Merge branch 'blender-v2.83-release'

This commit is contained in:
Brecht Van Lommel 2020-05-12 21:55:33 +02:00
commit 5ca1eb96c7
8 changed files with 60 additions and 18 deletions

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@ -104,6 +104,7 @@ FOREACH(COMPONENT ${_openexr_FIND_COMPONENTS})
FIND_LIBRARY(OPENEXR_${UPPERCOMPONENT}_LIBRARY
NAMES
${COMPONENT}-${_openexr_libs_ver} ${COMPONENT}
NAMES_PER_DIR
HINTS
${_openexr_SEARCH_DIRS}
PATH_SUFFIXES

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@ -43,6 +43,7 @@ FIND_PATH(USD_INCLUDE_DIR
FIND_LIBRARY(USD_LIBRARY
NAMES
usd_m usd_ms
NAMES_PER_DIR
HINTS
${_usd_SEARCH_DIRS}
PATH_SUFFIXES

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@ -133,7 +133,7 @@ void Node::set(const SocketType &input, const Transform &value)
void Node::set(const SocketType &input, Node *value)
{
assert(input.type == SocketType::TRANSFORM);
assert(input.type == SocketType::NODE);
get_socket_value<Node *>(this, input) = value;
}
@ -213,7 +213,7 @@ float Node::get_float(const SocketType &input) const
float2 Node::get_float2(const SocketType &input) const
{
assert(input.type == SocketType::FLOAT);
assert(input.type == SocketType::POINT2);
return get_socket_value<float2>(this, input);
}
@ -272,7 +272,7 @@ const array<float> &Node::get_float_array(const SocketType &input) const
const array<float2> &Node::get_float2_array(const SocketType &input) const
{
assert(input.type == SocketType::FLOAT_ARRAY);
assert(input.type == SocketType::POINT2_ARRAY);
return get_socket_value<array<float2>>(this, input);
}

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@ -33,9 +33,8 @@ roles:
# Default color space sequencer is working in
default_sequencer: sRGB
# Color spaces for color picking and texture painting (not internally supported yet)
# Distribution of colors in color picker
color_picking: sRGB
texture_paint: Raw
# Non-color data
data: Non-Color
@ -43,6 +42,13 @@ roles:
# CIE XYZ color space
XYZ: XYZ
# Specifed by OCIO, not used in Blender
color_timing: Filmic Log
compositing_log: Filmic Log
default: Linear
matte_paint: Linear
texture_paint: Linear
displays:
sRGB:
- !<View> {name: Standard, colorspace: sRGB}

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@ -0,0 +1,19 @@
# Disable ALSA and OSS as they are not available, and trying to initialize them
# breaks sound in other apps. Use PulseAudio instead.
export ALSOFT_DRIVERS=-oss,-alsa,
export SDL_AUDIODRIVER=pulseaudio
# Make PulseAudio socket available inside the snap-specific $XDG_RUNTIME_DIR
# This is adapted from https://github.com/ubuntu/snapcraft-desktop-helpers,
# in common/desktop-exports.
mkdir -p $XDG_RUNTIME_DIR -m 700
if [ -n "$XDG_RUNTIME_DIR" ]; then
pulsenative="pulse/native"
pulseaudio_sockpath="$XDG_RUNTIME_DIR/../$pulsenative"
if [ -S "$pulseaudio_sockpath" ]; then
export PULSE_SERVER="unix:${pulseaudio_sockpath}"
fi
fi
# Run Blender
$SNAP/blender

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@ -24,7 +24,7 @@ confinement: classic
apps:
blender:
command: ./blender
command: ./blender-wrapper
desktop: ./blender.desktop
version: '@VERSION@'
@ -46,3 +46,8 @@ parts:
- libxfixes3
- libxrender1
- libxxf86vm1
wrapper:
plugin: copy
source: .
files:
blender-wrapper: blender-wrapper

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@ -461,7 +461,7 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
vector<StrokeGroup *> *groups = hasTex ? &self->texturedStrokeGroups : &self->strokeGroups;
StrokeGroup *group;
if (groups->empty() || !(groups->back()->totvert + totvert < MESH_MAX_VERTS &&
groups->back()->totcol + 1 < MAXMAT)) {
groups->back()->materials.size() + 1 < MAXMAT)) {
group = new StrokeGroup;
groups->push_back(group);
}
@ -473,7 +473,10 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
group->totedge += totedge;
group->totpoly += totpoly;
group->totloop += totloop;
group->totcol++;
if (!group->materials.contains(ma)) {
group->materials.add_new(ma, group->materials.size());
}
}
// Check if the triangle is visible (i.e., within the render image boundary)
@ -585,7 +588,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
mesh->totedge = group->totedge;
mesh->totpoly = group->totpoly;
mesh->totloop = group->totloop;
mesh->totcol = group->totcol;
mesh->totcol = group->materials.size();
mesh->mvert = (MVert *)CustomData_add_layer(
&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
@ -626,12 +629,20 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
mesh->mloopcol = colors;
mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
for (const auto &item : group->materials.items()) {
Material *material = item.key;
const int matnr = item.value;
mesh->mat[matnr] = material;
if (material) {
id_us_plus(&material->id);
}
}
////////////////////
// Data copy
////////////////////
int vertex_index = 0, edge_index = 0, loop_index = 0, material_index = 0;
int vertex_index = 0, edge_index = 0, loop_index = 0;
int visible_faces, visible_segments;
bool visible;
Strip::vertex_container::iterator v[3];
@ -642,8 +653,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
itend = group->strokes.end();
it != itend;
++it) {
mesh->mat[material_index] = (*it)->getMaterial();
id_us_plus(&mesh->mat[material_index]->id);
const int matnr = group->materials.lookup_default((*it)->getMaterial(), 0);
vector<Strip *> &strips = (*it)->getStrips();
for (vector<Strip *>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
@ -725,7 +735,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
// poly
polys->loopstart = loop_index;
polys->totloop = 3;
polys->mat_nr = material_index;
polys->mat_nr = matnr;
++polys;
// Even and odd loops connect triangles vertices differently
@ -810,8 +820,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
}
} // loop over strip vertices
} // loop over strips
material_index++;
} // loop over strokes
} // loop over strokes
BKE_object_materials_test(freestyle_bmain, object_mesh, (ID *)mesh);
@ -819,7 +828,6 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
BLI_assert(mesh->totvert == vertex_index);
BLI_assert(mesh->totedge == edge_index);
BLI_assert(mesh->totloop == loop_index);
BLI_assert(mesh->totcol == material_index);
BKE_mesh_validate(mesh, true, true);
#endif
}

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@ -21,6 +21,8 @@
* \ingroup freestyle
*/
#include "BLI_map.hh"
#include "../stroke/StrokeRenderer.h"
#include "../system/FreestyleConfig.h"
@ -50,15 +52,15 @@ class BlenderStrokeRenderer : public StrokeRenderer {
Object *NewMesh() const;
struct StrokeGroup {
explicit StrokeGroup() : totvert(0), totedge(0), totpoly(0), totloop(0), totcol(0)
explicit StrokeGroup() : totvert(0), totedge(0), totpoly(0), totloop(0)
{
}
vector<StrokeRep *> strokes;
BLI::Map<Material *, int> materials;
int totvert;
int totedge;
int totpoly;
int totloop;
int totcol;
};
vector<StrokeGroup *> strokeGroups, texturedStrokeGroups;