forked from bartvdbraak/blender
Merge branch 'blender-v2.83-release'
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commit
a9073ccb68
@ -168,9 +168,13 @@ void BlenderSession::create_session()
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void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsgraph)
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{
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/* Update data, scene and depsgraph pointers. These can change after undo. */
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this->b_data = b_data;
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this->b_depsgraph = b_depsgraph;
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this->b_scene = b_depsgraph.scene_eval();
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if (sync) {
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sync->reset(this->b_data, this->b_scene);
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}
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if (preview_osl) {
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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@ -78,6 +78,14 @@ BlenderSync::~BlenderSync()
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{
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}
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void BlenderSync::reset(BL::BlendData &b_data, BL::Scene &b_scene)
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{
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/* Update data and scene pointers in case they change in session reset,
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* for example after undo. */
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this->b_data = b_data;
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this->b_scene = b_scene;
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}
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/* Sync */
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void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
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@ -61,6 +61,8 @@ class BlenderSync {
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Progress &progress);
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~BlenderSync();
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void reset(BL::BlendData &b_data, BL::Scene &b_scene);
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/* sync */
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void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
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void sync_data(BL::RenderSettings &b_render,
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@ -2704,15 +2704,16 @@ static void dynamic_paint_find_island_border(const DynamicPaintCreateUVSurfaceDa
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}
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}
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const int final_tri_index = tempPoints[final_index].tri_index;
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/* If found pixel still lies on wrong face ( mesh has smaller than pixel sized faces) */
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if (tempPoints[final_index].tri_index != target_tri) {
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if (final_tri_index != target_tri && final_tri_index != -1) {
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/* Check if it's close enough to likely touch the intended triangle. Any triangle
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* becomes thinner than a pixel at its vertices, so robustness requires some margin. */
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const float final_pt[2] = {((final_index % w) + 0.5f) / w, ((final_index / w) + 0.5f) / h};
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const float threshold = square_f(0.7f) / (w * h);
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if (dist_squared_to_looptri_uv_edges(
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mlooptri, mloopuv, tempPoints[final_index].tri_index, final_pt) > threshold) {
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if (dist_squared_to_looptri_uv_edges(mlooptri, mloopuv, final_tri_index, final_pt) >
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threshold) {
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continue;
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}
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}
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@ -317,7 +317,7 @@ vec2 safe_normalize_len(vec2 v, out float len)
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}
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}
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float stroke_thickness_modulate(float thickness)
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float stroke_thickness_modulate(float thickness, out float opacity)
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{
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/* Modify stroke thickness by object and layer factors.-*/
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thickness *= thicknessScale;
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@ -333,6 +333,11 @@ float stroke_thickness_modulate(float thickness)
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/* World space point size. */
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thickness *= thicknessWorldScale * ProjectionMatrix[1][1] * sizeViewport.y;
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}
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/* To avoid aliasing artifact, we clamp the line thickness and reduce its opacity. */
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float min_thickness = gl_Position.w * 1.3;
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opacity = smoothstep(0.0, gl_Position.w * 1.0, thickness);
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thickness = max(min_thickness, thickness);
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return thickness;
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}
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@ -414,8 +419,9 @@ void stroke_vertex()
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vec2 line = safe_normalize_len(ss2 - ss1, line_len);
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vec2 line_adj = safe_normalize((use_curr) ? (ss1 - ss_adj) : (ss_adj - ss2));
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float small_line_opacity;
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float thickness = abs((use_curr) ? thickness1 : thickness2);
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thickness = stroke_thickness_modulate(thickness);
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thickness = stroke_thickness_modulate(thickness, small_line_opacity);
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finalUvs = vec2(x, y) * 0.5 + 0.5;
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strokeHardeness = decode_hardness(use_curr ? hardness1 : hardness2);
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@ -505,7 +511,7 @@ void stroke_vertex()
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vec4 stroke_col = MATERIAL(m).stroke_color;
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float mix_tex = MATERIAL(m).stroke_texture_mix;
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color_output(stroke_col, vert_col, vert_strength, mix_tex);
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color_output(stroke_col, vert_col, vert_strength * small_line_opacity, mix_tex);
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matFlag = MATERIAL(m).flag & ~GP_FILL_FLAGS;
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# endif
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