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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-11-20 14:13:36 +0100
committerGitHub <noreply@github.com>2018-11-20 14:13:36 +0100
commit477e89a8a211f9235bdfb46583c7c14cef8a7c11 (patch)
tree3d86d6d6a5cfd8aa59714b6df22fec7c82dee14d /scene
parenta2a5793e1324f97e495ccb835a8fd5003354ec29 (diff)
parentbcef4b8dc6d0c74802a1120d5082c2f151d76f73 (diff)
Merge pull request #23760 from BastiaanOlij/fix_tangent_direction
Fixing tangent and binormal logic
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/sprite_3d.cpp16
-rw-r--r--scene/resources/material.cpp4
-rw-r--r--scene/resources/primitive_meshes.cpp44
3 files changed, 40 insertions, 24 deletions
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index 8e00fbe735..5bde224ce3 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -461,6 +461,13 @@ void Sprite3D::_draw() {
int axis = get_axis();
normal[axis] = 1.0;
+ Plane tangent;
+ if (axis == Vector3::AXIS_X) {
+ tangent = Plane(0, 0, -1, -1);
+ } else {
+ tangent = Plane(1, 0, 0, -1);
+ }
+
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS);
VS::get_singleton()->immediate_set_material(immediate, mat);
@@ -487,6 +494,7 @@ void Sprite3D::_draw() {
for (int i = 0; i < 4; i++) {
VS::get_singleton()->immediate_normal(immediate, normal);
+ VS::get_singleton()->immediate_tangent(immediate, tangent);
VS::get_singleton()->immediate_color(immediate, color);
VS::get_singleton()->immediate_uv(immediate, uvs[i]);
@@ -761,6 +769,13 @@ void AnimatedSprite3D::_draw() {
int axis = get_axis();
normal[axis] = 1.0;
+ Plane tangent;
+ if (axis == Vector3::AXIS_X) {
+ tangent = Plane(0, 0, -1, -1);
+ } else {
+ tangent = Plane(1, 0, 0, -1);
+ }
+
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS);
VS::get_singleton()->immediate_set_material(immediate, mat);
@@ -788,6 +803,7 @@ void AnimatedSprite3D::_draw() {
for (int i = 0; i < 4; i++) {
VS::get_singleton()->immediate_normal(immediate, normal);
+ VS::get_singleton()->immediate_tangent(immediate, tangent);
VS::get_singleton()->immediate_color(immediate, color);
VS::get_singleton()->immediate_uv(immediate, uvs[i]);
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 8ff08f91f2..5327ed318f 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -699,7 +699,7 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
code += "\t{\n";
- code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,BINORMAL*depth_flip.y,NORMAL));\n"; //binormal is negative due to mikktpsace
+ code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,BINORMAL*depth_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace
if (deep_parallax) {
code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
@@ -2277,7 +2277,7 @@ SpatialMaterial::SpatialMaterial() :
deep_parallax = false;
depth_parallax_flip_tangent = false;
- depth_parallax_flip_binormal = true;
+ depth_parallax_flip_binormal = false;
set_depth_deep_parallax_min_layers(8);
set_depth_deep_parallax_max_layers(32);
set_depth_deep_parallax_flip_tangent(false); //also sets binormal
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 4906ceb2eb..dafdddd990 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -306,7 +306,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius * w, y * radius * w, z);
points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height));
normals.push_back(p.normalized());
- ADD_TANGENT(y, -x, 0.0, -1.0)
+ ADD_TANGENT(-y, x, 0.0, -1.0)
uvs.push_back(Vector2(u, v * onethird));
point++;
@@ -345,7 +345,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius, y * radius, z);
points.push_back(p);
normals.push_back(Vector3(x, y, 0.0));
- ADD_TANGENT(y, -x, 0.0, -1.0)
+ ADD_TANGENT(-y, x, 0.0, -1.0)
uvs.push_back(Vector2(u, onethird + (v * onethird)));
point++;
@@ -385,7 +385,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius * w, y * radius * w, z);
points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height));
normals.push_back(p.normalized());
- ADD_TANGENT(y, -x, 0.0, -1.0)
+ ADD_TANGENT(-y, x, 0.0, -1.0)
uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
point++;
@@ -514,14 +514,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
// front
points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z!
