500 lines
15 KiB
C++
500 lines
15 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
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* \ingroup freestyle
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*/
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#include "BlenderStrokeRenderer.h"
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#include "BlenderTextureManager.h"
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#include "../application/AppConfig.h"
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#include "../stroke/Canvas.h"
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#include "BKE_global.h"
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extern "C" {
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#include "MEM_guardedalloc.h"
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#include "DNA_camera_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "BKE_customdata.h"
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#include "BKE_depsgraph.h"
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#include "BKE_global.h"
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#include "BKE_library.h" /* free_libblock */
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#include "BKE_main.h" /* struct Main */
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "RE_pipeline.h"
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}
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namespace Freestyle {
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BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : StrokeRenderer()
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{
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freestyle_bmain = &re->freestyle_bmain;
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// TEMPORARY - need a texture manager
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_textureManager = new BlenderTextureManager;
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_textureManager->load();
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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 &
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~(R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR | R_BORDER);
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freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch
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freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch
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freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp;
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freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp;
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freestyle_scene->r.tilex = old_scene->r.tilex;
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freestyle_scene->r.tiley = old_scene->r.tiley;
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freestyle_scene->r.size = 100; // old_scene->r.size
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//freestyle_scene->r.maximsize = old_scene->r.maximsize; /* DEPRECATED */
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freestyle_scene->r.ocres = old_scene->r.ocres;
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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 & ~(R_SINGLE_LAYER | R_NO_FRAME_UPDATE);
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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.osa = old_scene->r.osa;
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freestyle_scene->r.filtertype = old_scene->r.filtertype;
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freestyle_scene->r.gauss = old_scene->r.gauss;
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freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
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BLI_strncpy(freestyle_scene->r.engine, old_scene->r.engine, sizeof(freestyle_scene->r.engine));
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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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BKE_scene_disable_color_management(freestyle_scene);
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if (G.debug & G_DEBUG_FREESTYLE) {
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printf("%s: %d threads\n", __func__, freestyle_scene->r.threads);
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}
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// Render layer
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SceneRenderLayer *srl = (SceneRenderLayer *)freestyle_scene->r.layers.first;
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srl->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA;
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BKE_scene_set_background(freestyle_bmain, freestyle_scene);
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// Camera
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Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, OB_CAMERA);
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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->clipsta = 0.1f;
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camera->clipend = 100.0f;
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_z_delta = 0.00001f;
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_z = camera->clipsta + _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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// Material
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material = BKE_material_add(freestyle_bmain, "stroke_material");
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material->mode |= MA_VERTEXCOLP;
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material->mode |= MA_TRANSP;
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material->mode |= MA_SHLESS;
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material->vcol_alpha = 1;
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// Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh())
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_mesh_id = 0xffffffff;
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}
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BlenderStrokeRenderer::~BlenderStrokeRenderer()
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{
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if (0 != _textureManager) {
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delete _textureManager;
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_textureManager = NULL;
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}
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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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for (Base *b = (Base *)freestyle_scene->base.first; b; b = b->next) {
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Object *ob = b->object;
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void *data = ob->data;
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char *name = ob->id.name;
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#if 0
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "removing " << name[0] << name[1] << ":" << (name+2) << endl;
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}
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#endif
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switch (ob->type) {
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case OB_MESH:
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BKE_libblock_free(freestyle_bmain, ob);
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BKE_libblock_free(freestyle_bmain, data);
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break;
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case OB_CAMERA:
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BKE_libblock_free(freestyle_bmain, ob);
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BKE_libblock_free(freestyle_bmain, data);
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freestyle_scene->camera = NULL;
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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] << ":" << (name + 2) << endl;
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}
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}
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BLI_freelistN(&freestyle_scene->base);
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// release material
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BKE_libblock_free(freestyle_bmain, material);
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}
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float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
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{
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float z = _z;
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BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
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if (!(_z < _z_delta * 100000.0f))
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self->_z_delta *= 10.0f;
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self->_z += _z_delta;
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return -z;
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}
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unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const
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{
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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;
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}
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void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
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{
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RenderStrokeRepBasic(iStrokeRep);
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}
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void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
