Revision: 35995 http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=35995 Author: blendix Date: 2011-04-04 13:02:12 +0000 (Mon, 04 Apr 2011) Log Message: ----------- Revert mesh recalculation change that gives different vertex normals based on smooth/flat flag on faces. This does give better results for low poly game models, but there's just too much functionality that depends on this (modifiers, displacey, editmode tools, extrude, ...), that there's not enough time to fix these before the release.
Modified Paths: -------------- trunk/blender/source/blender/blenkernel/BKE_blender.h trunk/blender/source/blender/blenkernel/intern/mesh.c trunk/blender/source/blender/blenloader/intern/readfile.c trunk/blender/source/blender/editors/mesh/editmesh_lib.c Modified: trunk/blender/source/blender/blenkernel/BKE_blender.h =================================================================== --- trunk/blender/source/blender/blenkernel/BKE_blender.h 2011-04-04 10:13:04 UTC (rev 35994) +++ trunk/blender/source/blender/blenkernel/BKE_blender.h 2011-04-04 13:02:12 UTC (rev 35995) @@ -44,7 +44,7 @@ * and keep comment above the defines. * Use STRINGIFY() rather then defining with quotes */ #define BLENDER_VERSION 256 -#define BLENDER_SUBVERSION 5 +#define BLENDER_SUBVERSION 6 #define BLENDER_MINVERSION 250 #define BLENDER_MINSUBVERSION 0 Modified: trunk/blender/source/blender/blenkernel/intern/mesh.c =================================================================== --- trunk/blender/source/blender/blenkernel/intern/mesh.c 2011-04-04 10:13:04 UTC (rev 35994) +++ trunk/blender/source/blender/blenkernel/intern/mesh.c 2011-04-04 13:02:12 UTC (rev 35995) @@ -1277,61 +1277,22 @@ float (*tnorms)[3]= MEM_callocN(numVerts*sizeof(*tnorms), "tnorms"); float (*fnors)[3]= (faceNors_r)? faceNors_r: MEM_callocN(sizeof(*fnors)*numFaces, "meshnormals"); int i; - int found_flat=0; for(i=0; i<numFaces; i++) { MFace *mf= &mfaces[i]; float *f_no= fnors[i]; + float *n4 = (mf->v4)? tnorms[mf->v4]: NULL; + float *c4 = (mf->v4)? mverts[mf->v4].co: NULL; if(mf->v4) normal_quad_v3(f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, mverts[mf->v4].co); else normal_tri_v3(f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co); - if(mf->flag & ME_SMOOTH) { - float *n4 = (mf->v4)? tnorms[mf->v4]: NULL; - float *c4 = (mf->v4)? mverts[mf->v4].co: NULL; - - accumulate_vertex_normals(tnorms[mf->v1], tnorms[mf->v2], tnorms[mf->v3], n4, - f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, c4); - } - else { - found_flat=1; - } + accumulate_vertex_normals(tnorms[mf->v1], tnorms[mf->v2], tnorms[mf->v3], n4, + f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, c4); } - /* build smooth normals for uninitialized normals at faces set to flat */ - /* For such faces the renderer/3Dview and exporters will be using the face normal */ - /* The vertex normals built inside this if-statement are entirely to support the needs of the modeler */ - if(found_flat!=0) { - const int nr_bits= sizeof(int)*8; - const int nr_words= (numVerts+(nr_bits-1))/nr_bits; - int *bit_array= (int*)MEM_callocN(sizeof(int)*MAX2(nr_words, 1), "temp buffer"); - - for(i=0; i<numFaces; i++) { - MFace *mf= &mfaces[i]; - - if(!