2012-12-18 00:51:25 +00:00
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
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* \ingroup freestyle
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*/
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#include "BlenderStrokeRenderer.h"
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#include "../application/AppConfig.h"
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#include "../stroke/Canvas.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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extern "C" {
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#include "MEM_guardedalloc.h"
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2014-06-27 16:00:22 +09:00
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#include "RNA_access.h"
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2014-09-11 13:41:14 +09:00
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#include "RNA_types.h"
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2014-06-27 16:00:22 +09:00
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "DNA_camera_types.h"
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#include "DNA_listBase.h"
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2014-07-16 00:21:27 +09:00
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#include "DNA_linestyle_types.h"
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2014-06-27 00:40:41 +09:00
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#include "DNA_material_types.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "DNA_meshdata_types.h"
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2012-12-18 00:51:25 +00:00
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#include "DNA_mesh_types.h"
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2010-03-28 18:12:45 +00:00
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#include "DNA_object_types.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "DNA_screen_types.h"
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2014-06-27 00:40:41 +09:00
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#include "DNA_scene_types.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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2017-05-18 16:03:28 +02:00
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#include "BKE_collection.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "BKE_customdata.h"
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2018-02-05 16:16:09 +01:00
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#include "BKE_idprop.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "BKE_global.h"
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#include "BKE_library.h" /* free_libblock */
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2012-12-18 00:51:25 +00:00
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#include "BKE_material.h"
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2012-06-16 21:49:52 +00:00
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#include "BKE_mesh.h"
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2014-06-27 00:40:41 +09:00
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#include "BKE_node.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "BKE_object.h"
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#include "BKE_scene.h"
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2014-07-19 23:42:15 +09:00
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#include "BLI_ghash.h"
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2014-07-19 15:38:56 +09:00
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#include "BLI_listbase.h"
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2015-10-10 18:44:19 +02:00
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#include "BLI_math_color.h"
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#include "BLI_math_vector.h"
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2014-05-09 11:58:25 +09:00
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#include "BLI_utildefines.h"
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2017-04-06 16:32:59 +02:00
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "RE_pipeline.h"
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2014-06-27 00:40:41 +09:00
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#include "render_types.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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}
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2014-04-24 13:57:10 +09:00
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#include <limits.h>
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2013-04-09 00:46:49 +00:00
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namespace Freestyle {
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2014-08-08 22:29:02 +09:00
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const char *BlenderStrokeRenderer::uvNames[] = {"along_stroke", "along_stroke_tips"};
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2014-08-01 10:18:25 +09:00
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BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : StrokeRenderer()
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2012-12-18 00:51:25 +00:00
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{
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2014-07-01 23:35:09 +09:00
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freestyle_bmain = re->freestyle_bmain;
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2013-04-18 08:58:21 +00:00
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2012-12-18 00:51:25 +00:00
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// for stroke mesh generation
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_width = re->winx;
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_height = re->winy;
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2011-11-06 12:23:44 +00:00
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2009-09-28 03:56:31 +00:00
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old_scene = re->scene;
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2009-07-22 23:27:10 +00:00
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2013-06-10 10:58:49 +00:00
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char name[MAX_ID_NAME - 2];
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2012-12-18 00:51:25 +00:00
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BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2);
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2013-04-23 22:40:13 +00:00
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|
|
freestyle_scene = BKE_scene_add(freestyle_bmain, name);
|
2011-04-17 02:47:32 +00:00
|
|
|
freestyle_scene->r.cfra = old_scene->r.cfra;
|
2012-12-18 00:51:25 +00:00
|
|
|
freestyle_scene->r.mode = old_scene->r.mode &
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
~(R_EDGE_FRS | R_PANORAMA | R_MBLUR | R_BORDER);
|
2012-12-18 00:51:25 +00:00
|
|
|
freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch
|
|
|
|
|
freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch
|
|
|
|
|
freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp;
|
|
|
|
|
freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp;
|
|
|
|
|
freestyle_scene->r.tilex = old_scene->r.tilex;
|
|
|
|
|
freestyle_scene->r.tiley = old_scene->r.tiley;
|
|
|
|
|
freestyle_scene->r.size = 100; // old_scene->r.size
|
2012-01-21 21:58:47 +00:00
|
|
|
freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag;
|
2015-05-16 23:57:37 +09:00
|
|
|
freestyle_scene->r.scemode = old_scene->r.scemode & ~(R_SINGLE_LAYER | R_NO_FRAME_UPDATE | R_MULTIVIEW);
|
2012-12-18 00:51:25 +00:00
|
|
|
freestyle_scene->r.flag = old_scene->r.flag;
|
|
|
|
|
freestyle_scene->r.threads = old_scene->r.threads;
|
|
|
|
|
freestyle_scene->r.border.xmin = old_scene->r.border.xmin;
|
|
|
|
|
freestyle_scene->r.border.ymin = old_scene->r.border.ymin;
|
|
|
|
|
freestyle_scene->r.border.xmax = old_scene->r.border.xmax;
|
|
|
|
|
freestyle_scene->r.border.ymax = old_scene->r.border.ymax;
|
2010-08-16 16:51:44 +00:00
|
|
|
strcpy(freestyle_scene->r.pic, old_scene->r.pic);
|
2012-12-18 00:51:25 +00:00
|
|
|
freestyle_scene->r.safety.xmin = old_scene->r.safety.xmin;
|
|
|
|
|
freestyle_scene->r.safety.ymin = old_scene->r.safety.ymin;
|
|
|
|
|
freestyle_scene->r.safety.xmax = old_scene->r.safety.xmax;
|
|
|
|
|
freestyle_scene->r.safety.ymax = old_scene->r.safety.ymax;
|
|
|
|
|
freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
|
2018-04-17 13:35:05 +02:00
|
|
|
STRNCPY(freestyle_scene->r.engine, old_scene->r.engine);
|
2018-02-06 08:53:59 +09:00
|
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
2018-04-17 13:35:05 +02:00
|
|
|
cout << "Stroke rendering engine : " << freestyle_scene->r.engine << endl;
|
2018-02-06 08:53:59 +09:00
|
|
|
}
|
2017-10-16 17:15:03 -02:00
|
|
|
freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA;
|
2011-11-26 13:11:55 +00:00
|
|
|
freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG;
|
2012-10-20 20:46:42 +00:00
|
|
|
|
2018-02-05 16:16:09 +01:00
|
|
|
// Copy ID properties, including Cycles render properties
|
|
|
|
|
if (old_scene->id.properties) {
|
|
|
|
|
freestyle_scene->id.properties = IDP_CopyProperty_ex(old_scene->id.properties, 0);
|
|
|
|
|
}
|
|
|
|
|
|
2018-04-17 13:35:05 +02:00
|
|
|
if (STREQ(freestyle_scene->r.engine, RE_engine_id_CYCLES)) {
|
2018-02-06 09:11:59 +09:00
|
|
|
/* Render with transparent background. */
|
|
|
|
|
PointerRNA freestyle_scene_ptr;
|
|
|
|
|
RNA_id_pointer_create(&freestyle_scene->id, &freestyle_scene_ptr);
|
|
|
|
|
PointerRNA freestyle_cycles_ptr = RNA_pointer_get(&freestyle_scene_ptr, "cycles");
|
|
|
|
|
RNA_boolean_set(&freestyle_cycles_ptr, "film_transparent", 1);
|
|
|
|
|
}
|
|
|
|
|
|
2013-01-18 02:13:36 +00:00
|
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
2014-07-04 15:18:06 +09:00
|
|
|
printf("%s: %d thread(s)\n", __func__, BKE_render_num_threads(&freestyle_scene->r));
|
2013-01-18 02:13:36 +00:00
|
|
|
}
|
|
|
|
|
|
2017-11-03 14:36:49 +01:00
|
|
|
BKE_scene_set_background(freestyle_bmain, freestyle_scene);
|
|
|
|
|
|
|
|
|
|
// Scene layer.
