Merge branch 'master' into blender2.8

This commit is contained in:
Campbell Barton
2017-05-11 07:51:27 +10:00

View File

@@ -1104,6 +1104,9 @@ void GPU_update_mesh_pbvh_buffers(
copy_v4_v4(buffers->diffuse_color, diffuse_color);
uchar diffuse_color_ub[4];
rgba_float_to_uchar(diffuse_color_ub, diffuse_color);
/* Build VBO */
VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
@@ -1129,16 +1132,16 @@ void GPU_update_mesh_pbvh_buffers(
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
for (uint j = 0; j < 3; j++) {
int v_orig = buffers->mloop[lt->tri[j]].v;
int v_index = face_vert_indices[i][j];
uchar color_ub[3];
int vidx = face_vert_indices[i][j];
if (vmask) {
gpu_color_from_mask_copy(vmask[v_orig], diffuse_color, color_ub);
int v_index = buffers->mloop[lt->tri[j]].v;
uchar color_ub[3];
gpu_color_from_mask_copy(vmask[v_index], diffuse_color, color_ub);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, vidx, color_ub);
}
else {
rgb_float_to_uchar(color_ub, diffuse_color);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, vidx, diffuse_color_ub);
}
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, v_index, color_ub);
}
}
}
@@ -1156,8 +1159,6 @@ void GPU_update_mesh_pbvh_buffers(
buffers->mloop[lt->tri[2]].v,
};
float fmask;
if (paint_is_face_hidden(lt, mvert, buffers->mloop))
continue;
@@ -1170,10 +1171,13 @@ void GPU_update_mesh_pbvh_buffers(
mpoly_prev = lt->poly;
}
uchar color_ub[3];
if (vmask) {
fmask = (vmask[vtri[0]] +
vmask[vtri[1]] +
vmask[vtri[2]]) / 3.0f;
float fmask = (vmask[vtri[0]] + vmask[vtri[1]] + vmask[vtri[2]]) / 3.0f;
gpu_color_from_mask_copy(fmask, diffuse_color, color_ub);
}
else {
copy_v3_v3_uchar(color_ub, diffuse_color_ub);
}
for (uint j = 0; j < 3; j++) {
@@ -1181,13 +1185,6 @@ void GPU_update_mesh_pbvh_buffers(
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.pos, vbo_index, v->co);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.nor, vbo_index, no);
uchar color_ub[3]; \
if (vmask)
gpu_color_from_mask_copy(fmask, diffuse_color, color_ub);
else
rgb_float_to_uchar(color_ub, diffuse_color);
VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
vbo_index++;