2012-12-18 00:51:25 +00:00
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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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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup freestyle
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2012-12-18 00:51:25 +00:00
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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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2018-08-29 15:32:50 +02:00
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#include "DNA_collection_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_listBase.h"
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2014-07-16 00:21:27 +09:00
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#include "DNA_linestyle_types.h"
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2014-06-27 00:40:41 +09:00
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#include "DNA_material_types.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "DNA_meshdata_types.h"
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2012-12-18 00:51:25 +00:00
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#include "DNA_mesh_types.h"
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2010-03-28 18:12:45 +00:00
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#include "DNA_object_types.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "DNA_screen_types.h"
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2014-06-27 00:40:41 +09:00
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#include "DNA_scene_types.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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2017-05-18 16:03:28 +02:00
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#include "BKE_collection.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "BKE_customdata.h"
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2018-02-05 16:16:09 +01:00
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#include "BKE_idprop.h"
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The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
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#include "BKE_global.h"
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Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
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#include "BKE_layer.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_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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2019-04-17 06:17:24 +02:00
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freestyle_bmain = re->freestyle_bmain;
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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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old_scene = re->scene;
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char name[MAX_ID_NAME - 2];
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BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2);
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freestyle_scene = BKE_scene_add(freestyle_bmain, name);
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freestyle_scene->r.cfra = old_scene->r.cfra;
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freestyle_scene->r.mode = old_scene->r.mode & ~(R_EDGE_FRS | 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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freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag;
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freestyle_scene->r.scemode = (old_scene->r.scemode &
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~(R_SINGLE_LAYER | R_NO_FRAME_UPDATE | R_MULTIVIEW)) &
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(re->r.scemode | ~R_FULL_SAMPLE);
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freestyle_scene->r.flag = old_scene->r.flag;
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freestyle_scene->r.threads = old_scene->r.threads;
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freestyle_scene->r.border.xmin = old_scene->r.border.xmin;
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freestyle_scene->r.border.ymin = old_scene->r.border.ymin;
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freestyle_scene->r.border.xmax = old_scene->r.border.xmax;
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freestyle_scene->r.border.ymax = old_scene->r.border.ymax;
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strcpy(freestyle_scene->r.pic, old_scene->r.pic);
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freestyle_scene->r.safety.xmin = old_scene->r.safety.xmin;
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freestyle_scene->r.safety.ymin = old_scene->r.safety.ymin;
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freestyle_scene->r.safety.xmax = old_scene->r.safety.xmax;
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freestyle_scene->r.safety.ymax = old_scene->r.safety.ymax;
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freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
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STRNCPY(freestyle_scene->r.engine, old_scene->r.engine);
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "Stroke rendering engine : " << freestyle_scene->r.engine << endl;
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}
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freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA;
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freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG;
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// Copy ID properties, including Cycles render properties
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if (old_scene->id.properties) {
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freestyle_scene->id.properties = IDP_CopyProperty_ex(old_scene->id.properties, 0);
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}
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2019-06-04 20:07:15 +02:00
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// Copy eevee render settings.
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freestyle_scene->eevee = old_scene->eevee;
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freestyle_scene->eevee.light_cache = NULL;
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2019-04-17 06:17:24 +02:00
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/* Render with transparent background. */
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freestyle_scene->r.alphamode = R_ALPHAPREMUL;
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if (G.debug & G_DEBUG_FREESTYLE) {
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printf("%s: %d thread(s)\n", __func__, BKE_render_num_threads(&freestyle_scene->r));
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}
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BKE_scene_set_background(freestyle_bmain, freestyle_scene);
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// Scene layer.
