transformations
This commit is contained in:
Weizhen Huang
2023-06-06 13:19:28 +02:00
parent b29ba95cae
commit ebd431d580

View File

@@ -26,23 +26,31 @@ ccl_device_noinline void svm_node_vector_transform(KernelGlobals kg,
Transform tfm;
bool is_object = (sd->object != OBJECT_NONE);
bool is_direction = (type == NODE_VECTOR_TRANSFORM_TYPE_VECTOR ||
type == NODE_VECTOR_TRANSFORM_TYPE_NORMAL);
bool is_normal = (type == NODE_VECTOR_TRANSFORM_TYPE_NORMAL);
bool is_direction = (type == NODE_VECTOR_TRANSFORM_TYPE_VECTOR);
/* From world */
if (from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD) {
if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
tfm = kernel_data.cam.worldtocamera;
if (is_direction)
in = transform_direction(&tfm, in);
else
in = transform_point(&tfm, in);
if (is_normal) {
tfm = kernel_data.cam.cameratoworld;
in = normalize(transform_direction_transposed(&tfm, in));
}
else {
tfm = kernel_data.cam.worldtocamera;
in = is_direction ? transform_direction(&tfm, in) : transform_point(&tfm, in);
}
}
else if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT && is_object) {
if (is_direction)
if (is_normal) {
object_inverse_normal_transform(kg, sd, &in);
}
else if (is_direction) {
object_inverse_dir_transform(kg, sd, &in);
else
}
else {
object_inverse_position_transform(kg, sd, &in);
}
}
}
@@ -51,17 +59,25 @@ ccl_device_noinline void svm_node_vector_transform(KernelGlobals kg,
if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD ||
to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT)
{
tfm = kernel_data.cam.cameratoworld;
if (is_direction)
in = transform_direction(&tfm, in);
else
in = transform_point(&tfm, in);
if (is_normal) {
tfm = kernel_data.cam.worldtocamera;
in = normalize(transform_direction_transposed(&tfm, in));
}
else {
tfm = kernel_data.cam.cameratoworld;
in = is_direction ? transform_direction(&tfm, in) : transform_point(&tfm, in);
}
}
if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT && is_object) {
if (is_direction)
if (is_normal) {
object_inverse_normal_transform(kg, sd, &in);
}
else if (is_direction) {
object_inverse_dir_transform(kg, sd, &in);
else
}
else {
object_inverse_position_transform(kg, sd, &in);
}
}
}
@@ -71,24 +87,33 @@ ccl_device_noinline void svm_node_vector_transform(KernelGlobals kg,
to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) &&
is_object)
{
if (is_direction)
if (is_normal) {
object_normal_transform(kg, sd, &in);
}
else if (is_direction) {
object_dir_transform(kg, sd, &in);
else
}
else {
object_position_transform(kg, sd, &in);
}
}
if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
tfm = kernel_data.cam.worldtocamera;
if (is_direction)
in = transform_direction(&tfm, in);
else
in = transform_point(&tfm, in);
if (is_normal) {
tfm = kernel_data.cam.cameratoworld;
in = normalize(transform_direction_transposed(&tfm, in));
}
else {
tfm = kernel_data.cam.worldtocamera;
if (is_direction) {
in = transform_direction(&tfm, in);
}
else {
in = transform_point(&tfm, in);
}
}
}
}
/* Normalize Normal */
if (type == NODE_VECTOR_TRANSFORM_TYPE_NORMAL)
in = normalize(in);
/* Output */
if (stack_valid(vector_out)) {
stack_store_float3(stack, vector_out, in);