fix [#34378] GLSL materials using multiple UV layers fail in editmode

regression since BMesh merge.
This commit is contained in:
Campbell Barton 2013-02-23 06:56:10 +00:00
parent 0c53fb3a92
commit 375c0144c8
2 changed files with 51 additions and 36 deletions

@ -2743,7 +2743,7 @@ void DM_vertex_attributes_from_gpu(DerivedMesh *dm, GPUVertexAttribs *gattribs,
a = attribs->tottface++;
attribs->tface[a].array = tfdata->layers[layer].data;
attribs->tface[a].em_offset = tfdata->layers[layer].offset;
attribs->tface[a].em_offset = ldata->layers[layer].offset;
attribs->tface[a].gl_index = gattribs->layer[b].glindex;
attribs->tface[a].gl_texco = gattribs->layer[b].gltexco;
}
@ -2780,7 +2780,8 @@ void DM_vertex_attributes_from_gpu(DerivedMesh *dm, GPUVertexAttribs *gattribs,
a = attribs->totmcol++;
attribs->mcol[a].array = tfdata->layers[layer].data;
attribs->mcol[a].em_offset = tfdata->layers[layer].offset;
/* odd, store the offset for a different layer type here, but editmode draw code expects it */
attribs->mcol[a].em_offset = ldata->layers[layer].offset;
attribs->mcol[a].gl_index = gattribs->layer[b].glindex;
}
}
@ -2796,6 +2797,7 @@ void DM_vertex_attributes_from_gpu(DerivedMesh *dm, GPUVertexAttribs *gattribs,
a = attribs->totmcol++;
attribs->mcol[a].array = tfdata->layers[layer].data;
/* odd, store the offset for a different layer type here, but editmode draw code expects it */
attribs->mcol[a].em_offset = tfdata->layers[layer].offset;
attribs->mcol[a].gl_index = gattribs->layer[b].glindex;
}

@ -997,27 +997,39 @@ static void emDM_drawMappedFacesTex(DerivedMesh *dm,
emDM_drawFacesTex_common(dm, NULL, setDrawOptions, compareDrawOptions, userData);
}
static void emdm_draw_attrib_vertex_glsl(DMVertexAttribs *attribs, BMesh *bm, BMLoop *loop, BMVert *eve, int vert)
/**
* \note
*
* For UV's:
* const MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(loop, attribs->tface[i].em_offset);
*
* This is intentionally different to calling:
* CustomData_bmesh_get_n(&bm->ldata, loop->head.data, CD_MLOOPUV, i);
*
* ... because the material may use layer names to select different UV's
* see: [#34378]
*/
static void emdm_pass_attrib_vertex_glsl(DMVertexAttribs *attribs, BMLoop *loop, int index_in_face)
{
BMVert *eve = loop->v;
int i;
if (attribs->totorco) {
float *orco = attribs->orco.array[BM_elem_index_get(eve)];
const float *orco = attribs->orco.array[BM_elem_index_get(eve)];
glVertexAttrib3fvARB(attribs->orco.gl_index, orco);
}
for (i = 0; i < attribs->tottface; i++) {
MLoopUV *_luv = CustomData_bmesh_get_n(&bm->ldata, loop->head.data,
CD_MLOOPUV, i);
glVertexAttrib2fvARB(attribs->tface[i].gl_index, _luv->uv);
const MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(loop, attribs->tface[i].em_offset);
glVertexAttrib2fvARB(attribs->tface[i].gl_index, luv->uv);
}
for (i = 0; i < attribs->totmcol; i++) {
MLoopCol *_cp = CustomData_bmesh_get_n(&bm->ldata, loop->head.data,
CD_MLOOPCOL, i);
GLubyte _col[4];
