Shader nodes: option "backface" failed for materials using 
full oversampling.

The usage of shi->flippednorm in render code is heavily messed
up... also flipping vertexnormals themselves feels wrong. 
Marked it in code with XXX for future fixups.
This commit is contained in:
Ton Roosendaal
2011-02-19 16:24:14 +00:00
parent 6481921b9a
commit e86b787bcc

View File

@@ -840,6 +840,36 @@ void shade_input_set_normals(ShadeInput *shi)
shade_input_flip_normals(shi);
}
/* XXX shi->flippednor messes up otherwise */
static void shade_input_set_vertex_normals(ShadeInput *shi)
{
float u= shi->u, v= shi->v;
float l= 1.0f+u+v;
/* calculate vertexnormals */
if(shi->vlr->flag & R_SMOOTH) {
float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3;
shi->vn[0]= l*n3[0]-u*n1[0]-v*n2[0];
shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
// use unnormalized normal (closer to games)
VECCOPY(shi->nmapnorm, shi->vn);
normalize_v3(shi->vn);
}
else
{
VECCOPY(shi->vn, shi->facenor);
VECCOPY(shi->nmapnorm, shi->vn);
}
/* used in nodes */
VECCOPY(shi->vno, shi->vn);
}
/* use by raytrace, sss, bake to flip into the right direction */
void shade_input_flip_normals(ShadeInput *shi)
{
@@ -1379,7 +1409,10 @@ void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y)
shi->samplenr= R.shadowsamplenr[shi->thread]++; /* this counter is not being reset per pixel */
shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
shade_input_set_uv(shi);
shade_input_set_normals(shi);
if(shi_cp==0)
shade_input_set_normals(shi);
else /* XXX shi->flippednor messes up otherwise */
shade_input_set_vertex_normals(shi);
shi_cp= 1;
shi++;