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ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
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view_layer->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA;
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// Camera
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Object *object_camera = BKE_object_add(
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freestyle_bmain, freestyle_scene, view_layer, OB_CAMERA, NULL);
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Camera *camera = (Camera *)object_camera->data;
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camera->type = CAM_ORTHO;
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camera->ortho_scale = max(re->rectx, re->recty);
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camera->clip_start = 0.1f;
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camera->clip_end = 100.0f;
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_z_delta = 0.00001f;
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_z = camera->clip_start + _z_delta;
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object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx;
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object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty;
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object_camera->loc[2] = 1.0f;
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freestyle_scene->camera = object_camera;
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// Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh())
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_mesh_id = 0xffffffff;
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// Create a bNodeTree-to-Material hash table
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_nodetree_hash = BLI_ghash_ptr_new("BlenderStrokeRenderer::_nodetree_hash");
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// Depsgraph
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freestyle_depsgraph = DEG_graph_new(freestyle_scene, view_layer, DAG_EVAL_RENDER);
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DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &freestyle_scene->id, 0);
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DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &object_camera->id, 0);
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DEG_graph_tag_relations_update(freestyle_depsgraph);
|
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
|
|
|
}
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|
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|
2012-12-18 00:51:25 +00:00
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BlenderStrokeRenderer::~BlenderStrokeRenderer()
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{
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2019-04-17 06:17:24 +02:00
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// The freestyle_scene object is not released here. Instead,
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// the scene is released in free_all_freestyle_renders() in
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// source/blender/render/intern/source/pipeline.c, after the
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// compositor has finished.
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// release objects and data blocks
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Base *base_next = NULL;
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ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
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for (Base *b = (Base *)view_layer->object_bases.first; b; b = base_next) {
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base_next = b->next;
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Object *ob = b->object;
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char *name = ob->id.name;
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2013-01-03 23:27:20 +00:00
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#if 0
|
2019-04-17 06:17:24 +02:00
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if (G.debug & G_DEBUG_FREESTYLE) {
|
2019-04-17 08:24:14 +02:00
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cout << "removing " << name[0] << name[1] << ":" << (name + 2) << endl;
|
2019-04-17 06:17:24 +02:00
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}
|
2013-01-03 23:27:20 +00:00
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#endif
|
2019-04-17 06:17:24 +02:00
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switch (ob->type) {
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case OB_CAMERA:
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freestyle_scene->camera = NULL;
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ATTR_FALLTHROUGH;
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case OB_MESH:
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BKE_scene_collections_object_remove(freestyle_bmain, freestyle_scene, ob, true);
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break;
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default:
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cerr << "Warning: unexpected object in the scene: " << name[0] << name[1] << ":"