_col[0] = _cp->b; _col[1] = _cp->g; _col[2] = _cp->r; _col[3] = _cp->a;
glVertexAttrib4ubvARB(attribs->mcol[i].gl_index, _col);
const MLoopCol *cp = BM_ELEM_CD_GET_VOID_P(loop, attribs->mcol[i].em_offset);
GLubyte col[4];
col[0] = cp->b; col[1] = cp->g; col[2] = cp->r; col[3] = cp->a;
glVertexAttrib4ubvARB(attribs->mcol[i].gl_index, col);
}
if (attribs->tottang) {
float *tang = attribs->tang.array[i * 4 + vert];
const float *tang = attribs->tang.array[i * 4 + index_in_face];
glVertexAttrib3fvARB(attribs->tang.gl_index, tang);
}
}
@ -1070,20 +1082,20 @@ static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
if (vertexCos) glNormal3fv(bmdm->polyNos[BM_elem_index_get(efa)]);
else glNormal3fv(efa->no);
emdm_draw_attrib_vertex_glsl(&attribs, bm, ltri[0], ltri[0]->v, 0);
emdm_pass_attrib_vertex_glsl(&attribs, ltri[0], 0);
if (vertexCos) glVertex3fv(vertexCos[BM_elem_index_get(ltri[0]->v)]);
else glVertex3fv(ltri[0]->v->co);
emdm_draw_attrib_vertex_glsl(&attribs, bm, ltri[1], ltri[1]->v, 1);
emdm_pass_attrib_vertex_glsl(&attribs, ltri[1], 1);
if (vertexCos) glVertex3fv(vertexCos[BM_elem_index_get(ltri[1]->v)]);
else glVertex3fv(ltri[1]->v->co);
emdm_draw_attrib_vertex_glsl(&attribs, bm, ltri[2], ltri[2]->v, 2);
emdm_pass_attrib_vertex_glsl(&attribs, ltri[2], 2);
if (vertexCos) glVertex3fv(vertexCos[BM_elem_index_get(ltri[2]->v)]);
else glVertex3fv(ltri[2]->v->co);
}
else {
emdm_draw_attrib_vertex_glsl(&attribs, bm, ltri[0], ltri[0]->v, 0);
emdm_pass_attrib_vertex_glsl(&attribs, ltri[0], 0);
if (vertexCos) {
glNormal3fv(vertexNos[BM_elem_index_get(ltri[0]->v)]);
glVertex3fv(vertexCos[BM_elem_index_get(ltri[0]->v)]);
@ -1093,7 +1105,7 @@ static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
glVertex3fv(ltri[0]->v->co);
}
emdm_draw_attrib_vertex_glsl(&attribs, bm, ltri[1], ltri[1]->v, 1);
emdm_pass_attrib_vertex_glsl(&attribs, ltri[1], 1);
if (vertexCos) {
glNormal3fv(vertexNos[BM_elem_index_get(ltri[1]->v)]);
glVertex3fv(vertexCos[BM_elem_index_get(ltri[1]->v)]);
@ -1103,7 +1115,7 @@ static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
glVertex3fv(ltri[1]->v->co);
}
emdm_draw_attrib_vertex_glsl(&attribs, bm, ltri[2], ltri[2]->v, 2);
emdm_pass_attrib_vertex_glsl(&attribs, ltri[2], 2);
if (vertexCos) {
glNormal3fv(vertexNos[BM_elem_index_get(ltri[2]->v)]);
glVertex3fv(vertexCos[BM_elem_index_get(ltri[2]->v)]);
@ -1124,9 +1136,12 @@ static void emDM_drawFacesGLSL(DerivedMesh *dm,
dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
}
static void emdm_draw_attrib_vertex_mat(DMVertexAttribs *attribs, BMesh *bm, BMLoop *loop, BMVert *eve, int vert)
/* emdm_pass_attrib_vertex_glsl's note about em_offset use applies here */
static void emdm_pass_attrib_vertex_mat(DMVertexAttribs *attribs, BMLoop *loop, int index_in_face)
{
BMVert *eve = loop->v;
int i;
if (attribs->totorco) {
float *orco = attribs->orco.array[BM_elem_index_get(eve)];
if (attribs->orco.gl_texco)
@ -1135,22 +1150,20 @@ static void emdm_draw_attrib_vertex_mat(DMVertexAttribs *attribs, BMesh *bm, BML
