Commit: 4d33c37c9eb4fc46482f7b2a7227b54c5cfda07a
Author: Antony Riakiotakis
Date:   Fri Nov 13 21:57:00 2015 +0100
Branches: master
https://developer.blender.org/rB4d33c37c9eb4fc46482f7b2a7227b54c5cfda07a

Fix T46726 shading issues in sculpt mode.

This fixes two issues:

* Normals were not being recalculated correctly when not using optimized
drawing for CDDerivedMesh (Multires actually handles that correctly).

* Loop normals (autosmooth option) were also not being calculated. Doing
this calculation is not desirable, since it can't be done correctly
without a severe performance hit. This is easy to test by doing a
dependency flush on the mesh after each scuplt stroke step. Instead they
are now disabled during sculpting.

===================================================================

M       source/blender/blenkernel/intern/cdderivedmesh.c
M       source/blender/blenkernel/intern/subsurf_ccg.c
M       source/blender/editors/sculpt_paint/sculpt.c

===================================================================

diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c 
b/source/blender/blenkernel/intern/cdderivedmesh.c
index 3b86c42..be4f001 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -344,9 +344,6 @@ static void cdDM_update_normals_from_pbvh(DerivedMesh *dm)
        CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
        float (*face_nors)[3];
 
-       if (!cddm->pbvh || !cddm->pbvh_draw || !dm->numPolyData)
-               return;
-
        face_nors = CustomData_get_layer(&dm->polyData, CD_NORMAL);
 
        BKE_pbvh_update(cddm->pbvh, PBVH_UpdateNormals, face_nors);
@@ -446,18 +443,18 @@ static void cdDM_drawFacesSolid(
        CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
        int a;
 
-       if (cddm->pbvh && cddm->pbvh_draw) {
-               if (BKE_pbvh_has_faces(cddm->pbvh)) {
+       if (cddm->pbvh) {
+               if (cddm->pbvh_draw && BKE_pbvh_has_faces(cddm->pbvh)) {
                        float (*face_nors)[3] = 
CustomData_get_layer(&dm->faceData, CD_NORMAL);
 
-                       cdDM_update_normals_from_pbvh(dm);
-
                        BKE_pbvh_draw(cddm->pbvh, partial_redraw_planes, 
face_nors,
                                      setMaterial, false, false);
                        glShadeModel(GL_FLAT);
+                       return;
+               }
+               else {
+                       cdDM_update_normals_from_pbvh(dm);
                }
-
-               return;
        }
        
        GPU_vertex_setup(dm);
@@ -505,14 +502,18 @@ static void cdDM_drawFacesTex_common(
         *       textured view, but object itself will be displayed gray
         *       (the same as it'll display without UV maps in textured view)
         */
-       if (cddm->pbvh && cddm->pbvh_draw && BKE_pbvh_type(cddm->pbvh) == 
PBVH_BMESH) {
-               if (BKE_pbvh_has_faces(cddm->pbvh)) {
-                       cdDM_update_normals_from_pbvh(dm);
+       if (cddm->pbvh) {
+               if (cddm->pbvh_draw &&
+                   BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH &&
+                   BKE_pbvh_has_faces(cddm->pbvh))
+               {
                        GPU_set_tpage(NULL, false, false);
                        BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, false, 
false);
+                       return;
+               }
+               else {
+                       cdDM_update_normals_from_pbvh(dm);
                }
-
-               return;
        }
 
        colType = CD_TEXTURE_MLOOPCOL;
@@ -878,14 +879,18 @@ static void cdDM_drawMappedFacesGLSL(
         *       will skip using textures (dyntopo currently destroys UV 
anyway) and
         *       works fine for matcap
         */
-       if (cddm->pbvh && cddm->pbvh_draw && BKE_pbvh_type(cddm->pbvh) == 
PBVH_BMESH) {
-               if (BKE_pbvh_has_faces(cddm->pbvh)) {
-                       cdDM_update_normals_from_pbvh(dm);
+       if (cddm->pbvh) {
+               if (cddm->pbvh_draw &&
+                   BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH &&
+                   BKE_pbvh_has_faces(cddm->pbvh))
+               {
                        setMaterial(1, &gattribs);
                        BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, false, 
false);
+                       return;
+               }
+               else {
+                       cdDM_update_normals_from_pbvh(dm);
                }
-
-               return;
        }
 
        matnr = -1;
@@ -1147,14 +1152,18 @@ static void cdDM_drawMappedFacesMat(
         *       works fine for matcap
         */
 
-       if (cddm->pbvh && cddm->pbvh_draw && BKE_pbvh_type(cddm->pbvh) == 
PBVH_BMESH) {
-               if (BKE_pbvh_has_faces(cddm->pbvh)) {
-                       cdDM_update_normals_from_pbvh(dm);
+       if (cddm->pbvh) {
+               if (cddm->pbvh_draw &&
+                   BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH &&
+                   BKE_pbvh_has_faces(cddm->pbvh))
+               {
                        setMaterial(userData, 1, &gattribs);
                        BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, false, 
false);
+                       return;
+               }
+               else {
+                       cdDM_update_normals_from_pbvh(dm);
                }
-
-               return;
        }
 
        matnr = -1;
@@ -1347,6 +1356,7 @@ static void cdDM_buffer_copy_vertex(
 static void cdDM_buffer_copy_normal(
         DerivedMesh *dm, short *varray)
 {
+       CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
        int i, j, totpoly;
        int start;
 
@@ -1362,6 +1372,10 @@ static void cdDM_buffer_copy_normal(
        mloop = dm->getLoopArray(dm);
        totpoly = dm->getNumPolys(dm);
 
+       /* we are in sculpt mode, disable loop normals (since they won't get 
updated) */
+       if (cddm->pbvh)
+               lnors = NULL;
+
        start = 0;
        for (i = 0; i < totpoly; i++, mpoly++) {
                const bool smoothnormal = (mpoly->flag & ME_SMOOTH) != 0;
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c 
b/source/blender/blenkernel/intern/subsurf_ccg.c
index a2c625a..5814a06 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -1912,6 +1912,10 @@ static void ccgDM_buffer_copy_normal(
        int shademodel;
        int start = 0;
 
+       /* we are in sculpt mode, disable loop normals (since they won't get 
updated) */
+       if (ccgdm->pbvh)
+               lnors = NULL;
+
        CCG_key_top_level(&key, ss);
 
        for (i = 0; i < totface; i++) {
diff --git a/source/blender/editors/sculpt_paint/sculpt.c 
b/source/blender/editors/sculpt_paint/sculpt.c
index 4aded2d..fad7f08 100644
--- a/source/blender/editors/sculpt_paint/sculpt.c
+++ b/source/blender/editors/sculpt_paint/sculpt.c
@@ -5149,6 +5149,9 @@ static int sculpt_mode_toggle_exec(bContext *C, 
wmOperator *op)
                paint_cursor_start(C, sculpt_poll_view3d);
        }
 
+       if (ob->derivedFinal) /* VBO no longer valid */
+               GPU_drawobject_free(ob->derivedFinal);
+
        WM_event_add_notifier(C, NC_SCENE | ND_MODE, scene);
 
        return OPERATOR_FINISHED;

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