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<< (name + 2) << endl;
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}
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}
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// release materials
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Link *lnk = (Link *)freestyle_bmain->materials.first;
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while (lnk) {
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Material *ma = (Material *)lnk;
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lnk = lnk->next;
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BKE_id_free(freestyle_bmain, ma);
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}
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BLI_ghash_free(_nodetree_hash, NULL, NULL);
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DEG_graph_free(freestyle_depsgraph);
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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
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|
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|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
float z = _z;
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|
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
|
2019-05-31 22:51:19 +10:00
|
|
|
if (!(_z < _z_delta * 100000.0f)) {
|
2019-04-17 06:17:24 +02:00
|
|
|
self->_z_delta *= 10.0f;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
self->_z += _z_delta;
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|
|
|
return -z;
|
2010-02-16 02:10:27 +00:00
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|
}
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|
2013-02-14 19:19:44 +00:00
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|
unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const
|
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
unsigned mesh_id = _mesh_id;
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BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
|
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|
|
self->_mesh_id--;
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|
return mesh_id;
|
2013-02-14 19:19:44 +00:00
|
|
|
}
|
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|
2019-04-17 06:17:24 +02:00
|
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|
Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
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bNodeTree *iNodeTree,
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|
|
bool do_id_user)
|
2012-12-18 00:51:25 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
Material *ma = BKE_material_add(bmain, "stroke_shader");
|
|
|
|
|
bNodeTree *ntree;
|
|
|
|
|
bNode *output_linestyle = NULL;
|
|
|
|
|
bNodeSocket *fromsock, *tosock;
|
|
|
|
|
PointerRNA fromptr, toptr;
|
|
|
|
|
NodeShaderAttribute *storage;
|
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|
|
|
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|
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|
|
id_us_min(&ma->id);
|
|
|
|
|
|
|
|
|
|
if (iNodeTree) {
|
|
|
|
|
// make a copy of linestyle->nodetree
|
|
|
|
|
ntree = ntreeCopyTree_ex(iNodeTree, bmain, do_id_user);
|
|
|
|
|
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|
|
// 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;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
ntree = ntreeAddTree(NULL, "stroke_shader", "ShaderNodeTree");
|
|
|
|
|
}
|
|
|
|
|
ma->nodetree = ntree;
|
|
|
|
|
ma->use_nodes = 1;
|
2019-05-21 17:42:24 +02:00
|
|
|
ma->blend_method = MA_BM_HASHED;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
|
bNode *input_attr_color = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
|
|
|
|
|
input_attr_color->locx = 0.0f;
|
|
|
|
|
input_attr_color->locy = -200.0f;
|
|
|
|
|
storage = (NodeShaderAttribute *)input_attr_color->storage;
|
|
|
|
|
BLI_strncpy(storage->name, "Color", sizeof(storage->name));
|
|
|
|
|
|
|
|
|
|
bNode *mix_rgb_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
bNode *input_attr_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
|
|
|
|
|
input_attr_alpha->locx = 400.0f;
|
|
|
|
|
input_attr_alpha->locy = 300.0f;
|
|
|
|
|
storage = (NodeShaderAttribute *)input_attr_alpha->storage;
|
|
|
|
|
BLI_strncpy(storage->name, "Alpha", sizeof(storage->name));
|
|
|
|
|
|
|
|
|
|
bNode *mix_rgb_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
|
|
|
|
|
mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
|
|
|
|
|
mix_rgb_alpha->locx = 600.0f;
|
|
|
|
|
mix_rgb_alpha->locy = 300.0f;
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
|
|
|
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
|
|
|
RNA_float_set(&toptr, "default_value", 0.0f);
|
|
|
|
|
|
|
|
|
|
bNode *shader_emission = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
|
|
|
|
|
shader_emission->locx = 400.0f;
|
|
|
|
|
shader_emission->locy = -200.0f;
|
|
|
|
|
|
|
|
|
|
bNode *input_light_path = nodeAddStaticNode(NULL, ntree, SH_NODE_LIGHT_PATH);
|
|
|
|
|
input_light_path->locx = 400.0f;
|
|
|
|
|
input_light_path->locy = 100.0f;
|
|
|
|
|
|
|
|
|
|
bNode *mix_shader_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
|
|
|
|
|