normals.push_back(Vector3(0.0, 0.0, 1.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
uvs.push_back(Vector2(u, v));
point++;
// back
points.push_back(Vector3(-x, -y, start_pos.z));
normals.push_back(Vector3(0.0, 0.0, -1.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
uvs.push_back(Vector2(twothirds + u, v));
point++;
@@ -568,14 +568,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
// right
points.push_back(Vector3(-start_pos.x, -y, -z));
normals.push_back(Vector3(1.0, 0.0, 0.0));
- ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
uvs.push_back(Vector2(onethird + u, v));
point++;
// left
points.push_back(Vector3(start_pos.x, -y, z));
normals.push_back(Vector3(-1.0, 0.0, 0.0));
- ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
uvs.push_back(Vector2(u, 0.5 + v));
point++;
@@ -622,14 +622,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
// top
points.push_back(Vector3(-x, -start_pos.y, -z));
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
uvs.push_back(Vector2(onethird + u, 0.5 + v));
point++;
// bottom
points.push_back(Vector3(x, start_pos.y, -z));
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
point++;
@@ -773,7 +773,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius, y, z * radius);
points.push_back(p);
normals.push_back(Vector3(x, 0.0, z));
- ADD_TANGENT(-z, 0.0, x, -1.0)
+ ADD_TANGENT(z, 0.0, -x, -1.0)
uvs.push_back(Vector2(u, v * 0.5));
point++;
@@ -799,7 +799,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
points.push_back(Vector3(0.0, y, 0.0));
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
uvs.push_back(Vector2(0.25, 0.75));
point++;
@@ -816,7 +816,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * top_radius, y, z * top_radius);
points.push_back(p);
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
uvs.push_back(Vector2(u, v));
point++;
@@ -835,7 +835,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
points.push_back(Vector3(0.0, y, 0.0));
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
uvs.push_back(Vector2(0.75, 0.75));
point++;
@@ -852,7 +852,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius);
points.push_back(p);
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
uvs.push_back(Vector2(u, v));
point++;
@@ -983,7 +983,7 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
points.push_back(Vector3(-x, 0.0, -z));
normals.push_back(Vector3(0.0, 1.0, 0.0));
ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
- uvs.push_back(Vector2(u, v));
+ uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
point++;
if (i > 0 && j > 0) {
@@ -1108,14 +1108,14 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
/* front */
points.push_back(Vector3(start_x + x, -y, -start_pos.z)); // double negative on the Z!
normals.push_back(Vector3(0.0, 0.0, 1.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
uvs.push_back(Vector2(offset_front + u, v));
point++;
/* back */
points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.z));
normals.push_back(Vector3(0.0, 0.0, -1.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
uvs.push_back(Vector2(twothirds + offset_back + u, v));
point++;
@@ -1187,14 +1187,14 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
/* right */
points.push_back(Vector3(right, -y, -z));
normals.push_back(normal_right);
- ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
uvs.push_back(Vector2(onethird + u, v));
point++;
/* left */
points.push_back(Vector3(left, -y, z));
normals.push_back(normal_left);
- ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
uvs.push_back(Vector2(u, 0.5 + v));
point++;
@@ -1241,7 +1241,7 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
/* bottom */
points.push_back(Vector3(x, start_pos.y, -z));
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
point++;
@@ -1382,7 +1382,7 @@ void QuadMesh::_create_mesh_array(Array &p_arr) const {
tangents.set(i * 4 + 0, 1.0);
tangents.set(i * 4 + 1, 0.0);
tangents.set(i * 4 + 2, 0.0);
- tangents.set(i * 4 + 3, 1.0);
+ tangents.set(i * 4 + 3, -1.0);
static const Vector2 quad_uv[4] = {
Vector2(0, 1),
@@ -1468,7 +1468,7 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
points.push_back(p);
normals.push_back(p.normalized());
};
- ADD_TANGENT(-z, 0.0, x, -1.0)
+ ADD_TANGENT(z, 0.0, -x, -1.0)
uvs.push_back(Vector2(u, v));
point++;