forked from bartvdbraak/blender
Fix T54202: Cycles crash rendering empty mesh volume after recent optimization.
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b6fe80ca19
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94b99949eb
@ -561,8 +561,9 @@ void Mesh::clear(bool preserve_voxel_data)
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subd_attributes.clear();
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attributes.clear(preserve_voxel_data);
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used_shaders.clear();
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if(!preserve_voxel_data) {
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used_shaders.clear();
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geometry_flags = GEOMETRY_NONE;
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}
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@ -393,9 +393,6 @@ void VolumeMeshBuilder::convert_quads_to_tris(const vector<QuadData> &quads,
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/* ************************************************************************** */
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/* For debugging: render the created mesh using the default diffuse shader. */
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//#define RENDER_DIFFUSE
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struct VoxelAttributeGrid {
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float *data;
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int channels;
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@ -443,6 +440,8 @@ void MeshManager::create_volume_mesh(Scene *scene,
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return;
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}
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/* Compute padding. */
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Shader *volume_shader = NULL;
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int pad_size = 0;
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foreach(Shader *shader, mesh->used_shaders) {
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@ -450,12 +449,20 @@ void MeshManager::create_volume_mesh(Scene *scene,
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continue;
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}
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volume_shader = shader;
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if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_LINEAR) {
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pad_size = max(1, pad_size);
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}
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else if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_CUBIC) {
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pad_size = max(2, pad_size);
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}
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break;
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}
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if(!volume_shader) {
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return;
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}
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/* Compute start point and cell size from transform. */
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@ -477,6 +484,7 @@ void MeshManager::create_volume_mesh(Scene *scene,
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volume_params.cell_size = cell_size;
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volume_params.pad_size = pad_size;
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/* Build bounding mesh around non-empty volume cells. */
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VolumeMeshBuilder builder(&volume_params);
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const float isovalue = mesh->volume_isovalue;
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@ -540,26 +548,22 @@ void MeshManager::create_volume_mesh(Scene *scene,
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}
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}
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/* Create mesh. */
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vector<float3> vertices;
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vector<int> indices;
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vector<float3> face_normals;
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builder.create_mesh(vertices, indices, face_normals);
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#ifdef RENDER_DIFFUSE
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int shader = mesh->used_shaders[0]->id;
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#else
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int shader = mesh->shader[0];
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#endif
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mesh->clear(true);
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mesh->reserve_mesh(vertices.size(), indices.size()/3);
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mesh->used_shaders.push_back(volume_shader);
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for(size_t i = 0; i < vertices.size(); ++i) {
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mesh->add_vertex(vertices[i]);
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}
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for(size_t i = 0; i < indices.size(); i += 3) {
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mesh->add_triangle(indices[i], indices[i + 1], indices[i + 2], shader, false);
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mesh->add_triangle(indices[i], indices[i + 1], indices[i + 2], 0, false);
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}
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Attribute *attr_fN = mesh->attributes.add(ATTR_STD_FACE_NORMAL);
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@ -569,6 +573,7 @@ void MeshManager::create_volume_mesh(Scene *scene,
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fN[i] = face_normals[i];
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}
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/* Print stats. */
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VLOG(1) << "Memory usage volume mesh: "
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<< ((vertices.size() + face_normals.size())*sizeof(float3) + indices.size()*sizeof(int))/(1024.0*1024.0)
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<< "Mb.";
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