|
2017-11-22 10:52:39 -02:00
|
|
|
ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
|
|
|
|
|
view_layer->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA;
|
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
|
|
|
|
|
|
|
|
// Camera
|
2017-11-22 10:52:39 -02:00
|
|
|
Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, view_layer, OB_CAMERA, NULL);
|
2012-12-18 00:51:25 +00:00
|
|
|
|
2013-03-07 23:17:23 +00:00
|
|
|
Camera *camera = (Camera *)object_camera->data;
|
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
|
|
|
camera->type = CAM_ORTHO;
|
2011-11-06 12:23:44 +00:00
|
|
|
camera->ortho_scale = max(re->rectx, re->recty);
|
2012-12-18 00:51:25 +00:00
|
|
|
camera->clipsta = 0.1f;
|
|
|
|
|
camera->clipend = 100.0f;
|
2010-02-16 02:10:27 +00:00
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
_z_delta = 0.00001f;
|
|
|
|
|
_z = camera->clipsta + _z_delta;
|
2010-02-16 02:10:27 +00:00
|
|
|
|
2011-11-06 12:23:44 +00:00
|
|
|
object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx;
|
|
|
|
|
object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty;
|
2012-12-18 00:51:25 +00:00
|
|
|
object_camera->loc[2] = 1.0f;
|
|
|
|
|
|
2009-09-28 03:56:31 +00:00
|
|
|
freestyle_scene->camera = object_camera;
|
2012-12-18 00:51:25 +00:00
|
|
|
|
2013-02-14 19:19:44 +00:00
|
|
|
// Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh())
|
|
|
|
|
_mesh_id = 0xffffffff;
|
2014-07-19 23:42:15 +09:00
|
|
|
|
|
|
|
|
// Create a bNodeTree-to-Material hash table
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
_nodetree_hash = BLI_ghash_ptr_new("BlenderStrokeRenderer::_nodetree_hash");
|
2017-11-03 14:36:49 +01:00
|
|
|
|
2018-04-06 09:17:53 +02:00
|
|
|
// Depsgraph
|
2018-04-16 10:27:05 +02:00
|
|
|
freestyle_depsgraph = DEG_graph_new(freestyle_scene, view_layer, DAG_EVAL_RENDER);
|
2018-04-06 09:17:53 +02:00
|
|
|
DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &freestyle_scene->id, 0);
|
|
|
|
|
DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &object_camera->id, 0);
|
2017-11-03 14:36:49 +01:00
|
|
|
DEG_graph_tag_relations_update(freestyle_depsgraph);
|
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
|
|
|
}
|
|
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
BlenderStrokeRenderer::~BlenderStrokeRenderer()
|
|
|
|
|
{
|
2010-06-26 16:35:56 +00:00
|
|
|
// The freestyle_scene object is not released here. Instead,
|
|
|
|
|
// the scene is released in free_all_freestyle_renders() in
|
|
|
|
|
// source/blender/render/intern/source/pipeline.c, after the
|
|
|
|
|
// compositor has finished.
|
|
|
|
|
|
2009-07-22 23:27:10 +00:00
|
|
|
// release objects and data blocks
|
2017-11-22 10:52:39 -02:00
|
|
|
ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
|
|
|
|
|
for (Base *b = (Base *)view_layer->object_bases.first; b; b = b->next) {
|
2010-03-28 18:12:45 +00:00
|
|
|
Object *ob = b->object;
|
2009-07-22 23:27:10 +00:00
|
|
|
void *data = ob->data;
|
2013-03-02 18:43:06 +00:00
|
|
|
char *name = ob->id.name;
|
2013-01-03 23:27:20 +00:00
|
|
|
#if 0
|
|
|
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
|
|
|
cout << "removing " << name[0] << name[1] << ":" << (name+2) << endl;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
2009-07-22 23:27:10 +00:00
|
|
|
switch (ob->type) {
|
2009-07-22 00:01:34 +00:00
|
|
|
case OB_MESH:
|
2014-01-15 19:15:51 +01:00
|
|
|
BKE_libblock_free(freestyle_bmain, ob);
|
|
|
|
|
BKE_libblock_free(freestyle_bmain, data);
|
2009-07-22 00:01:34 +00:00
|
|
|
break;
|
|
|
|
|
case OB_CAMERA:
|
2014-01-15 19:15:51 +01:00
|
|
|
BKE_libblock_free(freestyle_bmain, ob);
|
|
|
|
|
BKE_libblock_free(freestyle_bmain, data);
|
2010-03-28 18:12:45 +00:00
|
|
|
freestyle_scene->camera = NULL;
|
2009-07-22 00:01:34 +00:00
|
|
|
break;
|
|
|
|
|
default:
|
2013-03-07 23:17:23 +00:00
|
|
|
cerr << "Warning: unexpected object in the scene: " << name[0] << name[1] << ":" << (name + 2) << endl;
|
2009-07-22 00:01:34 +00:00
|
|
|
}
|
|
|
|
|
}
|
2014-05-09 11:38:36 +09:00
|
|
|
|
2017-11-02 17:58:11 +01:00
|
|
|
// Make sure we don't have any bases which might reference freed objects.