mix_shader_color->locx = 600.0f;
|
|
|
|
|
mix_shader_color->locy = -100.0f;
|
|
|
|
|
|
|
|
|
|
bNode *shader_transparent = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_TRANSPARENT);
|
|
|
|
|
shader_transparent->locx = 600.0f;
|
|
|
|
|
shader_transparent->locy = 100.0f;
|
|
|
|
|
|
|
|
|
|
bNode *mix_shader_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
|
|
|
|
|
mix_shader_alpha->locx = 800.0f;
|
|
|
|
|
mix_shader_alpha->locy = 100.0f;
|
|
|
|
|
|
|
|
|
|
bNode *output_material = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
|
|
|
|
|
output_material->locx = 1000.0f;
|
|
|
|
|
output_material->locy = 100.0f;
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->outputs, 0); // Color
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&shader_emission->inputs, 0); // Color
|
|
|
|
|
nodeAddLink(ntree, mix_rgb_color, fromsock, shader_emission, tosock);
|
|
|
|
|
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&shader_emission->outputs, 0); // Emission
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 2); // Shader (second)
|
|
|
|
|
nodeAddLink(ntree, shader_emission, fromsock, mix_shader_color, tosock);
|
|
|
|
|
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&input_light_path->outputs, 0); // In Camera Ray
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&output_material->inputs, 0); // Surface
|
|
|
|
|
nodeAddLink(ntree, mix_shader_alpha, fromsock, output_material, tosock);
|
|
|
|
|
|
|
|
|
|
if (output_linestyle) {
|
|
|
|
|
bNodeSocket *outsock;
|
|
|
|
|
bNodeLink *link;
|
|
|
|
|
|
|
|
|
|
mix_rgb_color->custom1 = output_linestyle->custom1; // blend_type
|
|
|
|
|
mix_rgb_color->custom2 = output_linestyle->custom2; // use_clamp
|
|
|
|
|
|
|
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 0); // Color
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 2); // Color2
|
|
|
|
|
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
|
|
|
|
|
if (link) {
|
|
|
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
|
|
|
|
|
}
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 1); // Color Fac
|
|
|
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
|
|
|
|
|
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
|
|
|
|
|
if (link) {
|
|
|
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, 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"));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 2); // Alpha
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 3); // Alpha Fac
|
|
|
|
|
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"));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
|
|
|
|
|
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
|
|
|
|
|
bNode *input_uvmap = nodeAddStaticNode(NULL, ntree, SH_NODE_UVMAP);
|
|
|
|
|
input_uvmap->locx = node->locx - 200.0f;
|
|
|
|
|
input_uvmap->locy = node->locy;
|
|
|
|
|
NodeShaderUVMap *storage = (NodeShaderUVMap *)input_uvmap->storage;
|
|
|
|
|
if (node->custom1 & 1) { // use_tips
|
|
|
|
|
BLI_strncpy(storage->uv_map, uvNames[1], sizeof(storage->uv_map));
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
BLI_strncpy(storage->uv_map, uvNames[0], sizeof(storage->uv_map));
|
|
|
|
|
}
|
|
|
|
|
fromsock = (bNodeSocket *)BLI_findlink(&input_uvmap->outputs, 0); // UV
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
nodeSetActive(ntree, output_material);
|
|
|
|
|
ntreeUpdateTree(bmain, ntree);
|
|
|
|
|
|
|
|
|
|
return ma;
|
2014-07-16 00:21:27 +09:00
|
|
|
}
|
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
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
RenderStrokeRepBasic(iStrokeRep);
|
2014-08-08 22:29:02 +09:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
|
2014-07-16 00:21:27 +09:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
bNodeTree *nt = iStrokeRep->getNodeTree();
|
|
|
|
|
Material *ma = (Material *)BLI_ghash_lookup(_nodetree_hash, nt);
|
|
|
|
|
if (!ma) {
|
|
|
|
|
ma = BlenderStrokeRenderer::GetStrokeShader(freestyle_bmain, nt, false);
|
|
|
|
|
BLI_ghash_insert(_nodetree_hash, nt, ma);
|
|
|
|
|
}
|
|
|
|
|
iStrokeRep->setMaterial(ma);
|
|
|
|
|
|
|
|
|
|
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);
|
2019-05-31 22:51:19 +10:00
|
|
|
if (visible_faces == 0) {
|
2019-04-17 06:17:24 +02:00
|
|
|
continue;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
|
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
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
int xl, xu, yl, yu;
|
|
|
|
|
Vec2r p;
|
|
|
|
|
|
|
|
|
|
xl = xu = yl = yu = 0;
|
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
|
|
|
p = svRep[i]->point2d();
|
2019-05-31 22:51:19 +10:00
|
|
|
if (p[0] < 0.0) {
|
2019-04-17 06:17:24 +02:00
|
|
|
xl++;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
|
|
|
|
else if (p[0] > _width) {
|
2019-04-17 06:17:24 +02:00
|
|
|
xu++;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
|
|
|
|
if (p[1] < 0.0) {
|
2019-04-17 06:17:24 +02:00
|
|
|
yl++;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
|
|
|
|
else if (p[1] > _height) {
|
2019-04-17 06:17:24 +02:00
|
|
|
yu++;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
return !(xl == 3 || xu == 3 || yl == 3 || yu == 3);
|
2014-05-09 11:58:25 +09:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Check the visibility of faces and strip segments.
