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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#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);
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2011-04-17 02:47:32 +00:00
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freestyle_scene->r.cfra = old_scene->r.cfra;
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2012-12-18 00:51:25 +00:00
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freestyle_scene->r.mode = old_scene->r.mode &
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~(R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR | R_BORDER);
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freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch
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freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch
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freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp;
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freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp;
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freestyle_scene->r.tilex = old_scene->r.tilex;
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freestyle_scene->r.tiley = old_scene->r.tiley;
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freestyle_scene->r.size = 100; // old_scene->r.size
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2013-03-26 09:59:43 +00:00
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//freestyle_scene->r.maximsize = old_scene->r.maximsize; /* DEPRECATED */
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2010-08-16 16:51:44 +00:00
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freestyle_scene->r.ocres = old_scene->r.ocres;
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2012-01-21 21:58:47 +00:00
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|
|
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.osa = old_scene->r.osa;
|
|
|
|
|
freestyle_scene->r.filtertype = old_scene->r.filtertype;
|
|
|
|
|
freestyle_scene->r.gauss = old_scene->r.gauss;
|
|
|
|
|
freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
|
2017-10-16 17:15:03 -02:00
|
|
|
BKE_viewrender_copy(&freestyle_scene->view_render, &old_scene->view_render);
|
|
|
|
|
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
|
|
|
|
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
|
|
|
}
|
|
|
|
|
|
2013-01-05 22:24:05 +00:00
|
|
|
// Render layer
|
|
|
|
|
SceneRenderLayer *srl = (SceneRenderLayer *)freestyle_scene->r.layers.first;
|
|
|
|
|
srl->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA;
|
|
|
|
|
|
2013-04-23 22:40:13 +00:00
|
|
|
BKE_scene_set_background(freestyle_bmain, freestyle_scene);
|
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
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, (SceneLayer *)freestyle_scene->render_layers.first, OB_CAMERA, NULL);
|
2017-04-06 16:32:59 +02:00
|
|
|
DEG_relations_tag_update(freestyle_bmain);
|
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
|
|
|
|
|
|
|
|
// Check if the rendering engine uses new shading nodes
|
|
|
|
|
_use_shading_nodes = BKE_scene_use_new_shading_nodes(freestyle_scene);
|
|
|
|
|
|
|
|
|
|
// Create a bNodeTree-to-Material hash table
|
|
|
|
|
if (_use_shading_nodes)
|
|
|
|
|
_nodetree_hash = BLI_ghash_ptr_new("BlenderStrokeRenderer::_nodetree_hash");
|
|
|
|
|
else
|
|
|
|
|
_nodetree_hash = NULL;
|
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
|
2017-11-02 16:01:16 +01:00
|
|
|
SceneLayer *scene_layer = (SceneLayer *)freestyle_scene->render_layers.first;
|
|
|
|
|
for (Base *b = (Base *)scene_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.
