Fix most of #31307: cycles panorama camera not working correct with speed

vectors and window texture coordinates. Only for Fisheye Equisolid it's
still not working correct yet. Patch from Dalai with modifications.
This commit is contained in:
Brecht Van Lommel
2012-05-07 10:53:09 +00:00
parent 69fc654f94
commit 022d12a721
11 changed files with 300 additions and 167 deletions

View File

@@ -20,12 +20,35 @@ CCL_NAMESPACE_BEGIN
/* Texture Coordinate Node */
__device float3 svm_background_offset(KernelGlobals *kg)
__device_inline float3 svm_background_offset(KernelGlobals *kg)
{
Transform cameratoworld = kernel_data.cam.cameratoworld;
return make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w);
}
__device_inline float3 svm_world_to_ndc(KernelGlobals *kg, ShaderData *sd, float3 P)
{
if(kernel_data.cam.type != CAMERA_PANORAMA) {
if(sd->object != ~0)
P += svm_background_offset(kg);
Transform tfm = kernel_data.cam.worldtondc;
return transform_perspective(&tfm, P);
}
else {
Transform tfm = kernel_data.cam.worldtocamera;
if(sd->object != ~0)
P = normalize(transform_point(&tfm, P));
else
P = normalize(transform_direction(&tfm, P));
float2 uv = direction_to_panorama(kg, P);;
return make_float3(uv.x, uv.y, 0.0f);
}
}
__device void svm_node_tex_coord(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
{
float3 data;
@@ -59,12 +82,7 @@ __device void svm_node_tex_coord(KernelGlobals *kg, ShaderData *sd, float *stack
break;
}
case NODE_TEXCO_WINDOW: {
Transform tfm = kernel_data.cam.worldtondc;
if(sd->object != ~0)
data = transform_perspective(&tfm, sd->P);
else
data = transform_perspective(&tfm, sd->P + svm_background_offset(kg));
data = svm_world_to_ndc(kg, sd, sd->P);
break;
}
case NODE_TEXCO_REFLECTION: {
@@ -113,12 +131,7 @@ __device void svm_node_tex_coord_bump_dx(KernelGlobals *kg, ShaderData *sd, floa
break;
}
case NODE_TEXCO_WINDOW: {
Transform tfm = kernel_data.cam.worldtondc;
if(sd->object != ~0)
data = transform_perspective(&tfm, sd->P + sd->dP.dx);
else
data = transform_perspective(&tfm, sd->P + sd->dP.dx + svm_background_offset(kg));
data = svm_world_to_ndc(kg, sd, sd->P + sd->dP.dx);
break;
}
case NODE_TEXCO_REFLECTION: {
@@ -170,12 +183,7 @@ __device void svm_node_tex_coord_bump_dy(KernelGlobals *kg, ShaderData *sd, floa
break;
}
case NODE_TEXCO_WINDOW: {
Transform tfm = kernel_data.cam.worldtondc;
if(sd->object != ~0)
data = transform_perspective(&tfm, sd->P + sd->dP.dy);
else
data = transform_perspective(&tfm, sd->P + sd->dP.dy + svm_background_offset(kg));
data = svm_world_to_ndc(kg, sd, sd->P + sd->dP.dy);
break;
}
case NODE_TEXCO_REFLECTION: {