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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-12-18 16:42:13 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-12-18 16:42:13 +0400
commit1d9271cdd7797b69c1fbb13a5e0be4285479d00d (patch)
tree5360b9c860c29f428bc250d971ec0cfdf70cb069 /source/blender/editors/render
parent6030b08cafdebfa3a386bc12afb172d258d0ee81 (diff)
Fix #33599: VBO textured draw mode did not update correctly when an image filepath
was changed to an invalid one. Also fixed Object Color not being displayed correctly with VBO's. The way it has to clear the VBO buffers here is quite poor though and slow, we really need textures and materials in the depsgraph to do this quicker.
Diffstat (limited to 'source/blender/editors/render')
-rw-r--r--source/blender/editors/render/render_update.c72
1 files changed, 64 insertions, 8 deletions
diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c
index 1ed1cbb2c6b..3e6478b6455 100644
--- a/source/blender/editors/render/render_update.c
+++ b/source/blender/editors/render/render_update.c
@@ -33,6 +33,7 @@
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
+#include "DNA_meshdata_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
@@ -46,6 +47,7 @@
#include "BKE_context.h"
#include "BKE_depsgraph.h"
+#include "BKE_derivedmesh.h"
#include "BKE_icons.h"
#include "BKE_image.h"
#include "BKE_main.h"
@@ -56,6 +58,7 @@
#include "BKE_world.h"
#include "GPU_material.h"
+#include "GPU_buffers.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
@@ -232,6 +235,9 @@ static int nodes_use_material(bNodeTree *ntree, Material *ma)
static void material_changed(Main *bmain, Material *ma)
{
Material *parent;
+ Object *ob;
+ Scene *scene;
+ int texture_draw = FALSE;
/* icons */
BKE_icon_changed(BKE_icon_getid(&ma->id));
@@ -254,6 +260,30 @@ static void material_changed(Main *bmain, Material *ma)
if (parent->gpumaterial.first)
GPU_material_free(parent);
}
+
+ /* find if we have a scene with textured display */
+ for (scene = bmain->scene.first; scene; scene = scene->id.next)
+ if (scene->customdata_mask & CD_MASK_MTFACE)
+ texture_draw = TRUE;
+
+ /* find textured objects */
+ if (texture_draw && !(U.gameflags & USER_DISABLE_VBO)) {
+ for (ob = bmain->object.first; ob; ob = ob->id.next) {
+ DerivedMesh *dm = ob->derivedFinal;
+ Material ***material = give_matarar(ob);
+ short a, *totmaterial = give_totcolp(ob);
+
+ if (dm && totmaterial && material) {
+ for (a = 0; a < *totmaterial; a++) {
+ if ((*material)[a] == ma) {
+ GPU_drawobject_free(dm);
+ break;
+ }
+ }
+ }
+ }
+ }
+
}
static void lamp_changed(Main *bmain, Lamp *la)
@@ -277,28 +307,33 @@ static void lamp_changed(Main *bmain, Lamp *la)
GPU_material_free(&defmaterial);
}
+static int material_uses_texture(Material *ma, Tex *tex)
+{
+ if (mtex_use_tex(ma->mtex, MAX_MTEX, tex))
+ return TRUE;
+ else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex))
+ return TRUE;
+
+ return FALSE;
+}
+
static void texture_changed(Main *bmain, Tex *tex)
{
Material *ma;
Lamp *la;
World *wo;
Scene *scene;
+ Object *ob;
bNode *node;
+ int texture_draw = FALSE;
/* icons */
BKE_icon_changed(BKE_icon_getid(&tex->id));
/* find materials */
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
- if (mtex_use_tex(ma->mtex, MAX_MTEX, tex)) {
- /* pass */
- }
- else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex)) {
- /* pass */
- }
- else {
+ if (!material_uses_texture(ma, tex))
continue;
- }
BKE_icon_changed(BKE_icon_getid(&ma->id));
@@ -342,6 +377,27 @@ static void texture_changed(Main *bmain, Tex *tex)
ED_node_changed_update(&scene->id, node);
}
}
+
+ if (scene->customdata_mask & CD_MASK_MTFACE)
+ texture_draw = TRUE;
+ }
+
+ /* find textured objects */
+ if (texture_draw && !(U.gameflags & USER_DISABLE_VBO)) {
+ for (ob = bmain->object.first; ob; ob = ob->id.next) {
+ DerivedMesh *dm = ob->derivedFinal;
+ Material ***material = give_matarar(ob);
+ short a, *totmaterial = give_totcolp(ob);
+
+ if (dm && totmaterial && material) {
+ for (a = 0; a < *totmaterial; a++) {
+ if (material_uses_texture((*material)[a], tex)) {
+ GPU_drawobject_free(dm);
+ break;
+ }
+ }
+ }
+ }
}
}