|
2018-03-01 19:00:54 +11:00
|
|
|
FOREACH_SCENE_COLLECTION_BEGIN(freestyle_scene, sc)
|
2017-11-02 17:58:11 +01:00
|
|
|
{
|
|
|
|
|
BLI_freelistN(&sc->objects);
|
|
|
|
|
}
|
2018-03-09 11:44:42 +11:00
|
|
|
FOREACH_SCENE_COLLECTION_END;
|
2017-11-22 10:52:39 -02:00
|
|
|
BLI_freelistN(&view_layer->object_bases);
|
2017-11-02 17:58:11 +01:00
|
|
|
|
2014-05-09 11:38:36 +09:00
|
|
|
// release materials
|
|
|
|
|
Link *lnk = (Link *)freestyle_bmain->mat.first;
|
|
|
|
|
|
|
|
|
|
while (lnk)
|
|
|
|
|
{
|
|
|
|
|
Material *ma = (Material*)lnk;
|
|
|
|
|
lnk = lnk->next;
|
|
|
|
|
BKE_libblock_free(freestyle_bmain, ma);
|
|
|
|
|
}
|
2014-07-19 23:42:15 +09:00
|
|
|
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
BLI_ghash_free(_nodetree_hash, NULL, NULL);
|
2014-08-08 22:29:02 +09:00
|
|
|
|
2017-11-03 14:36:49 +01:00
|
|
|
DEG_graph_free(freestyle_depsgraph);
|
|
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
FreeStrokeGroups();
|
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
|
|
|
}
|
|
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
|
|
|
|
|
{
|
|
|
|
|
float z = _z;
|
|
|
|
|
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
|
|
|
|
|
if (!(_z < _z_delta * 100000.0f))
|
|
|
|
|
self->_z_delta *= 10.0f;
|
|
|
|
|
self->_z += _z_delta;
|
|
|
|
|
return -z;
|
2010-02-16 02:10:27 +00:00
|
|
|
}
|
|
|
|
|
|
2013-02-14 19:19:44 +00:00
|
|
|
unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const
|
|
|
|
|
{
|
|
|
|
|
unsigned mesh_id = _mesh_id;
|
|
|
|
|
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
|
|
|
|
|
self->_mesh_id--;
|
|
|
|
|
return mesh_id;
|
|
|
|
|
}
|
|
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
Material* BlenderStrokeRenderer::GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user)
|
2012-12-18 00:51:25 +00:00
|
|
|
{
|
2014-07-16 00:21:27 +09:00
|
|
|
Material *ma = BKE_material_add(bmain, "stroke_shader");
|
|
|
|
|
bNodeTree *ntree;
|
|
|
|
|
bNode *output_linestyle = NULL;
|
|
|
|
|
bNodeSocket *fromsock, *tosock;
|
|
|
|
|
PointerRNA fromptr, toptr;
|
2014-07-21 15:08:07 +09:00
|
|
|
NodeShaderAttribute *storage;
|
2014-07-16 00:21:27 +09:00
|
|
|
|
2016-04-04 15:43:45 +02:00
|
|
|
id_us_min(&ma->id);
|
|
|
|
|
|
2014-07-19 18:52:32 +09:00
|
|
|
if (iNodeTree) {
|
2014-07-16 00:21:27 +09:00
|
|
|
// make a copy of linestyle->nodetree
|
2014-07-20 17:41:36 +09:00
|
|
|
ntree = ntreeCopyTree_ex(iNodeTree, bmain, do_id_user);
|
2014-07-16 00:21:27 +09:00
|
|
|
|
|
|
|
|
// find the active Output Line Style node
|
|
|
|
|
for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
|
|
|
|
|
if (node->type == SH_NODE_OUTPUT_LINESTYLE && (node->flag & NODE_DO_OUTPUT)) {
|
|
|
|
|
output_linestyle = node;
|
2014-05-03 18:51:53 +09:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
2014-07-16 00:21:27 +09:00
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
ntree = ntreeAddTree(NULL, "stroke_shader", "ShaderNodeTree");
|
|
|
|
|
}
|
|
|
|
|
ma->nodetree = ntree;
|
|
|
|
|
ma->use_nodes = 1;
|
|
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *input_attr_color = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
|
2014-07-21 15:08:07 +09:00
|
|
|
input_attr_color->locx = 0.0f;
|
|
|
|
|
input_attr_color->locy = -200.0f;
|
|
|
|
|
storage = (NodeShaderAttribute *)input_attr_color->storage;
|
2014-07-21 18:49:27 +09:00
|
|
|
BLI_strncpy(storage->name, "Color", sizeof(storage->name));
|
2014-07-21 15:08:07 +09:00
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *mix_rgb_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
|
2014-07-21 15:08:07 +09:00
|
|
|
mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix
|
|
|
|
|
mix_rgb_color->locx = 200.0f;
|
|
|
|
|
mix_rgb_color->locy = -200.0f;
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
|
|
|
RNA_float_set(&toptr, "default_value", 0.0f);
|
|
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *input_attr_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
|
2014-07-21 15:08:07 +09:00
|
|
|
input_attr_alpha->locx = 400.0f;
|
|
|
|
|
input_attr_alpha->locy = 300.0f;
|
|
|
|
|
storage = (NodeShaderAttribute *)input_attr_alpha->storage;
|
2014-07-21 18:49:27 +09:00
|
|
|
BLI_strncpy(storage->name, "Alpha", sizeof(storage->name));
|
2014-07-21 15:08:07 +09:00
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *mix_rgb_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
|
2014-07-21 15:08:07 +09:00
|
|
|
mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
|
|
|
|
|
mix_rgb_alpha->locx = 600.0f;
|
|
|
|
|
mix_rgb_alpha->locy = 300.0f;
|
2014-07-21 18:47:19 +09:00
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
|
2014-07-16 00:21:27 +09:00
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
2014-07-16 15:27:40 +09:00
|
|
|
RNA_float_set(&toptr, "default_value", 0.0f);
|
2014-07-16 00:21:27 +09:00
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *shader_emission = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
|
2014-07-16 00:21:27 +09:00
|
|
|
shader_emission->locx = 400.0f;
|
|
|
|
|
shader_emission->locy = -200.0f;
|
|
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *input_light_path = nodeAddStaticNode(NULL, ntree, SH_NODE_LIGHT_PATH);
|
2014-07-16 00:21:27 +09:00
|
|
|
input_light_path->locx = 400.0f;
|
|
|
|
|
input_light_path->locy = 100.0f;
|
|
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *mix_shader_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
|
2014-07-21 15:08:07 +09:00
|
|
|
mix_shader_color->locx = 600.0f;
|
|
|
|
|
mix_shader_color->locy = -100.0f;
|
|
