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test2/intern/cycles/kernel/osl/shaders/node_normal_map.osl
Patrick Mours 097a13f5be Fix broken Cycles rendering with recent OSL versions
Commit c8dd33f5a37b6a6db0b6950d24f9a7cff5ceb799 in OSL
changed behavior of shader parameters that reference each other
and are also overwritten with an instance value.
This is causing the "NormalIn" parameter of a few OSL nodes in
Cycles to be set to zero somehow, which should instead have
received the value from a "node_geometry" node Cycles generates
and connects automatically. I am not entirely sure why that is
happening, but these parameters are superfluous anyway, since
OSL already provides the necessary data in the global variable "N".
So this patch simply removes those parameters (which mimics
SVM, where these parameters do not exist either), which also
fixes the rendering artifacts that occured with recent OSL.

Maniphest Tasks: T101222

Differential Revision: https://developer.blender.org/D16470
2022-11-11 17:10:30 +01:00

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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
shader node_normal_map(float Strength = 1.0,
color Color = color(0.5, 0.5, 1.0),
string space = "tangent",
string attr_name = "geom:tangent",
string attr_sign_name = "geom:tangent_sign",
output normal Normal = N)
{
color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
int is_backfacing = backfacing();
if (space == "tangent") {
vector tangent;
vector ninterp;
float tangent_sign;
float is_smooth = 0.0;
getattribute("geom:is_smooth", is_smooth);
if (!is_smooth) {
ninterp = normalize(transform("world", "object", Ng));
/* the normal is already inverted, which is too soon for the math here */
if (is_backfacing) {
ninterp = -ninterp;
}
}
// get _unnormalized_ interpolated normal and tangent
if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) &&
(!is_smooth || getattribute("geom:normal_map_normal", ninterp))) {
// apply normal map
vector B = tangent_sign * cross(ninterp, tangent);
Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp);
// transform to world space
Normal = normalize(transform("object", "world", Normal));
}
else {
Normal = normal(0, 0, 0);
}
}
else if (space == "object") {
Normal = normalize(transform("object", "world", vector(mcolor)));
}
else if (space == "world") {
Normal = normalize(vector(mcolor));
}
else if (space == "blender_object") {
/* strange blender convention */
mcolor[1] = -mcolor[1];
mcolor[2] = -mcolor[2];
Normal = normalize(transform("object", "world", vector(mcolor)));
}
else if (space == "blender_world") {
/* strange blender convention */
mcolor[1] = -mcolor[1];
mcolor[2] = -mcolor[2];
Normal = normalize(vector(mcolor));
}
/* invert normal for backfacing polygons */
if (is_backfacing) {
Normal = -Normal;
}
if (Strength != 1.0)
Normal = normalize(N + (Normal - N) * max(Strength, 0.0));
}