diff options
author | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2014-07-21 13:49:27 +0400 |
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committer | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2014-08-12 05:10:48 +0400 |
commit | f7d3f2b228d3d24f9b48f9ba0c90b68059188035 (patch) | |
tree | 37462c1bcdfc17ca793f8d2cb8f011b2dcdfe169 /source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp | |
parent | 829e25c922cbc8988a0922c91772f7e2599ff535 (diff) |
Fix for vertex colors not working properly.
Looks like the issue was caused by a UV map name starting with a lower case
letter (e.g., "color"). Capitalizing the name fixed the problem. Also adjusted
the creation of custom data layers to optimize things a bit.
Diffstat (limited to 'source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp')
-rw-r--r-- | source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp | 51 |
1 files changed, 21 insertions, 30 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp index 0ad2f13a151..129243a19f7 100644 --- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp +++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp @@ -263,7 +263,7 @@ Material* BlenderStrokeRenderer::GetStrokeShader(bContext *C, Main *bmain, bNode input_attr_color->locx = 0.0f; input_attr_color->locy = -200.0f; storage = (NodeShaderAttribute *)input_attr_color->storage; - BLI_strncpy(storage->name, "color", sizeof(storage->name)); + BLI_strncpy(storage->name, "Color", sizeof(storage->name)); bNode *mix_rgb_color = nodeAddStaticNode(C, ntree, SH_NODE_MIX_RGB); mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix @@ -277,7 +277,7 @@ Material* BlenderStrokeRenderer::GetStrokeShader(bContext *C, Main *bmain, bNode input_attr_alpha->locx = 400.0f; input_attr_alpha->locy = 300.0f; storage = (NodeShaderAttribute *)input_attr_alpha->storage; - BLI_strncpy(storage->name, "alpha", sizeof(storage->name)); + BLI_strncpy(storage->name, "Alpha", sizeof(storage->name)); bNode *mix_rgb_alpha = nodeAddStaticNode(C, ntree, SH_NODE_MIX_RGB); mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix @@ -615,23 +615,35 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const // vertices allocation mesh->totvert = totvert; // visible_faces + visible_segments * 2; - mesh->mvert = (MVert *)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert); + CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert); // edges allocation mesh->totedge = totedge; // visible_faces * 2 + visible_segments; - mesh->medge = (MEdge *)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge); + CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge); // faces allocation mesh->totpoly = totpoly; // visible_faces; - mesh->mpoly = (MPoly *)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly); + CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly); // loops allocation mesh->totloop = totloop; // visible_faces * 3; - mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop); + CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop); - // colors and alpha transparency (the latter represented by grayscale colors) - MLoopCol *colors = (MLoopCol *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "color"); - MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "alpha"); + // uv maps + MLoopUV *loopsuv[2] = { NULL }; + if (hasTex) { + loopsuv[0] = (MLoopUV *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke"); + loopsuv[1] = (MLoopUV *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke_tips"); + + CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke"); + CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke_tips"); + } + + // colors and transparency (the latter represented by grayscale colors) + MLoopCol *colors = (MLoopCol *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "Color"); + MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "Alpha"); + + BKE_mesh_update_customdata_pointers(mesh, true); //////////////////// // Data copy @@ -641,27 +653,6 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const MEdge *edges = mesh->medge; MPoly *polys = mesh->mpoly; MLoop *loops = mesh->mloop; - MLoopUV *loopsuv[2] = {NULL}; - - if (hasTex) { - // First UV layer - CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke"); - CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke"); - CustomData_set_layer_active(&mesh->pdata, CD_MTEXPOLY, 0); - CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 0); - BKE_mesh_update_customdata_pointers(mesh, false); - - loopsuv[0] = mesh->mloopuv; - - // Second UV layer - CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke_tips"); - CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke_tips"); - CustomData_set_layer_active(&mesh->pdata, CD_MTEXPOLY, 1); - CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1); - BKE_mesh_update_customdata_pointers(mesh, false); - - loopsuv[1] = mesh->mloopuv; - } vertex_index = edge_index = loop_index = 0; |