-
-
Notifications
You must be signed in to change notification settings - Fork 3.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Merged by Bors] - bevy_pbr: Fix incorrect and unnecessary normal-mapping code #5766
Conversation
The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary.
I did test this PR with positive/negative uniform scales, and also non-uniform scales with all/some positive components, and all negative components. At least empirically, this looks correct. And unless I misunderstood, it is technically correct too. |
This fixes #4019 as its title is written (no more self-shadowing), but the color of the quad is still off / not the same as when it is facing "forward." |
|
@rparrett there you go. :) |
cba976e
to
0c04b2a
Compare
Looking good. I can't really help with the rest, but I noticed that the behavior changed with this PR and figured I'd mention it. |
So, I've got limited knowledge on that area but knowing that normals are transformed by the inverse transpose and knowing that a uniform -1 scale matrix is its own inverse transpose, i would expect the normals to need to always be flipped. What smells wrong too is the "but only when not using normal mapping"; why would the use of the normal influence how it's calculated? The change seems to produce the correct visual result but it feels like it's for the wrong reasons and there are 2 bugs compensating each other. |
I would agree, except that normal mapping takes into account the orientation of the texture coordinates and the impact of the negative scaling on the orthogonal basis formed by the tangent, bitangent, and normal. When normal mapping is not used, the vertex normals stand for themselves. That said, I don’t understand exactly why this should be as it is yet, just that changes were necessary, and came from Mikkelsen themself about double-sided and normal mapping. And those changes broke the non-normal mapping case which doesn’t use any of the things that result in signs being flipped. I’ll take another closer look when I have the head space to do so and try to derive the two cases to identify why. |
I haven’t had time to derive why these are not needed in the normal mapping case but are in the non-normal mapping case. However, the normal mapping case has been stated by Mikkelsen, and the non-normal mapping case is simple to understand why it needs flipping so I’m taking this out of draft. |
I have retested the problem cases (using a vertically-oriented Quad in 3d_shapes, rotating it about Y, and making its material double-sided and disabling culling causes shadow-mapping issues like in #4019 on main, but is fine on this PR; using a Vec3::splat(-1.0) scale on the flight helmet model in load_gltf looks bad on main but good on this PR), and regular cases (plain load_gltf and lighting). |
@cart I've added this to the 0.9 milestone so it doesn't go unaddressed for another release. :) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Weak approval here; the code quality, docs, justification and tests you've shown all check out to me.
I'm not personally equipped to verify this math directly ATM though.
Makes sense to me! |
bors r+ |
# Objective - Fixes #4019 - Fix lighting of double-sided materials when using a negative scale - The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary. ## Solution - Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale. - Negate the world normal for a double-sided back face only when not using normal mapping ### Before, on `main`, flipping T, B, and N <img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png"> ### After, on this PR <img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png"> ### Double-sided material without normal maps https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4 --- ## Changelog - Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale - Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material ## Migration Guide `prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked. Before: ```rust pbr_input.world_normal = in.world_normal; pbr_input.N = prepare_normal( pbr_input.material.flags, in.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, in.is_front, ); ``` After: ```rust pbr_input.world_normal = prepare_world_normal( in.world_normal, (material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u, in.is_front, ); pbr_input.N = apply_normal_mapping( pbr_input.material.flags, pbr_input.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, ); ```
…ne#5766) # Objective - Fixes bevyengine#4019 - Fix lighting of double-sided materials when using a negative scale - The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary. ## Solution - Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale. - Negate the world normal for a double-sided back face only when not using normal mapping ### Before, on `main`, flipping T, B, and N <img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png"> ### After, on this PR <img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png"> ### Double-sided material without normal maps https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4 --- ## Changelog - Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale - Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material ## Migration Guide `prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked. Before: ```rust pbr_input.world_normal = in.world_normal; pbr_input.N = prepare_normal( pbr_input.material.flags, in.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, in.is_front, ); ``` After: ```rust pbr_input.world_normal = prepare_world_normal( in.world_normal, (material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u, in.is_front, ); pbr_input.N = apply_normal_mapping( pbr_input.material.flags, pbr_input.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, ); ```
Objective
Solution
Before, on
main
, flipping T, B, and NAfter, on this PR
Double-sided material without normal maps
Kapture.2022-08-22.at.19.17.53.mp4
Changelog
Migration Guide
prepare_normal
from thebevy_pbr::pbr_functions
shader import has been reworked.Before:
After: