Merge pull request #19786 from JFonS/correct_normal_scaling
Add render mode to ensure correct normals when using non-uniform scaling
This commit is contained in:
commit
92bfde531c
5 changed files with 21 additions and 1 deletions
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@ -898,6 +898,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
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@ -323,7 +323,13 @@ void main() {
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = world_matrix * vertex;
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vertex = world_matrix * vertex;
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#if defined(ENSURE_CORRECT_NORMALS)
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mat3 normal_matrix = mat3(transpose(inverse(world_matrix)));
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normal = normal_matrix * normal;
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#else
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normal = normalize((world_matrix * vec4(normal,0.0)).xyz);
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normal = normalize((world_matrix * vec4(normal,0.0)).xyz);
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#endif
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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@ -395,7 +401,13 @@ VERTEX_SHADER_CODE
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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vertex = modelview * vertex;
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vertex = modelview * vertex;
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#if defined(ENSURE_CORRECT_NORMALS)
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mat3 normal_matrix = mat3(transpose(inverse(modelview)));
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normal = normal_matrix * normal;
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#else
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normal = normalize((modelview * vec4(normal,0.0)).xyz);
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normal = normalize((modelview * vec4(normal,0.0)).xyz);
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#endif
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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@ -393,6 +393,9 @@ void SpatialMaterial::_update_shader() {
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if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
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if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
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code += ",shadows_disabled";
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code += ",shadows_disabled";
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}
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}
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if (flags[FLAG_ENSURE_CORRECT_NORMALS]) {
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code += ",ensure_correct_normals";
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}
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code += ";\n";
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code += ";\n";
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code += "uniform vec4 albedo : hint_color;\n";
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code += "uniform vec4 albedo : hint_color;\n";
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@ -1852,6 +1855,7 @@ void SpatialMaterial::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_do_not_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_do_not_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_ensure_correct_normals"), "set_flag", "get_flag", FLAG_ENSURE_CORRECT_NORMALS);
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ADD_GROUP("Vertex Color", "vertex_color");
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ADD_GROUP("Vertex Color", "vertex_color");
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
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@ -2042,6 +2046,7 @@ void SpatialMaterial::_bind_methods() {
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BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD);
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BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD);
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BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
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BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
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BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
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BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
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BIND_ENUM_CONSTANT(FLAG_ENSURE_CORRECT_NORMALS);
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BIND_ENUM_CONSTANT(FLAG_MAX);
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BIND_ENUM_CONSTANT(FLAG_MAX);
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BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
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BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
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@ -189,6 +189,7 @@ public:
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FLAG_USE_ALPHA_SCISSOR,
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FLAG_USE_ALPHA_SCISSOR,
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FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
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FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
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FLAG_DONT_RECEIVE_SHADOWS,
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FLAG_DONT_RECEIVE_SHADOWS,
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FLAG_ENSURE_CORRECT_NORMALS,
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FLAG_MAX
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FLAG_MAX
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};
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};
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@ -237,7 +238,7 @@ private:
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uint64_t blend_mode : 2;
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uint64_t blend_mode : 2;
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uint64_t depth_draw_mode : 2;
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uint64_t depth_draw_mode : 2;
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uint64_t cull_mode : 2;
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uint64_t cull_mode : 2;
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uint64_t flags : 15;
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uint64_t flags : 16;
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uint64_t detail_blend_mode : 2;
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uint64_t detail_blend_mode : 2;
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uint64_t diffuse_mode : 3;
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uint64_t diffuse_mode : 3;
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uint64_t specular_mode : 2;
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uint64_t specular_mode : 2;
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@ -172,6 +172,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("ensure_correct_normals");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("shadows_disabled");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("shadows_disabled");
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