Fix T54202: Cycles crash rendering empty mesh volume after recent optimization.

This commit is contained in:
Brecht Van Lommel 2018-03-02 22:38:59 +01:00
parent b6fe80ca19
commit 94b99949eb
Notes: blender-bot 2023-02-14 06:09:01 +01:00
Referenced by issue #54202, Cycles: This smoke volume crashes Blender in preview rendered view
2 changed files with 17 additions and 11 deletions

View File

@ -561,8 +561,9 @@ void Mesh::clear(bool preserve_voxel_data)
subd_attributes.clear();
attributes.clear(preserve_voxel_data);
used_shaders.clear();
if(!preserve_voxel_data) {
used_shaders.clear();
geometry_flags = GEOMETRY_NONE;
}

View File

@ -393,9 +393,6 @@ void VolumeMeshBuilder::convert_quads_to_tris(const vector<QuadData> &quads,
/* ************************************************************************** */
/* For debugging: render the created mesh using the default diffuse shader. */
//#define RENDER_DIFFUSE
struct VoxelAttributeGrid {
float *data;
int channels;
@ -443,6 +440,8 @@ void MeshManager::create_volume_mesh(Scene *scene,
return;
}
/* Compute padding. */
Shader *volume_shader = NULL;
int pad_size = 0;
foreach(Shader *shader, mesh->used_shaders) {
@ -450,12 +449,20 @@ void MeshManager::create_volume_mesh(Scene *scene,
continue;
}
volume_shader = shader;
if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_LINEAR) {
pad_size = max(1, pad_size);
}
else if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_CUBIC) {
pad_size = max(2, pad_size);
}
break;
}
if(!volume_shader) {
return;
}
/* Compute start point and cell size from transform. */
@ -477,6 +484,7 @@ void MeshManager::create_volume_mesh(Scene *scene,
volume_params.cell_size = cell_size;
volume_params.pad_size = pad_size;
/* Build bounding mesh around non-empty volume cells. */
VolumeMeshBuilder builder(&volume_params);
const float isovalue = mesh->volume_isovalue;
@ -540,26 +548,22 @@ void MeshManager::create_volume_mesh(Scene *scene,
}
}
/* Create mesh. */
vector<float3> vertices;
vector<int> indices;
vector<float3> face_normals;
builder.create_mesh(vertices, indices, face_normals);
#ifdef RENDER_DIFFUSE
int shader = mesh->used_shaders[0]->id;
#else
int shader = mesh->shader[0];
#endif
mesh->clear(true);
mesh->reserve_mesh(vertices.size(), indices.size()/3);
mesh->used_shaders.push_back(volume_shader);
for(size_t i = 0; i < vertices.size(); ++i) {
mesh->add_vertex(vertices[i]);
}
for(size_t i = 0; i < indices.size(); i += 3) {
mesh->add_triangle(indices[i], indices[i + 1], indices[i + 2], shader, false);
mesh->add_triangle(indices[i], indices[i + 1], indices[i + 2], 0, false);
}
Attribute *attr_fN = mesh->attributes.add(ATTR_STD_FACE_NORMAL);
@ -569,6 +573,7 @@ void MeshManager::create_volume_mesh(Scene *scene,
fN[i] = face_normals[i];
}
/* Print stats. */
VLOG(1) << "Memory usage volume mesh: "
<< ((vertices.size() + face_normals.size())*sizeof(float3) + indices.size()*sizeof(int))/(1024.0*1024.0)
<< "Mb.";