|
2019-04-17 06:17:24 +02:00
|
|
|
void BlenderStrokeRenderer::test_strip_visibility(Strip::vertex_container &strip_vertices,
|
|
|
|
|
int *visible_faces,
|
|
|
|
|
int *visible_segments) const
|
2014-05-09 11:58:25 +09:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
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)++;
|
2019-05-31 22:51:19 +10:00
|
|
|
if (!visible) {
|
2019-04-17 06:17:24 +02:00
|
|
|
(*visible_segments)++;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
visible = true;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
visible = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
2014-05-09 11:58:25 +09:00
|
|
|
}
|
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
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
vector<StrokeGroup *>::const_iterator it, itend;
|
|
|
|
|
|
|
|
|
|
for (it = strokeGroups.begin(), itend = strokeGroups.end(); it != itend; ++it) {
|
|
|
|
|
delete (*it);
|
|
|
|
|
}
|
|
|
|
|
for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end(); it != itend; ++it) {
|
|
|
|
|
delete (*it);
|
|
|
|
|
}
|
2014-08-08 22:29:02 +09:00
|
|
|
}
|
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()
|
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
vector<StrokeGroup *>::const_iterator it, itend;
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
return get_stroke_count();
|
2015-01-17 22:33:13 +09:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Return the number of strokes
|
|
|
|
|
int BlenderStrokeRenderer::get_stroke_count() const
|
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return strokeGroups.size() + texturedStrokeGroups.size();
|
2014-08-08 22:29:02 +09:00
|
|
|
}
|
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
|
2019-04-17 08:24:14 +02:00
|
|
|
Object *object_mesh = BKE_object_add(
|
|
|
|
|
freestyle_bmain, freestyle_scene, (ViewLayer *)freestyle_scene->view_layers.first, OB_MESH);
|
2019-04-17 06:17:24 +02:00
|
|
|
DEG_relations_tag_update(freestyle_bmain);
|
2012-10-06 14:06:40 +00:00
|
|
|
#else
|
2019-04-17 06:17:24 +02:00
|
|
|
Object *object_mesh = NewMesh();
|
2012-10-06 14:06:40 +00:00
|
|
|
#endif
|
2019-04-17 06:17:24 +02:00
|
|
|
Mesh *mesh = (Mesh *)object_mesh->data;
|
|
|
|
|
|
|
|
|
|
mesh->totvert = group->totvert;
|
|
|
|
|
mesh->totedge = group->totedge;
|
|
|
|
|
mesh->totpoly = group->totpoly;
|
|
|
|
|
mesh->totloop = group->totloop;
|
|
|
|
|
mesh->totcol = group->totcol;
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
MVert *vertices = mesh->mvert;
|
|
|
|
|
MEdge *edges = mesh->medge;
|
|
|
|
|
MPoly *polys = mesh->mpoly;
|
|
|
|
|
MLoop *loops = mesh->mloop;
|
|
|
|
|
MLoopUV *loopsuv[2] = {NULL};
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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");
|
|
|
|
|
mesh->mloopcol = colors;
|
|
|
|
|
|
|
|
|
|
mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
|
|
|
|
|
|
|
|
|
|
////////////////////
|
|
|
|
|
// Data copy
|
|
|
|
|
////////////////////
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
for (vector<StrokeRep *>::const_iterator it = group->strokes.begin(),
|
|
|
|
|
itend = group->strokes.end();
|
|
|
|
|
it != itend;
|
|
|
|
|
++it) {
|
|
|
|
|
mesh->mat[material_index] = (*it)->getMaterial();
|
|
|
|
|
id_us_plus(&mesh->mat[material_index]->id);
|
|
|
|
|
|
|
|
|
|
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();
|
|
|
|
|
|
|
|
|
|
// count visible faces and strip segments
|
|
|
|
|
test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
|
2019-05-31 22:51:19 +10:00
|
|
|
if (visible_faces == 0) {
|
2019-04-17 06:17:24 +02:00
|
|
|
continue;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
|
v[0] = strip_vertices.begin();
|
|
|
|
|
v[1] = v[0] + 1;
|
|
|
|
|
v[2] = v[0] + 2;
|
|
|
|
|
|
|
|
|
|
visible = false;
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
|
|
