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authorHans Goudey <h.goudey@me.com>2022-08-17 17:20:25 +0300
committerHans Goudey <h.goudey@me.com>2022-08-17 17:20:25 +0300
commiteaa87101cd5a20e577748bfff95b7cb06b04dd4b (patch)
tree8243ee6bd1479299f23819ef2765720fc9a18889 /source/blender/draw/engines/workbench
parent71f091a631c2deae08ff289184f928538b527cb3 (diff)
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
Diffstat (limited to 'source/blender/draw/engines/workbench')
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
index 9eb35c25bf4..ad32618e636 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.c
+++ b/source/blender/draw/engines/workbench/workbench_engine.c
@@ -409,7 +409,7 @@ void workbench_cache_populate(void *ved, Object *ob)
return;
}
- if (ELEM(ob->type, OB_MESH, OB_SURF, OB_MBALL, OB_POINTCLOUD)) {
+ if (ELEM(ob->type, OB_MESH, OB_SURF, OB_POINTCLOUD)) {
bool use_sculpt_pbvh, use_texpaint_mode, draw_shadow, has_transp_mat = false;
eV3DShadingColorType color_type = workbench_color_type_get(
wpd, ob, &use_sculpt_pbvh, &use_texpaint_mode, &draw_shadow);