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{
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////////////////////
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// Build up scene
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////////////////////
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vector<Strip*>& strips = iStrokeRep->getStrips();
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Strip::vertex_container::iterator v[3];
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StrokeVertexRep *svRep[3];
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/* Vec3r color[3]; */ /* UNUSED */
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unsigned int vertex_index, edge_index, loop_index;
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Vec2r p;
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for (vector<Strip*>::iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
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Strip::vertex_container& strip_vertices = (*s)->vertices();
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int strip_vertex_count = (*s)->sizeStrip();
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int xl, xu, yl, yu, n, visible_faces, visible_segments;
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bool visible;
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// iterate over all vertices and count visible faces and strip segments
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// (note: a strip segment is a series of visible faces, while two strip
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// segments are separated by one or more invisible faces)
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v[0] = strip_vertices.begin();
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v[1] = v[0] + 1;
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v[2] = v[0] + 2;
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visible_faces = visible_segments = 0;
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visible = false;
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for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
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svRep[0] = *(v[0]);
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svRep[1] = *(v[1]);
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svRep[2] = *(v[2]);
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xl = xu = yl = yu = 0;
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for (int j = 0; j < 3; j++) {
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p = svRep[j]->point2d();
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if (p[0] < 0.0)
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xl++;
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else if (p[0] > _width)
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xu++;
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if (p[1] < 0.0)
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yl++;
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else if (p[1] > _height)
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yu++;
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}
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if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
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visible = false;
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}
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else {
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visible_faces++;
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if (!visible)
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visible_segments++;
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visible = true;
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}
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}
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if (visible_faces == 0)
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continue;
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//me = Mesh.New()
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#if 0
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Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, OB_MESH);
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#else
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Object *object_mesh = NewMesh();
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#endif
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Mesh *mesh = (Mesh *)object_mesh->data;
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mesh->mat = (Material **)MEM_mallocN(1 * sizeof(Material *), "MaterialList");
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mesh->mat[0] = material;
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mesh->totcol = 1;
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test_object_materials(freestyle_bmain, (ID *)mesh);
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// vertices allocation
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mesh->totvert = visible_faces + visible_segments * 2;
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mesh->mvert = (MVert *)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
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// edges allocation
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mesh->totedge = visible_faces * 2 + visible_segments;
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mesh->medge = (MEdge *)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);
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// faces allocation
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mesh->totpoly = visible_faces;
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mesh->mpoly = (MPoly *)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);
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// loops allocation
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mesh->totloop = visible_faces * 3;
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mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);
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// colors allocation
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mesh->mloopcol = (MLoopCol *)CustomData_add_layer(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop);
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////////////////////
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// Data copy
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////////////////////
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MVert *vertices = mesh->mvert;
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MEdge *edges = mesh->medge;
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MPoly *polys = mesh->mpoly;
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MLoop *loops = mesh->mloop;
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MLoopCol *colors = mesh->mloopcol;
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v[0] = strip_vertices.begin();
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v[1] = v[0] + 1;
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v[2] = v[0] + 2;
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vertex_index = edge_index = loop_index = 0;
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visible = false;
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// Note: Mesh generation in the following loop assumes stroke strips
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// to be triangle strips.
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for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
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svRep[0] = *(v[0]);
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svRep[1] = *(v[1]);
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svRep[2] = *(v[2]);
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xl = xu = yl = yu = 0;
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for (int j = 0; j < 3; j++) {
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p = svRep[j]->point2d();
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if (p[0] < 0.0)
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xl++;
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else if (p[0] > _width)
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xu++;
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if (p[1] < 0.0)
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yl++;
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else if (p[1] > _height)
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yu++;
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}
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if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
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visible = false;
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}
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else {
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if (!visible) {
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// first vertex
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vertices->co[0] = svRep[0]->point2d()[0];
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vertices->co[1] = svRep[0]->point2d()[1];
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vertices->co[2] = get_stroke_vertex_z();
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++vertices;
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++vertex_index;
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// second vertex
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vertices->co[0] = svRep[1]->point2d()[0];
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vertices->co[1] = svRep[1]->point2d()[1];
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vertices->co[2] = get_stroke_vertex_z();
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++vertices;
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++vertex_index;
