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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2014-07-21 13:49:27 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2014-08-12 05:10:48 +0400
commitf7d3f2b228d3d24f9b48f9ba0c90b68059188035 (patch)
tree37462c1bcdfc17ca793f8d2cb8f011b2dcdfe169 /source/blender/freestyle/intern
parent829e25c922cbc8988a0922c91772f7e2599ff535 (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')
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp51
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;