into account that some tools use normals for things other than display. Now
we properly initialize vertex normals at flat faces too.
Also fixed a normal refresh issue, and deduplicated CDDM/mesh normal
calculation code.
weighted normals as the render engine, and the render engine will copy
normals from the mesh rather than always recalculating them.
Subsurf/multires still use regular vertex normals, but they are expected
to be sufficiently high resolution to not need this.
This means that normal maps displayed in the viewport actually match the
render engine exactly and don't have artifacts due to this discrepancy.
It of course also avoids unexpected surprises where your render normals
look different than your viewport normals.
Subversion bumped to 4 for version patch to recalculate normals.
Patch by Morten Mikkelsen, with some small changes.
the two files mikktspace.h and mikktspace.c. These are standalone files
which can be redistributed into any other application and regenerate the
same tangent spaces. The implementation is independent of the ordering
of faces and the vertex ordering of faces.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
Used a crazyspace approach (like in edit mode), but only modifiers with
deformMatricies are allowed atm (currently shapekeys and armature modifiers only).
All the rest modifiers had an warning message that they aren't applied because
of sculpt mode. Deformation of multires is also unsupported.
With all this restictions users will always see the actual "layer" (or maybe
mesh state would be more correct word) they are sculpting on.
Internal changes:
- All modifiers could have deformMatricies callback (the same as deformMatriciesEM but
for non-edit mode usage)
- Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it
could be generalized for usage in other painting modes (particle edit mode, i.e)
Todo:
- Implement crazyspace correction to support all kinds of deformation modifiers
- Maybe deformation of multires isn't so difficult?
- And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed
without code duplicating?
also removed unused vars.
can_pbvh_draw() had a NULL check which is never needed (callers check for this), a NULL ob would have crashed the function anyway.
Use object's displists for storing deformed tesselated curve. Was unable to
totally get rid of curve's displist because of how texture space is calculating.
VBO enabled, GLSL shading and bevel modifier leads to crash when entering edit mode
Bevel modifier doe not support remapping still, so added check about original index
in cdDM_drawFacesTex_common. Now it works like VBO-less drawing for that special case.
Root cause is that some drawing modes don't work with PBVH
drawing. Worked around by adding a call to update mesh normals from
the PBVH so that sculpted changes appear correctly in those
"unsupported" modes. (They'll still draw much more slowly than solid,
but should at least appear correct now.)
- VBO UV Edge display wasn't allocating a large enough array for drawing.
- VBO UV Edge drawing was using an edge flag with faces.
- notifier for modifiers updating the UV window.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
This is a more general problem that drawing functions would skip faces when the original index could not be found, screw result for example wasnt visible in editmode too.
Fixed by adding a material set argument to DerivedMesh->drawMappedFaces(), this was already being done in some of the other drawing functions.
PBVH used the same verts array as mesh data and shape key/reference key coords
were applying on the mesh data, so on some refreshing undeformed mesh was
displayed.
Added utility functions to get vert coords from key block, apply new vert coords
on keyblock and function to apply coords on bpvh, so now pbvh uses it's ovn
vertex array and no changes are making to the mesh data.
Additional change:
Store key block name in SculptUndoNode, so now shape wouldn't be copied to
wrong keyblock on undo
Was actually a couple bugs:
* VBO bug was that hidden faces weren't being skipped correctly. Fixed that and rewrote this bit of VBO drawing code more clearly (less duplication, less unecessary state, and comments even)
* Second bug was that CCGDerivedMesh wasn't outputing ORIGINDEX data for faces. (it's not doing it for edges or verts either, but I don't know that we need it to.) At any rate, we do need this data for faces so that additional DerivedMeshes on top of subsurf know what faces in the editmesh are hidden.
* Problem was that the sculpt PBVH was only used for redrawing if the derived mesh's vertices were equal the base mesh's vertices, which isn't the case when sculpting on shape keys.
Fixes various crashes and redraw problems, most noticeable new feature
is that you can now sculpt on a multires mesh with deforming modifiers
preceding it.
I've left out support for sculpting on multires with enabled modifiers
following it, in this case only the base mesh can be sculpted now. The
code changes needed to do this are just too ugly in my opinion, would
need a more torough redesign which I don't think we should try now. In
my opinion this is also not really an important case, since it's going
to be incredibly slow anyway to run a modifier on a high res mesh while
sculpting.
So, to summarize current state:
* Fastest sculpting: base mesh with no modifiers or multires with only
modifiers preceding it.
* Slower sculpting: base mesh with modifiers, depends on the speed of
the modifiers.
* Not supported: multires mesh with modifiers following it.
Used approach with creating DerivedMesh for curves whet they've got such modifiers.
Available modifiers are: array, edge split, mirror, solidify, subsurf.
- backbuf colors were ignored with VBO's, disable since to make this work with VBO's it would need to re-bind a color array, then restore the previous one after.
Fix#20516: subsurf modiefier+pressing add for smoke sims results in crash.
Fix retopo not working correct on subsurf mesh.
Various deforming modifiers were not correctly taking into account that a
derivedmesh is not necessarily a CDDerivedMesh, made utility functions for
this now.
* Fix#20482: grab brush + size pressure sensitivity don't work
together, disabled the pressure sensitivty for that case now.
* Fix for smooth brush messing up mesh sometimes, smooth factor
is now clamped to reasonable range.
* Fix#20449: smooth brush + mirror modifier could crash.
Also fixes:
* Weight paint subsurf drawing.
* Missing pointer endian conversion in paint brushes.
* Use of unitialized variable in screen version patch.
* Multires modifier without mdisps layer crash.