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.
This commit is contained in:
Antonis Ryakiotakis 2015-11-13 21:57:00 +01:00
parent 92819425d8
commit 4d33c37c9e
Notes: blender-bot 2023-02-14 08:27:33 +01:00
Referenced by commit 3e0f117ef5, Fix T47170: Sculpt w/ constructive modifier crash
Referenced by issue #47170, Sculpt mode with Mask modifier enabled result an instant crash
Referenced by issue #46899, Getting out of sculpt mode does not update (derived) mesh normals anymore
Referenced by issue #46726, Autosmooth/sculpt/viewport bug
3 changed files with 45 additions and 24 deletions

View File

@ -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;

View File

@ -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++) {

View File

@ -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;