|
|
|
|
|
FOREACH_SCENE_COLLECTION(freestyle_scene, sc)
|
|
|
|
|
{
|
|
|
|
|
BLI_freelistN(&sc->objects);
|
|
|
|
|
}
|
|
|
|
|
FOREACH_SCENE_COLLECTION_END
|
|
|
|
|
BLI_freelistN(&scene_layer->object_bases);
|
|
|
|
|
BLI_freelistN(&freestyle_scene->base);
|
|
|
|
|
|
2014-05-09 11:38:36 +09:00
|
|
|
// release materials
|
|
|
|
|
Link *lnk = (Link *)freestyle_bmain->mat.first;
|
|
|
|
|
|
|
|
|
|
while (lnk)
|
|
|
|
|
{
|
|
|
|
|
Material *ma = (Material*)lnk;
|
|
|
|
|
// We want to retain the linestyle mtexs, so let's detach them first
|
|
|
|
|
for (int a = 0; a < MAX_MTEX; a++) {
|
|
|
|
|
if (ma->mtex[a]) {
|
|
|
|
|
ma->mtex[a] = NULL;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
break; // Textures are ordered, no empty slots between two textures
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
lnk = lnk->next;
|
|
|
|
|
BKE_libblock_free(freestyle_bmain, ma);
|
|
|
|
|
}
|
2014-07-19 23:42:15 +09:00
|
|
|
|
|
|
|
|
if (_use_shading_nodes)
|
|
|
|
|
BLI_ghash_free(_nodetree_hash, NULL, NULL);
|
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
|
|
|
{
|
2014-07-19 23:42:15 +09:00
|
|
|
if (_use_shading_nodes) {
|
|
|
|
|
bNodeTree *nt = iStrokeRep->getNodeTree();
|
|
|
|
|
Material *ma = (Material *)BLI_ghash_lookup(_nodetree_hash, nt);
|
|
|
|
|
if (!ma) {
|
2014-08-01 10:18:25 +09:00
|
|
|
ma = BlenderStrokeRenderer::GetStrokeShader(freestyle_bmain, nt, false);
|
2014-07-19 23:42:15 +09:00
|
|
|
BLI_ghash_insert(_nodetree_hash, nt, ma);
|
|
|
|
|
}
|
2014-06-27 00:40:41 +09:00
|
|
|
|
2017-10-16 17:15:03 -02:00
|
|
|
if (STREQ(freestyle_scene->view_render.engine_id, RE_engine_id_CYCLES)) {
|
2014-09-11 13:41:14 +09:00
|
|
|
PointerRNA scene_ptr, freestyle_scene_ptr;
|
|
|
|
|
RNA_pointer_create(NULL, &RNA_Scene, old_scene, &scene_ptr);
|
|
|
|
|
RNA_pointer_create(NULL, &RNA_Scene, freestyle_scene, &freestyle_scene_ptr);
|
|
|
|
|
|
2014-06-27 00:40:41 +09:00
|
|
|
PointerRNA cycles_ptr = RNA_pointer_get(&scene_ptr, "cycles");
|
2014-09-11 13:41:14 +09:00
|
|
|
PointerRNA freestyle_cycles_ptr = RNA_pointer_get(&freestyle_scene_ptr, "cycles");
|
|
|
|
|
|
|
|
|
|
int flag;
|
|
|
|
|
RNA_STRUCT_BEGIN(&freestyle_cycles_ptr, prop)
|
|
|
|
|
{
|
|
|
|
|
flag = RNA_property_flag(prop);
|
|
|
|
|
if (flag & PROP_HIDDEN)
|
|
|
|
|
continue;
|
|
|
|
|
RNA_property_copy(&freestyle_cycles_ptr, &cycles_ptr, prop, -1);
|
|
|
|
|
}
|
|
|
|
|
RNA_STRUCT_END;
|
|
|
|
|
|
|
|
|
|
RNA_boolean_set(&freestyle_cycles_ptr, "film_transparent", 1);
|
2014-06-27 00:40:41 +09:00
|
|
|
}
|
|
|
|
|
|
2014-05-03 18:51:53 +09:00
|
|
|
iStrokeRep->setMaterial(ma);
|
|
|
|
|
}
|
2014-07-16 00:21:27 +09:00
|
|
|
else {
|
|
|
|
|
bool has_mat = false;
|
|
|
|
|
int a = 0;
|
|
|
|
|
|
|
|
|
|
// Look for a good existing material
|
|
|
|
|
for (Link *lnk = (Link *)freestyle_bmain->mat.first; lnk; lnk = lnk->next) {
|
|
|
|
|
Material *ma = (Material*)lnk;
|
|
|
|
|
bool texs_are_good = true;
|
|
|
|
|
// as soon as textures differ it's not the right one
|
|
|
|
|
for (int a = 0; a < MAX_MTEX; a++) {
|
|
|
|
|
if (ma->mtex[a] != iStrokeRep->getMTex(a)) {
|
|
|
|
|
texs_are_good = false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (texs_are_good) {
|
|
|
|
|
iStrokeRep->setMaterial(ma);
|
|
|
|
|
has_mat = true;
|
|
|
|
|
break; // if textures are good, no need to search anymore
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If still no material, create one
|
|
|
|
|
if (!has_mat) {
|
|
|
|
|
Material *ma = BKE_material_add(freestyle_bmain, "stroke_material");