(mf->flag & ME_SMOOTH)) { - if(is_zero_v3(tnorms[mf->v1])) bit_array[mf->v1/nr_bits]|=(1<<(mf->v1&(nr_bits-1))); - if(is_zero_v3(tnorms[mf->v2])) bit_array[mf->v2/nr_bits]|=(1<<(mf->v2&(nr_bits-1))); - if(is_zero_v3(tnorms[mf->v3])) bit_array[mf->v3/nr_bits]|=(1<<(mf->v3&(nr_bits-1))); - if(mf->v4 && is_zero_v3(tnorms[mf->v4])) bit_array[mf->v4/nr_bits]|=(1<<(mf->v4&(nr_bits-1))); - } - } - - for(i=0; i<numFaces; i++) { - MFace *mf= &mfaces[i]; - float *f_no= fnors[i]; - - if(bit_array[mf->v1/nr_bits]&(1<<(mf->v1&(nr_bits-1)))) add_v3_v3(tnorms[mf->v1], f_no); - if(bit_array[mf->v2/nr_bits]&(1<<(mf->v2&(nr_bits-1)))) add_v3_v3(tnorms[mf->v2], f_no); - if(bit_array[mf->v3/nr_bits]&(1<<(mf->v3&(nr_bits-1)))) add_v3_v3(tnorms[mf->v3], f_no); - if(mf->v4 && bit_array[mf->v4/nr_bits]&(1<<(mf->v4&(nr_bits-1)))) add_v3_v3(tnorms[mf->v4], f_no); - } - - MEM_freeN(bit_array); - } - /* following Mesh convention; we use vertex coordinate itself for normal in this case */ for(i=0; i<numVerts; i++) { MVert *mv= &mverts[i]; Modified: trunk/blender/source/blender/blenloader/intern/readfile.c =================================================================== --- trunk/blender/source/blender/blenloader/intern/readfile.c 2011-04-04 10:13:04 UTC (rev 35994) +++ trunk/blender/source/blender/blenloader/intern/readfile.c 2011-04-04 13:02:12 UTC (rev 35995) @@ -11545,7 +11545,7 @@ } } - if (main->versionfile < 256 || (main->versionfile == 256 && main->subversionfile < 5)){ + if (main->versionfile < 256 || (main->versionfile == 256 && main->subversionfile < 6)){ Mesh *me; for(me= main->mesh.first; me; me= me->id.next) Modified: trunk/blender/source/blender/editors/mesh/editmesh_lib.c =================================================================== --- trunk/blender/source/blender/editors/mesh/editmesh_lib.c 2011-04-04 10:13:04 UTC (rev 35994) +++ trunk/blender/source/blender/editors/mesh/editmesh_lib.c 2011-04-04 13:02:12 UTC (rev 35995) @@ -2001,12 +2001,14 @@ { EditFace *efa; EditVert *eve; - int found_flat= 0; for(eve= em->verts.first; eve; eve=eve->next) zero_v3(eve->no); for(efa= em->faces.first; efa; efa=efa->next) { + float *n4= (efa->v4)? efa->v4->no: NULL; + float *c4= (efa->v4)? efa->v4->co: NULL; + if(efa->v4) { normal_quad_v3(efa->n, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co); cent_quad_v3(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co); @@ -2015,44 +2017,8 @@ normal_tri_v3(efa->n, efa->v1->co, efa->v2->co, efa->v3->co); cent_tri_v3(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co); } - - if(efa->flag & ME_SMOOTH) { - float *n4= (efa->v4)? efa->v4->no: NULL; - float *c4= (efa->v4)? efa->v4->co: NULL; - - accumulate_vertex_normals(efa->v1->no, efa->v2->no, efa->v3->no, n4, - efa->n, efa->v1->co, efa->v2->co, efa->v3->co, c4); - } - else - found_flat= 1; } - /* build smooth normals for uninitialized normals at faces set to flat */ - /* For such faces the renderer/3Dview and exporters will be using the face normal */ - /* The vertex normals built inside this if-statement are entirely to support the needs of the modeler */ - if(found_flat!=0) { - for(efa= em->faces.first; efa; efa=efa->next) { - efa->v1->tmp.t= 0; - efa->v2->tmp.t= 0; - efa->v3->tmp.t= 0; - if(efa->v4) efa->v4->tmp.t= 0; - - if(!(efa->flag & ME_SMOOTH)) { - if(is_zero_v3(efa->v1->no)) efa->v1->tmp.t= 1; - if(is_zero_v3(efa->v2->no)) efa->v2->tmp.t= 1; - if(is_zero_v3(efa->v3->no)) efa->v3->tmp.t= 1; - if(efa->v4 && is_zero_v3(efa->v4->no)) efa->v4->tmp.t= 1; - } - } - - for(efa= em->faces.first; efa; efa=efa->next) { - if(efa->v1->tmp.t) add_v3_v3(efa->v1->no, efa->n); - if(efa->v2->tmp.t) add_v3_v3(efa->v2->no, efa->n); - if(efa->v3->tmp.t) add_v3_v3(efa->v3->no, efa->n); - if(efa->v4 && efa->v4->tmp.t) add_v3_v3(efa->v4->no, efa->n); - } - } - /* following Mesh convention; we use vertex coordinate itself for normal in this case */ for(eve= em->verts.first; eve; eve=eve->next) { if(normalize_v3(eve->no) == 0.0f) { _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs