Alembic procedural: fix missing update when editing shaders

This commit is contained in:
Kévin Dietrich 2021-03-31 17:17:54 +02:00
parent 6f2e9e9f90
commit 94bfb1ab62
1 changed files with 24 additions and 0 deletions

View File

@ -1407,6 +1407,15 @@ void AlembicProcedural::generate(Scene *scene, Progress &progress)
need_data_updates = true;
}
/* Check if the shaders were modified. */
if (object->used_shaders_is_modified() && object->get_object() &&
object->get_object()->get_geometry()) {
Geometry *geometry = object->get_object()->get_geometry();
array<Node *> used_shaders = object->get_used_shaders();
geometry->set_used_shaders(used_shaders);
need_shader_updates = true;
}
/* Check for changes in shaders (e.g. newly requested attributes). */
foreach (Node *shader_node, object->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(shader_node);
@ -1586,6 +1595,11 @@ void AlembicProcedural::read_mesh(AlembicObject *abc_object, Abc::chrono_t frame
Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
/* Make sure shader ids are also updated. */
if (mesh->used_shaders_is_modified()) {
mesh->tag_shader_modified();
}
cached_data.vertices.copy_to_socket(frame_time, mesh, mesh->get_verts_socket());
cached_data.shader.copy_to_socket(frame_time, mesh, mesh->get_shader_socket());
@ -1653,6 +1667,11 @@ void AlembicProcedural::read_subd(AlembicObject *abc_object, Abc::chrono_t frame
Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
/* Make sure shader ids are also updated. */
if (mesh->used_shaders_is_modified()) {
mesh->tag_shader_modified();
}
/* Cycles overwrites the original triangles when computing displacement, so we always have to
* repass the data if something is animated (vertices most likely) to avoid buffer overflows. */
if (!cached_data.is_constant()) {
@ -1743,6 +1762,11 @@ void AlembicProcedural::read_curves(AlembicObject *abc_object, Abc::chrono_t fra
Hair *hair = static_cast<Hair *>(object->get_geometry());
/* Make sure shader ids are also updated. */
if (hair->used_shaders_is_modified()) {
hair->tag_curve_shader_modified();
}
cached_data.curve_keys.copy_to_socket(frame_time, hair, hair->get_curve_keys_socket());
cached_data.curve_radius.copy_to_socket(frame_time, hair, hair->get_curve_radius_socket());