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *shader_transparent = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_TRANSPARENT);
|
2014-07-21 15:08:07 +09:00
|
|
|
shader_transparent->locx = 600.0f;
|
|
|
|
|
shader_transparent->locy = 100.0f;
|
|
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *mix_shader_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
|
2014-07-21 15:08:07 +09:00
|
|
|
mix_shader_alpha->locx = 800.0f;
|
|
|
|
|
mix_shader_alpha->locy = 100.0f;
|
2014-07-16 00:21:27 +09:00
|
|
|
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *output_material = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
|
2014-07-21 15:08:07 +09:00
|
|
|
output_material->locx = 1000.0f;
|
2014-07-16 00:21:27 +09:00
|
|
|
output_material->locy = 100.0f;
|
|
|
|
|
|
2014-07-21 15:08:07 +09:00
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&input_attr_color->outputs, 0); // Color
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 1); // Color1
|
|
|
|
|
nodeAddLink(ntree, input_attr_color, fromsock, mix_rgb_color, tosock);
|
2014-07-16 00:21:27 +09:00
|
|
|
|
2014-07-21 15:08:07 +09:00
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->outputs, 0); // Color
|
2014-07-16 00:21:27 +09:00
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&shader_emission->inputs, 0); // Color
|
2014-07-21 15:08:07 +09:00
|
|
|
nodeAddLink(ntree, mix_rgb_color, fromsock, shader_emission, tosock);
|
2014-07-16 00:21:27 +09:00
|
|
|
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&shader_emission->outputs, 0); // Emission
|
2014-07-21 15:08:07 +09:00
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 2); // Shader (second)
|
|
|
|
|
nodeAddLink(ntree, shader_emission, fromsock, mix_shader_color, tosock);
|
2014-07-16 00:21:27 +09:00
|
|
|
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&input_light_path->outputs, 0); // In Camera Ray
|
2014-07-21 15:08:07 +09:00
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 0); // Fac
|
|
|
|
|
nodeAddLink(ntree, input_light_path, fromsock, mix_shader_color, tosock);
|
|
|
|
|
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->outputs, 0); // Color
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 0); // Fac
|
|
|
|
|
nodeAddLink(ntree, mix_rgb_alpha, fromsock, mix_shader_alpha, tosock);
|
|
|
|
|
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&input_attr_alpha->outputs, 0); // Color
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 1); // Color1
|
|
|
|
|
nodeAddLink(ntree, input_attr_alpha, fromsock, mix_rgb_alpha, tosock);
|
|
|
|
|
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&shader_transparent->outputs, 0); // BSDF
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 1); // Shader (first)
|
|
|
|
|
nodeAddLink(ntree, shader_transparent, fromsock, mix_shader_alpha, tosock);
|
2014-07-16 00:21:27 +09:00
|
|
|
|
2014-07-21 15:08:07 +09:00
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_color->outputs, 0); // Shader
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 2); // Shader (second)
|
|
|
|
|
nodeAddLink(ntree, mix_shader_color, fromsock, mix_shader_alpha, tosock);
|
|
|
|
|
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->outputs, 0); // Shader
|
2014-07-16 00:21:27 +09:00
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&output_material->inputs, 0); // Surface
|
2014-07-21 15:08:07 +09:00
|
|
|
nodeAddLink(ntree, mix_shader_alpha, fromsock, output_material, tosock);
|
2014-07-16 00:21:27 +09:00
|
|
|
|
|
|
|
|
if (output_linestyle) {
|
|
|
|
|
bNodeSocket *outsock;
|
|
|
|
|
bNodeLink *link;
|
|
|
|
|
|
2014-07-21 15:08:07 +09:00
|
|
|
mix_rgb_color->custom1 = output_linestyle->custom1; // blend_type
|
|
|
|
|
mix_rgb_color->custom2 = output_linestyle->custom2; // use_clamp
|
2014-07-16 22:25:37 +09:00
|
|
|
|
2014-07-16 00:21:27 +09:00
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 0); // Color
|
2014-07-21 15:08:07 +09:00
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 2); // Color2
|
2014-07-16 00:21:27 +09:00
|
|
|
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
|
|
|
|
|
if (link) {
|
2014-07-21 15:08:07 +09:00
|
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
|
2014-07-16 00:21:27 +09:00
|
|
|
}
|
2014-07-16 15:27:40 +09:00
|
|
|
else {
|
|
|
|
|
float color[4];
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
|
|
|
RNA_float_get_array(&fromptr, "default_value", color);
|
|
|
|
|
RNA_float_set_array(&toptr, "default_value", color);
|
|
|
|
|
}
|
2014-05-03 18:51:53 +09:00
|
|
|
|
2014-07-16 00:21:27 +09:00
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 1); // Color Fac
|
2014-07-21 15:08:07 +09:00
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
|
2014-07-16 00:21:27 +09:00
|
|
|
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
|
|
|
|
|
if (link) {
|
2014-07-21 15:08:07 +09:00
|
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
|
2014-05-03 18:51:53 +09:00
|
|
|
}
|
2014-07-16 00:21:27 +09:00
|
|
|
else {
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
|
|
|
RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 2); // Alpha
|
2014-07-21 15:08:07 +09:00
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 2); // Color2
|
|
|
|
|
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
|
|
|
|
|
if (link) {
|
|
|
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
float color[4];
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
|
|
|
color[0] = color[1] = color[2] = RNA_float_get(&fromptr, "default_value");
|
|
|
|
|
color[3] = 1.0f;
|
|
|
|
|
RNA_float_set_array(&toptr, "default_value", color);