// vertex
|
|
|
|
|
vertices->co[0] = svRep[2]->point2d()[0];
|
|
|
|
|
vertices->co[1] = svRep[2]->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;
|
|
|
|
|
|
|
|
|
|
// edges
|
|
|
|
|
edges->v1 = vertex_index - 1;
|
|
|
|
|
edges->v2 = vertex_index - 3;
|
|
|
|
|
++edges;
|
|
|
|
|
++edge_index;
|
|
|
|
|
|
|
|
|
|
edges->v1 = vertex_index - 1;
|
|
|
|
|
edges->v2 = vertex_index - 2;
|
|
|
|
|
++edges;
|
|
|
|
|
++edge_index;
|
|
|
|
|
|
|
|
|
|
// poly
|
|
|
|
|
polys->loopstart = loop_index;
|
|
|
|
|
polys->totloop = 3;
|
|
|
|
|
polys->mat_nr = material_index;
|
|
|
|
|
++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;
|
|
|
|
|
|
|
|
|
|
loops[1].v = vertex_index - 3;
|
|
|
|
|
loops[1].e = edge_index - 3;
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (is_odd) {
|
|
|
|
|
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]);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
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]);
|
|
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
} // loop over strip vertices
|
|
|
|
|
} // loop over strips
|
|
|
|
|
material_index++;
|
|
|
|
|
} // loop over strokes
|
|
|
|
|
|
|
|
|
|
test_object_materials(freestyle_bmain, object_mesh, (ID *)mesh);
|
|
|
|
|
|
|
|
|
|
#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);
|
|
|
|
|
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
|
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
Object *ob;
|
|
|
|
|
char name[MAX_ID_NAME];
|
|
|
|
|
unsigned int mesh_id = get_stroke_mesh_id();
|
2012-10-06 14:06:40 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_snprintf(name, MAX_ID_NAME, "0%08xOB", mesh_id);
|
|
|
|
|
ob = BKE_object_add_only_object(freestyle_bmain, OB_MESH, name);
|
|
|
|
|
BLI_snprintf(name, MAX_ID_NAME, "0%08xME", mesh_id);
|
|
|
|
|
ob->data = BKE_mesh_add(freestyle_bmain, name);
|
2012-10-06 14:06:40 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
Collection *collection_master = BKE_collection_master(freestyle_scene);
|
|
|
|
|
BKE_collection_object_add(freestyle_bmain, collection_master, ob);
|
|
|
|
|
DEG_graph_tag_relations_update(freestyle_depsgraph);
|
2014-01-15 17:42:01 +06:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
DEG_graph_id_tag_update(freestyle_bmain,
|
|
|
|
|
freestyle_depsgraph,
|
|
|
|
|
&ob->id,
|
|
|
|
|
ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
|
2012-10-06 14:06:40 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return ob;
|
2012-10-06 14:06:40 +00:00
|
|
|
}
|
|
|
|
|
|
2017-05-18 15:23:59 +02:00
|
|
|
Render *BlenderStrokeRenderer::RenderScene(Render * /*re*/, bool render)
|
2012-12-18 00:51:25 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
Camera *camera = (Camera *)freestyle_scene->camera->data;
|
2019-05-31 22:51:19 +10:00
|
|
|
if (camera->clip_end < _z) {
|
2019-04-17 06:17:24 +02:00
|
|
|
camera->clip_end = _z + _z_delta * 100.0f;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2013-01-03 23:27:20 +00:00
|
|
|
#if 0
|
2019-04-17 06:17:24 +02:00
|
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
|
|
|
cout << "clip_start " << camera->clip_start << ", clip_end " << camera->clip_end << endl;
|
|
|
|
|
}
|
2013-01-03 23:27:20 +00:00
|
|
|
#endif
|
2010-02-16 02:10:27 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
Render *freestyle_render = RE_NewSceneRender(freestyle_scene);
|
|
|
|
|
ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
|
|
|
|
|
DEG_graph_relations_update(freestyle_depsgraph, freestyle_bmain, freestyle_scene, view_layer);
|
2010-02-08 02:19:17 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
RE_RenderFreestyleStrokes(
|
|
|
|
|
freestyle_render, freestyle_bmain, freestyle_scene, render && get_stroke_count() > 0);
|
2013-04-18 12:11:50 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
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 */
|