|
2017-04-06 16:32:59 +02:00
|
|
|
DEG_relations_tag_update(freestyle_bmain);
|
2014-07-16 00:21:27 +09:00
|
|
|
ma->mode |= MA_VERTEXCOLP;
|
|
|
|
|
ma->mode |= MA_TRANSP;
|
|
|
|
|
ma->mode |= MA_SHLESS;
|
|
|
|
|
ma->vcol_alpha = 1;
|
|
|
|
|
|
2016-04-04 15:43:45 +02:00
|
|
|
id_us_min(&ma->id);
|
|
|
|
|
|
2014-07-16 00:21:27 +09:00
|
|
|
// Textures
|
|
|
|
|
while (iStrokeRep->getMTex(a)) {
|
|
|
|
|
ma->mtex[a] = (MTex *)iStrokeRep->getMTex(a);
|
|
|
|
|
|
|
|
|
|
// We'll generate both with tips and without tips
|
|
|
|
|
// coordinates, on two different UV layers.
|
2017-06-02 15:38:04 +10:00
|
|
|
if (ma->mtex[a]->texflag & MTEX_TIPS) {
|
2014-08-08 22:29:02 +09:00
|
|
|
BLI_strncpy(ma->mtex[a]->uvname, uvNames[1], sizeof(ma->mtex[a]->uvname));
|
2014-07-16 00:21:27 +09:00
|
|
|
}
|
|
|
|
|
else {
|
2014-08-08 22:29:02 +09:00
|
|
|
BLI_strncpy(ma->mtex[a]->uvname, uvNames[0], sizeof(ma->mtex[a]->uvname));
|
2014-07-16 00:21:27 +09:00
|
|
|
}
|
|
|
|
|
a++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, (SceneLayer *)freestyle_scene->render_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
|
|
|
BLI_snprintf(name, MAX_ID_NAME, "0%08xME", mesh_id);
|
2013-04-23 22:40:13 +00:00
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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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ob->lay = 1;
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|
|
|
|
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2017-05-18 16:03:28 +02:00
|
|
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SceneCollection *sc_master = BKE_collection_master(freestyle_scene);
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|
|
|
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BKE_collection_object_add(freestyle_scene, sc_master, ob);
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|
|
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|
|
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|
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BKE_scene_base_add(freestyle_scene, ob);
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2017-04-06 16:32:59 +02:00
|
|
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DEG_relations_tag_update(freestyle_bmain);
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2014-01-15 17:42:01 +06:00
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|
|
|
2017-04-06 16:32:59 +02:00
|
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DEG_id_tag_update_ex(freestyle_bmain, &ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
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2012-10-06 14:06:40 +00:00
|
|
|
|
|
|
|
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return ob;
|
|
|
|
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}
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|
|
|
|
|
2017-05-18 15:23:59 +02:00
|
|
|
Render *BlenderStrokeRenderer::RenderScene(Render * /*re*/, bool render)
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2012-12-18 00:51:25 +00:00
|
|
|
{
|
2013-03-07 23:17:23 +00:00
|
|
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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);
|
2017-05-18 15:23:59 +02:00
|
|
|
DEG_scene_relations_update(freestyle_bmain, freestyle_scene);
|
2017-10-20 17:01:35 +02:00
|
|
|
/* Need to get proper depsgraph. */
|
2017-07-13 17:20:24 +02:00
|
|
|
freestyle_render->depsgraph = freestyle_scene->depsgraph_legacy;
|
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 */
|