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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup freestyle
* \brief Class to define a cell grid surrounding the projected image of a scene
#include "AverageAreaGridDensityProvider.h"
#include "BKE_global.h"
namespace Freestyle {
AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(OccluderSource &source,
const real proscenium[4],
real sizeFactor)
: GridDensityProvider(source)
{
initialize(proscenium, sizeFactor);
}
AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(
OccluderSource &source,
const BBox<Vec3r> &bbox,
const GridHelpers::Transform &transform,
real proscenium[4];
calculateQuickProscenium(transform, bbox, proscenium);
calculateOptimalProscenium(source, proscenium);
AverageAreaGridDensityProvider::~AverageAreaGridDensityProvider()
void AverageAreaGridDensityProvider::initialize(const real proscenium[4], real sizeFactor)
float prosceniumWidth = (proscenium[1] - proscenium[0]);
float prosceniumHeight = (proscenium[3] - proscenium[2]);
real cellArea = 0.0;
unsigned numFaces = 0;
for (source.begin(); source.isValid(); source.next()) {
Polygon3r &poly(source.getGridSpacePolygon());
Vec3r min, max;
poly.getBBox(min, max);
cellArea += (max[0] - min[0]) * (max[1] - min[1]);
++numFaces;
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Total area: " << cellArea << ". Number of faces: " << numFaces << "." << endl;
cellArea /= numFaces;
cellArea *= sizeFactor;
cout << "Building grid with average area " << cellArea << endl;
_cellSize = sqrt(cellArea);
unsigned maxCells = 931; // * 1.1 = 1024
if (std::max(prosceniumWidth, prosceniumHeight) / _cellSize > maxCells) {
cout << "Scene-dependent cell size (" << _cellSize << " square) is too small." << endl;
_cellSize = std::max(prosceniumWidth, prosceniumHeight) / maxCells;
// Now we know how many cells make each side of our grid
_cellsX = ceil(prosceniumWidth / _cellSize);
_cellsY = ceil(prosceniumHeight / _cellSize);
cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl;
// Make sure the grid exceeds the proscenium by a small amount
float safetyZone = 0.1f;
if (_cellsX * _cellSize < prosceniumWidth * (1.0 + safetyZone)) {
_cellsX = ceil(prosceniumWidth * (1.0 + safetyZone) / _cellSize);
if (_cellsY * _cellSize < prosceniumHeight * (1.0 + safetyZone)) {
_cellsY = ceil(prosceniumHeight * (1.0 + safetyZone) / _cellSize);
// Find grid origin
_cellOrigin[0] = ((proscenium[0] + proscenium[1]) / 2.0) - (_cellsX / 2.0) * _cellSize;
_cellOrigin[1] = ((proscenium[2] + proscenium[3]) / 2.0) - (_cellsY / 2.0) * _cellSize;
AverageAreaGridDensityProviderFactory::AverageAreaGridDensityProviderFactory(real sizeFactor)
: sizeFactor(sizeFactor)
AverageAreaGridDensityProviderFactory::~AverageAreaGridDensityProviderFactory()
AutoPtr<GridDensityProvider> AverageAreaGridDensityProviderFactory::newGridDensityProvider(
OccluderSource &source, const real proscenium[4])
return AutoPtr<GridDensityProvider>(
new AverageAreaGridDensityProvider(source, proscenium, sizeFactor));
OccluderSource &source, const BBox<Vec3r> &bbox, const GridHelpers::Transform &transform)
new AverageAreaGridDensityProvider(source, bbox, transform, sizeFactor));
OccluderSource &source)
return AutoPtr<GridDensityProvider>(new AverageAreaGridDensityProvider(source, sizeFactor));
} /* namespace Freestyle */