|
|
|
|
|
}
|
|
|
|
|
|
2014-07-16 00:21:27 +09:00
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 3); // Alpha Fac
|
2014-07-21 15:08:07 +09:00
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
|
|
|
|
|
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
|
|
|
|
|
if (link) {
|
|
|
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
|
|
|
RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
|
|
|
|
|
}
|
2014-07-19 15:38:56 +09:00
|
|
|
|
|
|
|
|
for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
|
2014-07-20 16:21:05 +09:00
|
|
|
if (node->type == SH_NODE_UVALONGSTROKE) {
|
|
|
|
|
// UV output of the UV Along Stroke node
|
|
|
|
|
bNodeSocket *sock = (bNodeSocket *)BLI_findlink(&node->outputs, 0);
|
|
|
|
|
|
|
|
|
|
// add new UV Map node
|
2014-08-01 10:18:25 +09:00
|
|
|
bNode *input_uvmap = nodeAddStaticNode(NULL, ntree, SH_NODE_UVMAP);
|
2014-07-19 15:38:56 +09:00
|
|
|
input_uvmap->locx = node->locx - 200.0f;
|
|
|
|
|
input_uvmap->locy = node->locy;
|
|
|
|
|
NodeShaderUVMap *storage = (NodeShaderUVMap *)input_uvmap->storage;
|
2014-07-20 16:21:05 +09:00
|
|
|
if (node->custom1 & 1) { // use_tips
|
2014-08-08 22:29:02 +09:00
|
|
|
BLI_strncpy(storage->uv_map, uvNames[1], sizeof(storage->uv_map));
|
2014-07-20 16:21:05 +09:00
|
|
|
}
|
|
|
|
|
else {
|
2014-08-08 22:29:02 +09:00
|
|
|
BLI_strncpy(storage->uv_map, uvNames[0], sizeof(storage->uv_map));
|
2014-07-20 16:21:05 +09:00
|
|
|
}
|
2014-07-19 15:38:56 +09:00
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&input_uvmap->outputs, 0); // UV
|
2014-07-20 16:21:05 +09:00
|
|
|
|
|
|
|
|
// replace links from the UV Along Stroke node by links from the UV Map node
|
|
|
|
|
for (bNodeLink *link = (bNodeLink *)ntree->links.first; link; link = link->next) {
|
|
|
|
|
if (link->fromnode == node && link->fromsock == sock) {
|
|
|
|
|
nodeAddLink(ntree, input_uvmap, fromsock, link->tonode, link->tosock);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
nodeRemSocketLinks(ntree, sock);
|
2014-07-19 15:38:56 +09:00
|
|
|
}
|
|
|
|
|
}
|
2014-05-03 18:51:53 +09:00
|
|
|
}
|
|
|
|
|
|
2014-07-21 15:08:07 +09:00
|
|
|
nodeSetActive(ntree, output_material);
|
2014-07-16 00:21:27 +09:00
|
|
|
ntreeUpdateTree(bmain, ntree);
|
2014-05-03 18:51:53 +09:00
|
|
|
|
2014-07-16 00:21:27 +09:00
|
|
|
return ma;
|
|
|
|
|
}
|
2014-05-03 18:51:53 +09:00
|
|
|
|
2014-07-16 00:21:27 +09:00
|
|
|
void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
|
2014-08-08 22:29:02 +09:00
|
|
|
{
|
|
|
|
|
RenderStrokeRepBasic(iStrokeRep);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
|
2014-07-16 00:21:27 +09:00
|
|
|
{
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
bNodeTree *nt = iStrokeRep->getNodeTree();
|
|
|
|
|
Material *ma = (Material *)BLI_ghash_lookup(_nodetree_hash, nt);
|
|
|
|
|
if (!ma) {
|
|
|
|
|
ma = BlenderStrokeRenderer::GetStrokeShader(freestyle_bmain, nt, false);
|
|
|
|
|
BLI_ghash_insert(_nodetree_hash, nt, ma);
|
2014-07-16 00:21:27 +09:00
|
|
|
}
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
iStrokeRep->setMaterial(ma);
|
2014-05-03 18:51:53 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
const vector<Strip*>& strips = iStrokeRep->getStrips();
|
|
|
|
|
const bool hasTex = iStrokeRep->hasTex();
|
|
|
|
|
int totvert = 0, totedge = 0, totpoly = 0, totloop = 0;
|
|
|
|
|
int visible_faces, visible_segments;
|
|
|
|
|
for (vector<Strip*>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
|
|
|
|
|
Strip::vertex_container& strip_vertices = (*s)->vertices();
|
|
|
|
|
|
|
|
|
|
// count visible faces and strip segments
|
|
|
|
|
test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
|
|
|
|
|
if (visible_faces == 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
totvert += visible_faces + visible_segments * 2;
|
|
|
|
|
totedge += visible_faces * 2 + visible_segments;
|
|
|
|
|
totpoly += visible_faces;
|
|
|
|
|
totloop += visible_faces * 3;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this); // FIXME
|
|
|
|
|
vector<StrokeGroup*> *groups = hasTex ? &self->texturedStrokeGroups : &self->strokeGroups;
|
|
|
|
|
StrokeGroup *group;
|
|
|
|
|
if (groups->empty() || !(groups->back()->totvert + totvert < MESH_MAX_VERTS &&
|
|
|
|
|
groups->back()->totcol + 1 < MAXMAT))
|
|
|
|
|
{
|
|
|
|
|
group = new StrokeGroup;
|
|
|
|
|
groups->push_back(group);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
group = groups->back();
|
|
|
|
|
}
|
|
|
|
|
group->strokes.push_back(iStrokeRep);
|
|
|
|
|
group->totvert += totvert;
|
|
|
|
|
group->totedge += totedge;
|
|
|
|
|
group->totpoly += totpoly;
|
|
|
|
|
group->totloop += totloop;
|
|
|
|
|
group->totcol++;
|
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
|
|
|
}
|
|
|
|
|
|
2014-05-09 11:58:25 +09:00
|
|
|
// Check if the triangle is visible (i.e., within the render image boundary)
|
|
|
|
|
bool BlenderStrokeRenderer::test_triangle_visibility(StrokeVertexRep *svRep[3]) const
|
2012-12-18 00:51:25 +00:00
|
|
|
{
|
2014-05-09 11:58:25 +09:00
|
|
|
int xl, xu, yl, yu;
|
|
|
|
|
Vec2r p;
|
|
|
|
|
|
|
|
|
|
xl = xu = yl = yu = 0;
|
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
|
|
|
p = svRep[i]->point2d();
|
|
|
|
|
if (p[0] < 0.0)
|
|
|
|
|
xl++;
|
|
|
|
|
else if (p[0] > _width)
|
|
|
|
|
xu++;
|
|
|
|
|
if (p[1] < 0.0)
|
|
|
|
|
yl++;
|
|
|
|
|
else if (p[1] > _height)
|
|
|
|
|
yu++;
|
|
|
|
|
}
|
|
|
|
|
return !(xl == 3 || xu == 3 || yl == 3 || yu == 3);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Check the visibility of faces and strip segments.
