Add tessellation data to DerivedMesh (LoopTri)

This stores loop indices into the loop array giving easier acess
to data such as vertex-colors and UV's,
removing the need to store an MFace duplicate of custom-data.

This doesn't yet move all internal code from MFace to LoopTri just yet.

Only applies to:
- opengl drawing
- sculpting (pbvh)
- vertex/weight paint

Thanks to @psy-fi for review, fixes and improvements to drawing!
This commit is contained in:
2015-07-17 03:36:03 +10:00
parent c8f6313487
commit 595a491e63
22 changed files with 1106 additions and 1015 deletions

View File

@@ -3549,6 +3549,40 @@ void map_to_sphere(float *r_u, float *r_v, const float x, const float y, const f
/********************************* Normals **********************************/
void accumulate_vertex_normals_tri(
float n1[3], float n2[3], float n3[3],
const float f_no[3],
const float co1[3], const float co2[3], const float co3[3])
{
float vdiffs[3][3];
const int nverts = 3;
/* compute normalized edge vectors */
sub_v3_v3v3(vdiffs[0], co2, co1);
sub_v3_v3v3(vdiffs[1], co3, co2);
sub_v3_v3v3(vdiffs[2], co1, co3);
normalize_v3(vdiffs[0]);
normalize_v3(vdiffs[1]);
normalize_v3(vdiffs[2]);
/* accumulate angle weighted face normal */
{
float *vn[] = {n1, n2, n3};
const float *prev_edge = vdiffs[nverts - 1];
int i;
for (i = 0; i < nverts; i++) {
const float *cur_edge = vdiffs[i];
const float fac = saacos(-dot_v3v3(cur_edge, prev_edge));
/* accumulate */
madd_v3_v3fl(vn[i], f_no, fac);
prev_edge = cur_edge;
}
}
}
void accumulate_vertex_normals(
float n1[3], float n2[3], float n3[3], float n4[3],
const float f_no[3],