Another fix for non-VBO flat-shading in sculpt mode, this time for non-multires meshes.

As with multires, this change calculates face normals rather than
using vertex normals when the node is flat-shaded.

Flat-shading with VBO on non-multires meshes is still wrong, but
fixing that would require larger changes to our vertex buffers.
This commit is contained in:
Nicholas Bishop
2012-02-21 04:24:30 +00:00
parent a6dc47b0ca
commit 88a2be1846
3 changed files with 31 additions and 13 deletions

View File

@@ -1087,7 +1087,8 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode, i
bvh->verts,
node->vert_indices,
node->uniq_verts +
node->face_verts);
node->face_verts,
smooth);
}
node->flag &= ~PBVH_UpdateDrawBuffers;

View File

@@ -163,7 +163,7 @@ GPU_Buffers *GPU_build_mesh_buffers(struct GHash *map,
struct MFace *mface, int *face_indices,
int totface, int uniq_verts);
void GPU_update_mesh_buffers(GPU_Buffers *buffers, struct MVert *mvert,
int *vert_indices, int totvert);
int *vert_indices, int totvert, int smooth);
GPU_Buffers *GPU_build_grid_buffers(struct DMGridData **grids,
int *grid_indices, int totgrid, int gridsize);
void GPU_update_grid_buffers(GPU_Buffers *buffers, struct DMGridData **grids,

View File

@@ -1298,7 +1298,7 @@ struct GPU_Buffers {
};
void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert,
int *vert_indices, int totvert)
int *vert_indices, int totvert, int smooth)
{
VertexBufferFormat *vert_data;
int i;
@@ -1331,6 +1331,7 @@ void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert,
}
buffers->mvert = mvert;
buffers->smooth = smooth;
}
GPU_Buffers *GPU_build_mesh_buffers(GHash *map, MFace *mface,
@@ -1558,22 +1559,38 @@ GPU_Buffers *GPU_build_grid_buffers(DMGridData **UNUSED(grids), int *UNUSED(grid
static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers)
{
int i;
const MVert *mvert = buffers->mvert;
int i, j;
for(i = 0; i < buffers->totface; ++i) {
MFace *f = buffers->mface + buffers->face_indices[i];
int S = f->v4 ? 4 : 3;
unsigned int *fv = &f->v1;
glBegin((f->v4)? GL_QUADS: GL_TRIANGLES);
glNormal3sv(buffers->mvert[f->v1].no);
glVertex3fv(buffers->mvert[f->v1].co);
glNormal3sv(buffers->mvert[f->v2].no);
glVertex3fv(buffers->mvert[f->v2].co);
glNormal3sv(buffers->mvert[f->v3].no);
glVertex3fv(buffers->mvert[f->v3].co);
if(f->v4) {
glNormal3sv(buffers->mvert[f->v4].no);
glVertex3fv(buffers->mvert[f->v4].co);
if(buffers->smooth) {
for(j = 0; j < S; j++) {
glNormal3sv(mvert[fv[j]].no);
glVertex3fv(mvert[fv[j]].co);
}
}
else {
float fno[3];
/* calculate face normal */
if(f->v4) {
normal_quad_v3(fno, mvert[fv[0]].co, mvert[fv[1]].co,
mvert[fv[2]].co, mvert[fv[3]].co);
}
else
normal_tri_v3(fno, mvert[fv[0]].co, mvert[fv[1]].co, mvert[fv[2]].co);
glNormal3fv(fno);
for(j = 0; j < S; j++)
glVertex3fv(mvert[fv[j]].co);
}
glEnd();
}
}