glVertexAttrib3fvARB(attribs->orco.gl_index, orco);
}
for (i = 0; i < attribs->tottface; i++) {
MLoopUV *_luv = CustomData_bmesh_get_n(&bm->ldata, loop->head.data,
CD_MLOOPUV, i);
const MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(loop, attribs->tface[i].em_offset);
if (attribs->tface[i].gl_texco)
glTexCoord2fv(_luv->uv);
glTexCoord2fv(luv->uv);
else
glVertexAttrib2fvARB(attribs->tface[i].gl_index, _luv->uv);
glVertexAttrib2fvARB(attribs->tface[i].gl_index, luv->uv);
}
for (i = 0; i < attribs->totmcol; i++) {
MLoopCol *_cp = CustomData_bmesh_get_n(&bm->ldata, loop->head.data,
CD_MLOOPCOL, i);
GLubyte _col[4];
_col[0] = _cp->b; _col[1] = _cp->g; _col[2] = _cp->r; _col[3] = _cp->a;
glVertexAttrib4ubvARB(attribs->mcol[i].gl_index, _col);
const MLoopCol *cp = BM_ELEM_CD_GET_VOID_P(loop, attribs->mcol[i].em_offset);
GLubyte col[4];
col[0] = cp->b; col[1] = cp->g; col[2] = cp->r; col[3] = cp->a;
glVertexAttrib4ubvARB(attribs->mcol[i].gl_index, col);
}
if (attribs->tottang) {
float *tang = attribs->tang.array[i * 4 + vert];
float *tang = attribs->tang.array[i * 4 + index_in_face];
glVertexAttrib4fvARB(attribs->tang.gl_index, tang);
}
}
@ -1200,21 +1213,21 @@ static void emDM_drawMappedFacesMat(DerivedMesh *dm,
if (vertexCos) glNormal3fv(bmdm->polyNos[BM_elem_index_get(efa)]);
else glNormal3fv(efa->no);
emdm_draw_attrib_vertex_mat(&attribs, bm, ltri[0], ltri[0]->v, 0);
emdm_pass_attrib_vertex_mat(&attribs, ltri[0], 0);
if (vertexCos) glVertex3fv(vertexCos[BM_elem_index_get(ltri[0]->v)]);
else glVertex3fv(ltri[0]->v->co);
emdm_draw_attrib_vertex_mat(&attribs, bm, ltri[1], ltri[1]->v, 1);
emdm_pass_attrib_vertex_mat(&attribs, ltri[1], 1);
if (vertexCos) glVertex3fv(vertexCos[BM_elem_index_get(ltri[1]->v)]);
else glVertex3fv(ltri[1]->v->co);
emdm_draw_attrib_vertex_mat(&attribs, bm, ltri[2], ltri[2]->v, 2);
emdm_pass_attrib_vertex_mat(&attribs, ltri[2], 2);
if (vertexCos) glVertex3fv(vertexCos[BM_elem_index_get(ltri[2]->v)]);
else glVertex3fv(ltri[2]->v->co);
}
else {
emdm_draw_attrib_vertex_mat(&attribs, bm, ltri[0], ltri[0]->v, 0);
emdm_pass_attrib_vertex_mat(&attribs, ltri[0], 0);
if (vertexCos) {
glNormal3fv(vertexNos[BM_elem_index_get(ltri[0]->v)]);
glVertex3fv(vertexCos[BM_elem_index_get(ltri[0]->v)]);
@ -1224,7 +1237,7 @@ static void emDM_drawMappedFacesMat(DerivedMesh *dm,
glVertex3fv(ltri[0]->v->co);
}
emdm_draw_attrib_vertex_mat(&attribs, bm, ltri[1], ltri[1]->v, 1);
emdm_pass_attrib_vertex_mat(&attribs, ltri[1], 1);
if (vertexCos) {
glNormal3fv(vertexNos[BM_elem_index_get(ltri[1]->v)]);
glVertex3fv(vertexCos[BM_elem_index_get(ltri[1]->v)]);
@ -1234,7 +1247,7 @@ static void emDM_drawMappedFacesMat(DerivedMesh *dm,
glVertex3fv(ltri[1]->v->co);
}
emdm_draw_attrib_vertex_mat(&attribs, bm, ltri[2], ltri[2]->v, 2);
emdm_pass_attrib_vertex_mat(&attribs, ltri[2], 2);
if (vertexCos) {
glNormal3fv(vertexNos[BM_elem_index_get(ltri[2]->v)]);
glVertex3fv(vertexCos[BM_elem_index_get(ltri[2]->v)]);