|
|
|
|
|
void BlenderStrokeRenderer::test_strip_visibility(Strip::vertex_container& strip_vertices,
|
|
|
|
|
int *visible_faces, int *visible_segments) const
|
|
|
|
|
{
|
|
|
|
|
const int strip_vertex_count = strip_vertices.size();
|
|
|
|
|
Strip::vertex_container::iterator v[3];
|
|
|
|
|
StrokeVertexRep *svRep[3];
|
|
|
|
|
bool visible;
|
|
|
|
|
|
|
|
|
|
// iterate over all vertices and count visible faces and strip segments
|
|
|
|
|
// (note: a strip segment is a series of visible faces, while two strip
|
|
|
|
|
// segments are separated by one or more invisible faces)
|
|
|
|
|
v[0] = strip_vertices.begin();
|
|
|
|
|
v[1] = v[0] + 1;
|
|
|
|
|
v[2] = v[0] + 2;
|
|
|
|
|
*visible_faces = *visible_segments = 0;
|
|
|
|
|
visible = false;
|
|
|
|
|
for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
|
|
|
|
|
svRep[0] = *(v[0]);
|
|
|
|
|
svRep[1] = *(v[1]);
|
|
|
|
|
svRep[2] = *(v[2]);
|
|
|
|
|
if (test_triangle_visibility(svRep)) {
|
|
|
|
|
(*visible_faces)++;
|
|
|
|
|
if (!visible)
|
|
|
|
|
(*visible_segments)++;
|
|
|
|
|
visible = true;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
visible = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
// Release allocated memory for stroke groups
|
|
|
|
|
void BlenderStrokeRenderer::FreeStrokeGroups()
|
2014-05-09 11:58:25 +09:00
|
|
|
{
|
2014-08-08 22:29:02 +09:00
|
|
|
vector<StrokeGroup*>::const_iterator it, itend;
|
2012-12-18 00:51:25 +00:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
for (it = strokeGroups.begin(), itend = strokeGroups.end();
|
|
|
|
|
it != itend; ++it)
|
|
|
|
|
{
|
|
|
|
|
delete (*it);
|
|
|
|
|
}
|
|
|
|
|
for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end();
|
|
|
|
|
it != itend; ++it)
|
|
|
|
|
{
|
|
|
|
|
delete (*it);
|
|
|
|
|
}
|
|
|
|
|
}
|
2010-01-26 22:24:53 +00:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
// Build a scene populated by mesh objects representing stylized strokes
|
|
|
|
|
int BlenderStrokeRenderer::GenerateScene()
|
|
|
|
|
{
|
|
|
|
|
vector<StrokeGroup*>::const_iterator it, itend;
|
2010-01-26 22:24:53 +00:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
for (it = strokeGroups.begin(), itend = strokeGroups.end();
|
|
|
|
|
it != itend; ++it)
|
|
|
|
|
{
|
|
|
|
|
GenerateStrokeMesh(*it, false);
|
|
|
|
|
}
|
|
|
|
|
for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end();
|
|
|
|
|
it != itend; ++it)
|
|
|
|
|
{
|
|
|
|
|
GenerateStrokeMesh(*it, true);
|
2014-05-09 11:58:25 +09:00
|
|
|
}
|
2015-01-17 22:33:13 +09:00
|
|
|
return get_stroke_count();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Return the number of strokes
|
|
|
|
|
int BlenderStrokeRenderer::get_stroke_count() const
|
|
|
|
|
{
|
2014-08-08 22:29:02 +09:00
|
|
|
return strokeGroups.size() + texturedStrokeGroups.size();
|
|
|
|
|
}
|
2014-05-09 11:58:25 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
// Build a mesh object representing a group of stylized strokes
|
|
|
|
|
void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
|
|
|
|
|
{
|
2012-10-06 14:06:40 +00:00
|
|
|
#if 0
|
2017-11-22 10:52:39 -02:00
|
|
|
Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, (ViewLayer *)freestyle_scene->view_layers.first, OB_MESH);
|
2017-06-08 10:14:53 +02:00
|
|
|
DEG_relations_tag_update(freestyle_bmain);
|
2012-10-06 14:06:40 +00:00
|
|
|
#else
|
2014-05-09 11:58:25 +09:00
|
|
|
Object *object_mesh = NewMesh();
|
2012-10-06 14:06:40 +00:00
|
|
|
#endif
|
2014-05-09 11:58:25 +09:00
|
|
|
Mesh *mesh = (Mesh *)object_mesh->data;
|
2012-06-16 21:49:52 +00:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
mesh->totvert = group->totvert;
|
|
|
|
|
mesh->totedge = group->totedge;
|
|
|
|
|
mesh->totpoly = group->totpoly;
|
|
|
|
|
mesh->totloop = group->totloop;
|
|
|
|
|
mesh->totcol = group->totcol;
|
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
mesh->mvert = (MVert *)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
|
|
|
|
|
mesh->medge = (MEdge *)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);
|
|
|
|
|
mesh->mpoly = (MPoly *)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);
|
|
|
|
|
mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);
|
2012-06-16 21:49:52 +00:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
MVert *vertices = mesh->mvert;
|
|
|
|
|
MEdge *edges = mesh->medge;
|
|
|
|
|
MPoly *polys = mesh->mpoly;
|
|
|
|
|
MLoop *loops = mesh->mloop;
|
2014-07-21 18:49:27 +09:00
|
|
|
MLoopUV *loopsuv[2] = { NULL };
|
|
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
if (hasTex) {
|
|
|
|
|
// First UV layer
|
|
|
|
|
CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, uvNames[0]);
|
|
|
|
|
CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 0);
|
|
|
|
|
BKE_mesh_update_customdata_pointers(mesh, true);
|
|
|
|
|
loopsuv[0] = mesh->mloopuv;
|
|
|
|
|
|
|
|
|
|
// Second UV layer
|
|
|
|
|
CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, uvNames[1]);
|
|
|
|
|
CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1);
|
|
|
|
|
BKE_mesh_update_customdata_pointers(mesh, true);
|
|
|
|
|
loopsuv[1] = mesh->mloopuv;
|
2014-07-21 18:49:27 +09:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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");
|
2014-08-08 22:29:02 +09:00
|
|
|
mesh->mloopcol = colors;
|
2014-07-21 18:49:27 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
|
2014-05-03 18:51:53 +09:00
|
|
|
|
2014-05-09 11:58:25 +09:00
|
|
|
////////////////////
|
|
|
|
|
// Data copy
|
|
|
|
|
////////////////////
|
|
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
int vertex_index = 0, edge_index = 0, loop_index = 0, material_index = 0;
|
|
|
|
|
int visible_faces, visible_segments;
|
|
|
|
|
bool visible;
|
|
|
|
|
Strip::vertex_container::iterator v[3];
|
|
|
|
|
StrokeVertexRep *svRep[3];
|
|
|
|
|
Vec2r p;
|
2014-05-09 11:58:25 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
for (vector<StrokeRep*>::const_iterator it = group->strokes.begin(), itend = group->strokes.end();
|
|
|
|
|
it != itend; ++it)
|
|
|
|
|
{
|
|
|
|
|
mesh->mat[material_index] = (*it)->getMaterial();
|
2016-04-04 15:43:45 +02:00
|
|
|
id_us_plus(&mesh->mat[material_index]->id);
|
2014-05-09 11:58:25 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
vector<Strip*>& strips = (*it)->getStrips();
|
|
|
|
|
for (vector<Strip*>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
|
|
|
|
|
Strip::vertex_container& strip_vertices = (*s)->vertices();
|
|
|
|
|
int strip_vertex_count = strip_vertices.size();
|
2014-05-09 11:58:25 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
// count visible faces and strip segments
|
|
|
|
|
test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
|
|
|
|
|
if (visible_faces == 0)
|
|
|
|
|
continue;
|
2014-05-09 11:58:25 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
v[0] = strip_vertices.begin();
|
|
|
|
|
v[1] = v[0] + 1;
|
|
|
|
|
v[2] = v[0] + 2;
|
2014-05-09 11:58:25 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
visible = false;
|
2014-05-03 18:51:53 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
// Note: Mesh generation in the following loop assumes stroke strips
|
|
|
|
|
// to be triangle strips.
