Metaball: Evaluate metaball objects as mesh components

With the ultimate goal of simplifying drawing and evaluation,
this patch makes the following changes and removes code:
- Use `Mesh` instead of `DispList` for evaluated basis metaballs.
- Remove all `DispList` drawing code, which is now unused.
- Simplify code that converts evaluated metaballs to meshes.
- Store the evaluated mesh in the evaluated geometry set.

This has the following indirect benefits:
- Evaluated meshes from metaball objects can be used in geometry nodes.
- Renderers can ignore evaluated metaball objects completely
- Cycles rendering no longer has to convert to mesh from `DispList`.
- We get closer to removing `DispList` completely.
- Optimizations to mesh rendering will also apply to metaball objects.

The vertex normals on the evaluated mesh are technically invalid;
the regular calculation wouldn't reproduce them. Metaball objects
don't support modifiers though, so it shouldn't be a problem.
Eventually we can support per-vertex custom normals (T93551).

Differential Revision: https://developer.blender.org/D14593
This commit is contained in:
2022-08-17 10:20:25 -04:00
parent 71f091a631
commit eaa87101cd
35 changed files with 210 additions and 1193 deletions

View File

@@ -417,7 +417,6 @@ bool DRW_object_is_flat(Object *ob, int *r_axis)
OB_CURVES_LEGACY,
OB_SURF,
OB_FONT,
OB_MBALL,
OB_CURVES,
OB_POINTCLOUD,
OB_VOLUME)) {