Fix T73938: Cycles Vertex Color wrong if no layer is specified
The node would render black in this case (but should use the 'active_render' layer choosen in the object data properties -- this is now in line to how this is handled for e.g. UVs) This introduces ATTR_STD_VERTEX_COLOR and uses this thoughout, if no particular layer is specified in the node. Maniphest Tasks: T73938 Differential Revision: https://developer.blender.org/D6887
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3b01dbdeb1
commit
65ea5020c4
Notes:
blender-bot
2023-02-14 08:38:11 +01:00
Referenced by issue #74459, New "Vertex Color | Color" input does not bake diffuse with Cycles. Referenced by issue #73938, Cycles: Vertex Color shader node is not handled properly/ignored if no vertex color is specified (should use the 'active_render' then)
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@ -285,14 +285,27 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
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BL::Mesh::vertex_colors_iterator l;
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for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
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if (!mesh->need_attribute(scene, ustring(l->name().c_str())))
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continue;
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const bool active_render = l->active_render();
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AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
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ustring vcol_name = ustring(l->name().c_str());
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Attribute *attr = mesh->subd_attributes.add(
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ustring(l->name().c_str()), TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
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const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
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mesh->need_attribute(scene, vcol_std);
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if (!need_vcol) {
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continue;
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}
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Attribute *vcol_attr = NULL;
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if (active_render) {
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vcol_attr = mesh->subd_attributes.add(vcol_std, vcol_name);
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}
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else {
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vcol_attr = mesh->subd_attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
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}
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BL::Mesh::polygons_iterator p;
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uchar4 *cdata = attr->data_uchar4();
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uchar4 *cdata = vcol_attr->data_uchar4();
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for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
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int n = p->loop_total();
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@ -307,14 +320,27 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
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else {
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BL::Mesh::vertex_colors_iterator l;
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for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
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if (!mesh->need_attribute(scene, ustring(l->name().c_str())))
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continue;
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const bool active_render = l->active_render();
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AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
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ustring vcol_name = ustring(l->name().c_str());
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Attribute *attr = mesh->attributes.add(
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ustring(l->name().c_str()), TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
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const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
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mesh->need_attribute(scene, vcol_std);
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if (!need_vcol) {
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continue;
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}
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Attribute *vcol_attr = NULL;
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if (active_render) {
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vcol_attr = mesh->attributes.add(vcol_std, vcol_name);
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}
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else {
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vcol_attr = mesh->attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
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}
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BL::Mesh::loop_triangles_iterator t;
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uchar4 *cdata = attr->data_uchar4();
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uchar4 *cdata = vcol_attr->data_uchar4();
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for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
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int3 li = get_int3(t->loops());
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@ -753,6 +753,7 @@ typedef enum AttributeStandard {
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ATTR_STD_UV,
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ATTR_STD_UV_TANGENT,
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ATTR_STD_UV_TANGENT_SIGN,
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ATTR_STD_VERTEX_COLOR,
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ATTR_STD_GENERATED,
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ATTR_STD_GENERATED_TRANSFORM,
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ATTR_STD_POSITION_UNDEFORMED,
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@ -22,7 +22,16 @@ shader node_vertex_color(string bump_offset = "center",
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output float Alpha = 0.0)
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{
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float vertex_color[4];
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if (getattribute(layer_name, vertex_color)) {
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string vertex_color_layer;
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if (layer_name == "") {
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vertex_color_layer = "geom:vertex_color";
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}
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else {
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vertex_color_layer = layer_name;
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}
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if (getattribute(vertex_color_layer, vertex_color)) {
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Color = color(vertex_color[0], vertex_color[1], vertex_color[2]);
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Alpha = vertex_color[3];
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@ -301,6 +301,8 @@ const char *Attribute::standard_name(AttributeStandard std)
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return "tangent";
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case ATTR_STD_UV_TANGENT_SIGN:
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return "tangent_sign";
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case ATTR_STD_VERTEX_COLOR:
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return "vertex_color";
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case ATTR_STD_POSITION_UNDEFORMED:
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return "undeformed";
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case ATTR_STD_POSITION_UNDISPLACED:
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@ -480,6 +482,9 @@ Attribute *AttributeSet::add(AttributeStandard std, ustring name)
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case ATTR_STD_UV_TANGENT_SIGN:
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attr = add(name, TypeDesc::TypeFloat, ATTR_ELEMENT_CORNER);
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break;
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case ATTR_STD_VERTEX_COLOR:
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attr = add(name,TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
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break;
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case ATTR_STD_GENERATED:
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case ATTR_STD_POSITION_UNDEFORMED:
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case ATTR_STD_POSITION_UNDISPLACED:
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@ -4519,7 +4519,10 @@ VertexColorNode::VertexColorNode() : ShaderNode(node_type)
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void VertexColorNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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if (!(output("Color")->links.empty() && output("Alpha")->links.empty())) {
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attributes->add_standard(layer_name);
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if (layer_name != "")
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attributes->add_standard(layer_name);
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else
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attributes->add(ATTR_STD_VERTEX_COLOR);
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}
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ShaderNode::attributes(shader, attributes);
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}
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@ -4528,7 +4531,14 @@ void VertexColorNode::compile(SVMCompiler &compiler)
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{
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ShaderOutput *color_out = output("Color");
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ShaderOutput *alpha_out = output("Alpha");
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int layer_id = compiler.attribute(layer_name);
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int layer_id = 0;
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if (layer_name != "") {
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layer_id = compiler.attribute(layer_name);
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}
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else {
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layer_id = compiler.attribute(ATTR_STD_VERTEX_COLOR);
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}
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ShaderNodeType node;
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@ -4555,7 +4565,19 @@ void VertexColorNode::compile(OSLCompiler &compiler)
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else {
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compiler.parameter("bump_offset", "center");
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}
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compiler.parameter("layer_name", layer_name.c_str());
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if (layer_name.empty()) {
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compiler.parameter("layer_name", ustring("geom:vertex_color"));
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}
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else {
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if (Attribute::name_standard(layer_name.c_str()) != ATTR_STD_NONE) {
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compiler.parameter("name", (string("geom:") + layer_name.c_str()).c_str());
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}
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else {
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compiler.parameter("layer_name", layer_name.c_str());
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}
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}
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compiler.add(this, "node_vertex_color");
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}
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