|
|
|
|
|
for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
|
|
|
|
|
svRep[0] = *(v[0]);
|
|
|
|
|
svRep[1] = *(v[1]);
|
|
|
|
|
svRep[2] = *(v[2]);
|
|
|
|
|
if (!test_triangle_visibility(svRep)) {
|
|
|
|
|
visible = false;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if (!visible) {
|
|
|
|
|
// first vertex
|
|
|
|
|
vertices->co[0] = svRep[0]->point2d()[0];
|
|
|
|
|
vertices->co[1] = svRep[0]->point2d()[1];
|
|
|
|
|
vertices->co[2] = get_stroke_vertex_z();
|
|
|
|
|
vertices->no[0] = 0;
|
|
|
|
|
vertices->no[1] = 0;
|
|
|
|
|
vertices->no[2] = SHRT_MAX;
|
|
|
|
|
++vertices;
|
|
|
|
|
++vertex_index;
|
|
|
|
|
|
|
|
|
|
// second vertex
|
|
|
|
|
vertices->co[0] = svRep[1]->point2d()[0];
|
|
|
|
|
vertices->co[1] = svRep[1]->point2d()[1];
|
|
|
|
|
vertices->co[2] = get_stroke_vertex_z();
|
|
|
|
|
vertices->no[0] = 0;
|
|
|
|
|
vertices->no[1] = 0;
|
|
|
|
|
vertices->no[2] = SHRT_MAX;
|
|
|
|
|
++vertices;
|
|
|
|
|
++vertex_index;
|
|
|
|
|
|
|
|
|
|
// first edge
|
|
|
|
|
edges->v1 = vertex_index - 2;
|
|
|
|
|
edges->v2 = vertex_index - 1;
|
|
|
|
|
++edges;
|
|
|
|
|
++edge_index;
|
|
|
|
|
}
|
|
|
|
|
visible = true;
|
2012-12-18 00:51:25 +00:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
// vertex
|
|
|
|
|
vertices->co[0] = svRep[2]->point2d()[0];
|
|
|
|
|
vertices->co[1] = svRep[2]->point2d()[1];
|
2010-02-16 02:10:27 +00:00
|
|
|
vertices->co[2] = get_stroke_vertex_z();
|
2014-04-24 13:57:10 +09:00
|
|
|
vertices->no[0] = 0;
|
|
|
|
|
vertices->no[1] = 0;
|
|
|
|
|
vertices->no[2] = SHRT_MAX;
|
2010-01-26 22:24:53 +00:00
|
|
|
++vertices;
|
2012-06-16 21:49:52 +00:00
|
|
|
++vertex_index;
|
|
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
// edges
|
|
|
|
|
edges->v1 = vertex_index - 1;
|
|
|
|
|
edges->v2 = vertex_index - 3;
|
2012-06-16 21:49:52 +00:00
|
|
|
++edges;
|
|
|
|
|
++edge_index;
|
|
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
edges->v1 = vertex_index - 1;
|
|
|
|
|
edges->v2 = vertex_index - 2;
|
|
|
|
|
++edges;
|
|
|
|
|
++edge_index;
|
2012-06-16 21:49:52 +00:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
// poly
|
|
|
|
|
polys->loopstart = loop_index;
|
|
|
|
|
polys->totloop = 3;
|
2015-03-07 10:35:54 +09:00
|
|
|
polys->mat_nr = material_index;
|
2014-08-08 22:29:02 +09:00
|
|
|
++polys;
|
|
|
|
|
|
|
|
|
|
// Even and odd loops connect triangles vertices differently
|
|
|
|
|
bool is_odd = n % 2;
|
|
|
|
|
// loops
|
|
|
|
|
if (is_odd) {
|
|
|
|
|
loops[0].v = vertex_index - 1;
|
|
|
|
|
loops[0].e = edge_index - 2;
|
2014-05-03 18:51:53 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
loops[1].v = vertex_index - 3;
|
|
|
|
|
loops[1].e = edge_index - 3;
|
2014-05-03 18:51:53 +09:00
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
loops[2].v = vertex_index - 2;
|
|
|
|
|
loops[2].e = edge_index - 1;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
loops[0].v = vertex_index - 1;
|
|
|
|
|
loops[0].e = edge_index - 1;
|
|
|
|
|
|
|
|
|
|
loops[1].v = vertex_index - 2;
|
|
|
|
|
loops[1].e = edge_index - 3;
|
|
|
|
|
|
|
|
|
|
loops[2].v = vertex_index - 3;
|
|
|
|
|
loops[2].e = edge_index - 2;
|
|
|
|
|
}
|
|
|
|
|
loops += 3;
|
|
|
|
|
loop_index += 3;
|
|
|
|
|
|
|
|
|
|
// UV
|
|
|
|
|
if (hasTex) {
|
|
|
|
|
// First UV layer (loopsuv[0]) has no tips (texCoord(0)).
|
|
|
|
|
// Second UV layer (loopsuv[1]) has tips: (texCoord(1)).
