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