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// first edge
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edges->v1 = vertex_index - 2;
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edges->v2 = vertex_index - 1;
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++edges;
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++edge_index;
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}
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visible = true;
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// vertex
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vertices->co[0] = svRep[2]->point2d()[0];
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vertices->co[1] = svRep[2]->point2d()[1];
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vertices->co[2] = get_stroke_vertex_z();
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++vertices;
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++vertex_index;
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// edges
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edges->v1 = vertex_index - 1;
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edges->v2 = vertex_index - 3;
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++edges;
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++edge_index;
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edges->v1 = vertex_index - 1;
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edges->v2 = vertex_index - 2;
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++edges;
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++edge_index;
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// poly
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polys->loopstart = loop_index;
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polys->totloop = 3;
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++polys;
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// loops
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if (n % 2 == 0) {
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loops[0].v = vertex_index - 1;
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loops[0].e = edge_index - 1;
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loops[1].v = vertex_index - 2;
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loops[1].e = edge_index - 3;
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loops[2].v = vertex_index - 3;
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loops[2].e = edge_index - 2;
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}
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else {
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loops[0].v = vertex_index - 1;
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loops[0].e = edge_index - 2;
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loops[1].v = vertex_index - 3;
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loops[1].e = edge_index - 3;
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loops[2].v = vertex_index - 2;
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loops[2].e = edge_index - 1;
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}
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loops += 3;
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loop_index += 3;
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// colors
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if (n % 2 == 0) {
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colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
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colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
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colors[0].b = (short)(255.0f * svRep[2]->color()[2]);
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colors[0].a = (short)(255.0f * svRep[2]->alpha());
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colors[1].r = (short)(255.0f * svRep[1]->color()[0]);
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colors[1].g = (short)(255.0f * svRep[1]->color()[1]);
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colors[1].b = (short)(255.0f * svRep[1]->color()[2]);
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colors[1].a = (short)(255.0f * svRep[1]->alpha());
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colors[2].r = (short)(255.0f * svRep[0]->color()[0]);
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colors[2].g = (short)(255.0f * svRep[0]->color()[1]);
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colors[2].b = (short)(255.0f * svRep[0]->color()[2]);
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colors[2].a = (short)(255.0f * svRep[0]->alpha());
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}
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else {
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colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
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colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
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colors[0].b = (short)(255.0f * svRep[2]->color()[2]);
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colors[0].a = (short)(255.0f * svRep[2]->alpha());
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colors[1].r = (short)(255.0f * svRep[0]->color()[0]);
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colors[1].g = (short)(255.0f * svRep[0]->color()[1]);
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colors[1].b = (short)(255.0f * svRep[0]->color()[2]);
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colors[1].a = (short)(255.0f * svRep[0]->alpha());
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colors[2].r = (short)(255.0f * svRep[1]->color()[0]);
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colors[2].g = (short)(255.0f * svRep[1]->color()[1]);
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colors[2].b = (short)(255.0f * svRep[1]->color()[2]);
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colors[2].a = (short)(255.0f * svRep[1]->alpha());
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}
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colors += 3;
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}
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} // loop over strip vertices
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#if 0
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BKE_mesh_validate(mesh, true);
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#endif
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} // loop over strips
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}
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// A replacement of BKE_object_add() for better performance.
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Object *BlenderStrokeRenderer::NewMesh() const
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{
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Object *ob;
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Base *base;
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char name[MAX_ID_NAME];
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unsigned int mesh_id = get_stroke_mesh_id();
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/* XXX this is for later review, for now we start names with 27 (DEL)
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to allow ignoring them in DAG_ids_check_recalc() */
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BLI_snprintf(name, MAX_ID_NAME, "%c0%08xOB", 27, mesh_id);
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ob = BKE_object_add_only_object(freestyle_bmain, OB_MESH, name);
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BLI_snprintf(name, MAX_ID_NAME, "%c0%08xME", 27, mesh_id);
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ob->data = BKE_mesh_add(freestyle_bmain, name);
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ob->lay = 1;
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base = BKE_scene_base_add(freestyle_scene, ob);
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#if 0
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BKE_scene_base_deselect_all(scene);
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BKE_scene_base_select(scene, base);
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#else
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(void)base;
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#endif
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DAG_id_tag_update_ex(freestyle_bmain, &ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
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return ob;
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}
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Render *BlenderStrokeRenderer::RenderScene(Render *re, bool render)
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{
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Camera *camera = (Camera *)freestyle_scene->camera->data;
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if (camera->clipend < _z)
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camera->clipend = _z + _z_delta * 100.0f;
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#if 0
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "clipsta " << camera->clipsta << ", clipend " << camera->clipend << endl;
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}
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#endif
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Render *freestyle_render = RE_NewRender(freestyle_scene->id.name);
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RE_RenderFreestyleStrokes(freestyle_render, freestyle_bmain, freestyle_scene, render);
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return freestyle_render;
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}
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} /* namespace Freestyle */
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