|
|
|
|
|
for (int L = 0; L < 2; L++) {
|
|
|
|
|
if (is_odd) {
|
|
|
|
|
loopsuv[L][0].uv[0] = svRep[2]->texCoord(L).x();
|
|
|
|
|
loopsuv[L][0].uv[1] = svRep[2]->texCoord(L).y();
|
|
|
|
|
|
|
|
|
|
loopsuv[L][1].uv[0] = svRep[0]->texCoord(L).x();
|
|
|
|
|
loopsuv[L][1].uv[1] = svRep[0]->texCoord(L).y();
|
|
|
|
|
|
|
|
|
|
loopsuv[L][2].uv[0] = svRep[1]->texCoord(L).x();
|
|
|
|
|
loopsuv[L][2].uv[1] = svRep[1]->texCoord(L).y();
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
loopsuv[L][0].uv[0] = svRep[2]->texCoord(L).x();
|
|
|
|
|
loopsuv[L][0].uv[1] = svRep[2]->texCoord(L).y();
|
|
|
|
|
|
|
|
|
|
loopsuv[L][1].uv[0] = svRep[1]->texCoord(L).x();
|
|
|
|
|
loopsuv[L][1].uv[1] = svRep[1]->texCoord(L).y();
|
|
|
|
|
|
|
|
|
|
loopsuv[L][2].uv[0] = svRep[0]->texCoord(L).x();
|
|
|
|
|
loopsuv[L][2].uv[1] = svRep[0]->texCoord(L).y();
|
|
|
|
|
}
|
|
|
|
|
loopsuv[L] += 3;
|
2014-05-03 18:51:53 +09:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2015-10-10 18:44:19 +02:00
|
|
|
// colors and alpha transparency. vertex colors are in sRGB
|
|
|
|
|
// space by convention, so convert from linear
|
|
|
|
|
float rgba[3][4];
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
|
|
|
copy_v3fl_v3db(rgba[i], &svRep[i]->color()[0]);
|
|
|
|
|
rgba[i][3] = svRep[i]->alpha();
|
|
|
|
|
}
|
|
|
|
|
|
2014-08-08 22:29:02 +09:00
|
|
|
if (is_odd) {
|
2015-10-10 18:44:19 +02:00
|
|
|
linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]);
|
|
|
|
|
linearrgb_to_srgb_uchar4(&colors[1].r, rgba[0]);
|
|
|
|
|
linearrgb_to_srgb_uchar4(&colors[2].r, rgba[1]);
|
2014-08-08 22:29:02 +09:00
|
|
|
}
|
|
|
|
|
else {
|
2015-10-10 18:44:19 +02:00
|
|
|
linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]);
|
|
|
|
|
linearrgb_to_srgb_uchar4(&colors[1].r, rgba[1]);
|
|
|
|
|
linearrgb_to_srgb_uchar4(&colors[2].r, rgba[0]);
|
2014-08-08 22:29:02 +09:00
|
|
|
}
|
|
|
|
|
transp[0].r = transp[0].g = transp[0].b = colors[0].a;
|
|
|
|
|
transp[1].r = transp[1].g = transp[1].b = colors[1].a;
|
|
|
|
|
transp[2].r = transp[2].g = transp[2].b = colors[2].a;
|
|
|
|
|
colors += 3;
|
|
|
|
|
transp += 3;
|
2012-06-16 21:49:52 +00:00
|
|
|
}
|
2014-08-08 22:29:02 +09:00
|
|
|
} // loop over strip vertices
|
|
|
|
|
} // loop over strips
|
2015-03-07 10:35:54 +09:00
|
|
|
material_index++;
|
2014-08-08 22:29:02 +09:00
|
|
|
} // loop over strokes
|
|
|
|
|
|
2016-07-08 14:36:25 +02:00
|
|
|
test_object_materials(object_mesh, (ID *)mesh);
|
2014-08-08 22:29:02 +09:00
|
|
|
|
|
|
|
|
#if 0 // XXX
|
|
|
|
|
BLI_assert(mesh->totvert == vertex_index);
|
|
|
|
|
BLI_assert(mesh->totedge == edge_index);
|
|
|
|
|
BLI_assert(mesh->totloop == loop_index);
|
|
|
|
|
BLI_assert(mesh->totcol == material_index);
|
2015-02-05 14:03:01 +01:00
|
|
|
BKE_mesh_validate(mesh, true, true);
|
2012-06-16 21:49:52 +00:00
|
|
|
#endif
|
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
|
|
|
}
|
|
|
|
|
|
2012-10-06 14:06:40 +00:00
|
|
|
// A replacement of BKE_object_add() for better performance.
|
2012-12-18 00:51:25 +00:00
|
|
|
Object *BlenderStrokeRenderer::NewMesh() const
|
|
|
|
|
{
|
2012-10-06 14:06:40 +00:00
|
|
|
Object *ob;
|
|
|
|
|
char name[MAX_ID_NAME];
|
2013-02-14 19:19:44 +00:00
|
|
|
unsigned int mesh_id = get_stroke_mesh_id();
|
2012-10-06 14:06:40 +00:00
|
|
|
|
2014-05-08 18:42:03 +09:00
|
|
|
BLI_snprintf(name, MAX_ID_NAME, "0%08xOB", mesh_id);
|
2013-04-23 22:40:13 +00:00
|
|
|
ob = BKE_object_add_only_object(freestyle_bmain, OB_MESH, name);
|
2014-05-08 18:42:03 +09:00
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|
|
BLI_snprintf(name, MAX_ID_NAME, "0%08xME", mesh_id);
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2013-04-23 22:40:13 +00:00
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|
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ob->data = BKE_mesh_add(freestyle_bmain, name);
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2012-10-06 14:06:40 +00:00
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|
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ob->lay = 1;
|
|
|
|
|
|
2017-12-01 11:24:21 -02:00
|
|
|
SceneCollection *sc_master = BKE_collection_master(&freestyle_scene->id);
|
|
|
|
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BKE_collection_object_add(&freestyle_scene->id, sc_master, ob);
|
2017-11-03 14:36:49 +01:00
|
|
|
DEG_graph_tag_relations_update(freestyle_depsgraph);
|
2014-01-15 17:42:01 +06:00
|
|
|
|
2017-11-03 14:36:49 +01:00
|
|
|
DEG_graph_id_tag_update(freestyle_bmain,
|
|
|
|
|
freestyle_depsgraph,
|
|
|
|
|
&ob->id,
|
|
|
|
|
OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
|
2012-10-06 14:06:40 +00:00
|
|
|
|
|
|
|
|
return ob;
|
|
|
|
|
}
|
|
|
|
|
|
2017-05-18 15:23:59 +02:00
|
|
|
Render *BlenderStrokeRenderer::RenderScene(Render * /*re*/, bool render)
|
2012-12-18 00:51:25 +00:00
|
|
|
{
|
2013-03-07 23:17:23 +00:00
|
|
|
Camera *camera = (Camera *)freestyle_scene->camera->data;
|
2012-12-18 00:51:25 +00:00
|
|
|
if (camera->clipend < _z)
|
|
|
|
|
camera->clipend = _z + _z_delta * 100.0f;
|
2013-01-03 23:27:20 +00:00
|
|
|
#if 0
|
|
|
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
|
|
|
cout << "clipsta " << camera->clipsta << ", clipend " << camera->clipend << endl;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
2010-02-16 02:10:27 +00:00
|
|
|
|
2017-09-12 11:27:22 +05:00
|
|
|
Render *freestyle_render = RE_NewSceneRender(freestyle_scene);
|
2017-11-22 10:52:39 -02:00
|
|
|
ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
|
|
|
|
|
DEG_graph_relations_update(freestyle_depsgraph, freestyle_bmain, freestyle_scene, view_layer);
|
2010-02-08 02:19:17 +00:00
|
|
|
|
2015-01-17 22:33:13 +09:00
|
|
|
RE_RenderFreestyleStrokes(freestyle_render, freestyle_bmain, freestyle_scene,
|
|
|
|
|
render && get_stroke_count() > 0);
|
2013-04-18 12:11:50 +00:00
|
|
|
|
2010-02-15 00:07:15 +00:00
|
|
|
return freestyle_render;
|
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
|
|
|
}
|
2013-04-09 00:46:49 +00:00
|
|
|
|
|
|
|
|
} /* namespace Freestyle */
|