Fix T75981: crash in sculpt mode with mesh that used to have multiple materials

The material indices in a mesh can exceed the number of available materials
slots in the object or mesh, sculpt drawing was not taking that into account.
This commit is contained in:
Brecht Van Lommel 2020-04-22 13:54:35 +02:00
parent b2cc2dda9c
commit bc83fc9c04
Notes: blender-bot 2023-02-14 01:35:49 +01:00
Referenced by issue #75981, Crash switching to Sculpt mode with material using Backface Culling
4 changed files with 19 additions and 7 deletions

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@ -2089,16 +2089,16 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
for (int i = 0; i < materials_len; i++) {
sculpt_shgrps_array[i] = shgrps_array[i].shading_grp;
}
DRW_shgroup_call_sculpt_with_materials(sculpt_shgrps_array, ob, use_vcol);
DRW_shgroup_call_sculpt_with_materials(sculpt_shgrps_array, materials_len, ob, use_vcol);
for (int i = 0; i < materials_len; i++) {
sculpt_shgrps_array[i] = shgrps_array[i].depth_grp;
}
DRW_shgroup_call_sculpt_with_materials(sculpt_shgrps_array, ob, use_vcol);
DRW_shgroup_call_sculpt_with_materials(sculpt_shgrps_array, materials_len, ob, use_vcol);
for (int i = 0; i < materials_len; i++) {
sculpt_shgrps_array[i] = shgrps_array[i].depth_clip_grp;
}
DRW_shgroup_call_sculpt_with_materials(sculpt_shgrps_array, ob, use_vcol);
DRW_shgroup_call_sculpt_with_materials(sculpt_shgrps_array, materials_len, ob, use_vcol);
for (int renderpass_index = 0;
renderpass_index < stl->g_data->render_passes_material_count;
@ -2106,7 +2106,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
for (int i = 0; i < materials_len; i++) {
sculpt_shgrps_array[i] = shgrps_array[i].material_accum_grp[renderpass_index];
}
DRW_shgroup_call_sculpt_with_materials(sculpt_shgrps_array, ob, use_vcol);
DRW_shgroup_call_sculpt_with_materials(sculpt_shgrps_array, materials_len, ob, use_vcol);
}
/* TODO(fclem): Support shadows in sculpt mode. */

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@ -126,7 +126,7 @@ static void workbench_cache_sculpt_populate(WORKBENCH_PrivateData *wpd,
for (int i = 0; i < materials_len; i++) {
shgrps[i] = workbench_material_setup(wpd, ob, i + 1, color_type, NULL);
}
DRW_shgroup_call_sculpt_with_materials(shgrps, ob, false);
DRW_shgroup_call_sculpt_with_materials(shgrps, materials_len, ob, false);
}
}

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@ -411,7 +411,10 @@ void DRW_shgroup_call_instances_with_attrs(DRWShadingGroup *shgroup,
struct GPUBatch *inst_attributes);
void DRW_shgroup_call_sculpt(DRWShadingGroup *sh, Object *ob, bool wire, bool mask, bool vcol);
void DRW_shgroup_call_sculpt_with_materials(DRWShadingGroup **sh, Object *ob, bool vcol);
void DRW_shgroup_call_sculpt_with_materials(DRWShadingGroup **sh,
int num_sh,
Object *ob,
bool vcol);
DRWCallBuffer *DRW_shgroup_call_buffer(DRWShadingGroup *shading_group,
struct GPUVertFormat *format,

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@ -858,6 +858,7 @@ void DRW_shgroup_call_instances_with_attrs(DRWShadingGroup *shgroup,
typedef struct DRWSculptCallbackData {
Object *ob;
DRWShadingGroup **shading_groups;
int num_shading_groups;
bool use_wire;
bool use_mats;
bool use_mask;
@ -896,6 +897,9 @@ static void sculpt_draw_cb(DRWSculptCallbackData *scd, GPU_PBVH_Buffers *buffers
if (scd->use_mats) {
index = GPU_pbvh_buffers_material_index_get(buffers);
if (index >= scd->num_shading_groups) {
index = 0;
}
}
DRWShadingGroup *shgrp = scd->shading_groups[index];
@ -1035,6 +1039,7 @@ void DRW_shgroup_call_sculpt(
DRWSculptCallbackData scd = {
.ob = ob,
.shading_groups = &shgroup,
.num_shading_groups = 1,
.use_wire = use_wire,
.use_mats = false,
.use_mask = use_mask,
@ -1042,11 +1047,15 @@ void DRW_shgroup_call_sculpt(
drw_sculpt_generate_calls(&scd, use_vcol);
}
void DRW_shgroup_call_sculpt_with_materials(DRWShadingGroup **shgroups, Object *ob, bool use_vcol)
void DRW_shgroup_call_sculpt_with_materials(DRWShadingGroup **shgroups,
int num_shgroups,
Object *ob,
bool use_vcol)
{
DRWSculptCallbackData scd = {
.ob = ob,
.shading_groups = shgroups,
.num_shading_groups = num_shgroups,
.use_wire = false,
.use_mats = true,
.use_mask = false,