Bug fix #2026
Slightly altered rules for calculating vertexnormals. By only averaging face normals from faces actually set 'smooth', the result looks much more nice (for example on a cylinder with caps solid). Vertex normals not being used by smooth faces are set to the face normal direction. Shows both in editor as rendering.
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@@ -129,7 +129,6 @@ static Material *give_render_material(Object *ob, int nr);
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static void split_u_renderfaces(int startvlak, int startvert, int usize, int plek, int cyclu);
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static void split_v_renderfaces(int startvlak, int startvert, int usize, int vsize, int plek, int cyclu, int cyclv);
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static int contrpuntnormr(float *n, float *puno);
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static void normalenrender(int startvert, int startvlak);
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static void as_addvert(VertRen *v1, VlakRen *vlr);
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static void as_freevert(VertRen *ver);
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static void autosmooth(int startvert, int startvlak, int degr);
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@@ -453,7 +452,7 @@ static int contrpuntnormr(float *n, float *puno)
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/* ------------------------------------------------------------------------- */
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static void normalenrender(int startvert, int startvlak)
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static void calc_vertexnormals(int startvert, int startvlak)
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{
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VlakRen *vlr;
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VertRen *ver, *adrve1, *adrve2, *adrve3, *adrve4;
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@@ -469,7 +468,7 @@ static void normalenrender(int startvert, int startvlak)
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/* calculate cos of angles and point-masses */
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for(a= startvlak; a<R.totvlak; a++) {
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vlr= RE_findOrAddVlak(a);
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if(vlr->flag & ME_SMOOTH) {
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adrve1= vlr->v1;
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adrve2= vlr->v2;
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adrve3= vlr->v3;
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@@ -499,6 +498,7 @@ static void normalenrender(int startvert, int startvlak)
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*(tfl++)= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]);
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}
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}
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}
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/* clear all vertex normals */
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for(a=startvert; a<R.totvert; a++) {
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@@ -512,6 +512,8 @@ static void normalenrender(int startvert, int startvlak)
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for(a=startvlak; a<R.totvlak; a++) {
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vlr= RE_findOrAddVlak(a);
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if(vlr->flag & ME_SMOOTH) {
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adrve1= vlr->v1;
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adrve2= vlr->v2;
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adrve3= vlr->v3;
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@@ -551,6 +553,23 @@ static void normalenrender(int startvert, int startvlak)
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*(temp) +=fac*vlr->n[2];
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}
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}
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}
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/* do solid faces */
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for(a=startvlak; a<R.totvlak; a++) {
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vlr= RE_findOrAddVlak(a);
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if((vlr->flag & ME_SMOOTH)==0) {
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float *f1= vlr->v1->n;
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if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
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f1= vlr->v2->n;
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if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
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f1= vlr->v3->n;
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if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
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if(vlr->v4) {
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f1= vlr->v4->n;
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if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
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}
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}
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}
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/* normalise vertex normals */
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for(a=startvert; a<R.totvert; a++) {
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@@ -1548,7 +1567,7 @@ static void init_render_mesh(Object *ob)
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}
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if(do_puno) {
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normalenrender(totverto, totvlako);
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calc_vertexnormals(totverto, totvlako);
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do_puno= 0;
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}
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@@ -1560,7 +1579,7 @@ static void init_render_mesh(Object *ob)
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do_puno= 1;
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}
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if(do_puno) normalenrender(totverto, totvlako);
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if(do_puno) calc_vertexnormals(totverto, totvlako);
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mesh_modifier(ob, 'e'); // end
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}
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@@ -3151,7 +3170,7 @@ static void do_displacement(Object *ob, int startface, int numface, int startver
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}
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/* Recalc vertex normals */
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normalenrender(startvert, startface);
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calc_vertexnormals(startvert, startface);
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}
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static void displace_render_face(VlakRen *vlr, float *scale)
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@@ -1284,6 +1284,7 @@ void vertexnormals(int testflip)
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/* calculate cosine angles and add to vertex normal */
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efa= em->faces.first;
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while(efa) {
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if(efa->flag & ME_SMOOTH) {
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VecSubf(n1, efa->v2->co, efa->v1->co);
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VecSubf(n2, efa->v3->co, efa->v2->co);
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Normalise(n1);
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@@ -1335,9 +1336,24 @@ void vertexnormals(int testflip)
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temp[1]+= co[3]*efa->n[1];
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temp[2]+= co[3]*efa->n[2];
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}
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}
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efa= efa->next;
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}
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/* check solid faces */
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for(efa= em->faces.first; efa; efa= efa->next) {
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if((efa->flag & ME_SMOOTH)==0) {
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f1= efa->v1->no;
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if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, efa->n);
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f1= efa->v2->no;
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if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, efa->n);
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f1= efa->v3->no;
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if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, efa->n);
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if(efa->v4) {
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f1= efa->v4->no;
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if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, efa->n);
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}
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}
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}
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/* normalise vertex normals */
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eve= em->verts.first;
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