User notes ---------- Compositing, rendering of multi-layers in Eevee should be fully working now. Development notes ----------------- Up until now we were still using the same depsgraph for rendering and viewport evaluation. And we had to go out of our ways to be sure the depsgraphs were updated. Now we iterate over the (to be rendered) view layers and create a depsgraph to each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with this viewlayer/depsgraph/evaluation context. At this time we are not handling data persistency, Depsgraph is created from scratch prior to rendering each frame. So I got rid of most of the partial update calls we had during the render pipeline. Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles changes but this commit mark these changes as TODOs. Basically Cycles needs to render one layer at a time. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D3073
977 lines
32 KiB
C++
977 lines
32 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 "../application/AppConfig.h"
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#include "../stroke/Canvas.h"
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extern "C" {
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#include "MEM_guardedalloc.h"
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#include "RNA_access.h"
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#include "RNA_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_listBase.h"
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#include "DNA_linestyle_types.h"
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#include "DNA_material_types.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 "DNA_scene_types.h"
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#include "BKE_collection.h"
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#include "BKE_customdata.h"
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#include "BKE_idprop.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_material.h"
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#include "BKE_mesh.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "BLI_ghash.h"
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#include "BLI_listbase.h"
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#include "BLI_math_color.h"
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#include "BLI_math_vector.h"
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#include "BLI_utildefines.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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#include "RE_pipeline.h"
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#include "render_types.h"
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}
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#include <limits.h>
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namespace Freestyle {
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const char *BlenderStrokeRenderer::uvNames[] = {"along_stroke", "along_stroke_tips"};
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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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freestyle_depsgraph = DEG_graph_new();
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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 | R_MULTIVIEW);
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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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BKE_viewrender_copy(&freestyle_scene->view_render, &old_scene->view_render);
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "Stroke rendering engine : " << freestyle_scene->view_render.engine_id << 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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if (STREQ(freestyle_scene->view_render.engine_id, RE_engine_id_CYCLES)) {
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/* Render with transparent background. */
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PointerRNA freestyle_scene_ptr;
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RNA_id_pointer_create(&freestyle_scene->id, &freestyle_scene_ptr);
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PointerRNA freestyle_cycles_ptr = RNA_pointer_get(&freestyle_scene_ptr, "cycles");
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RNA_boolean_set(&freestyle_cycles_ptr, "film_transparent", 1);
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}
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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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DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &freestyle_scene->id, 0);
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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(freestyle_bmain, freestyle_scene, view_layer, OB_CAMERA, NULL);
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DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &object_camera->id, 0);
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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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// Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh())
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_mesh_id = 0xffffffff;
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// Check if the rendering engine uses new shading nodes
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_use_shading_nodes = BKE_scene_use_new_shading_nodes(freestyle_scene);
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// Create a bNodeTree-to-Material hash table
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if (_use_shading_nodes)
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_nodetree_hash = BLI_ghash_ptr_new("BlenderStrokeRenderer::_nodetree_hash");
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else
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_nodetree_hash = NULL;
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// New IDs were added, tag relations for update.
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DEG_graph_tag_relations_update(freestyle_depsgraph);
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}
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BlenderStrokeRenderer::~BlenderStrokeRenderer()
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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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ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
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for (Base *b = (Base *)view_layer->object_bases.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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// Make sure we don't have any bases which might reference freed objects.
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FOREACH_SCENE_COLLECTION(freestyle_scene, sc)
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{
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BLI_freelistN(&sc->objects);
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}
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FOREACH_SCENE_COLLECTION_END
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BLI_freelistN(&view_layer->object_bases);
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// release materials
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Link *lnk = (Link *)freestyle_bmain->mat.first;
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while (lnk)
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{
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Material *ma = (Material*)lnk;
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// We want to retain the linestyle mtexs, so let's detach them first
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for (int a = 0; a < MAX_MTEX; a++) {
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if (ma->mtex[a]) {
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ma->mtex[a] = NULL;
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}
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else {
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break; // Textures are ordered, no empty slots between two textures
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}
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}
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lnk = lnk->next;
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BKE_libblock_free(freestyle_bmain, ma);
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}
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if (_use_shading_nodes)
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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();
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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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Material* BlenderStrokeRenderer::GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user)
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{
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Material *ma = BKE_material_add(bmain, "stroke_shader");
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bNodeTree *ntree;
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bNode *output_linestyle = NULL;
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bNodeSocket *fromsock, *tosock;
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PointerRNA fromptr, toptr;
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NodeShaderAttribute *storage;
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id_us_min(&ma->id);
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if (iNodeTree) {
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// make a copy of linestyle->nodetree
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ntree = ntreeCopyTree_ex(iNodeTree, bmain, do_id_user);
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// find the active Output Line Style node
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for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
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if (node->type == SH_NODE_OUTPUT_LINESTYLE && (node->flag & NODE_DO_OUTPUT)) {
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output_linestyle = node;
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break;
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}
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}
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}
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else {
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ntree = ntreeAddTree(NULL, "stroke_shader", "ShaderNodeTree");
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}
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ma->nodetree = ntree;
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ma->use_nodes = 1;
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bNode *input_attr_color = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
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input_attr_color->locx = 0.0f;
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input_attr_color->locy = -200.0f;
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storage = (NodeShaderAttribute *)input_attr_color->storage;
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BLI_strncpy(storage->name, "Color", sizeof(storage->name));
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bNode *mix_rgb_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
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mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix
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mix_rgb_color->locx = 200.0f;
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mix_rgb_color->locy = -200.0f;
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tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
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RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
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RNA_float_set(&toptr, "default_value", 0.0f);
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bNode *input_attr_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
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input_attr_alpha->locx = 400.0f;
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input_attr_alpha->locy = 300.0f;
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storage = (NodeShaderAttribute *)input_attr_alpha->storage;
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BLI_strncpy(storage->name, "Alpha", sizeof(storage->name));
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bNode *mix_rgb_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
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mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
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mix_rgb_alpha->locx = 600.0f;
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mix_rgb_alpha->locy = 300.0f;
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tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
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RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
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RNA_float_set(&toptr, "default_value", 0.0f);
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bNode *shader_emission = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
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shader_emission->locx = 400.0f;
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shader_emission->locy = -200.0f;
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bNode *input_light_path = nodeAddStaticNode(NULL, ntree, SH_NODE_LIGHT_PATH);
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input_light_path->locx = 400.0f;
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input_light_path->locy = 100.0f;
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bNode *mix_shader_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
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mix_shader_color->locx = 600.0f;
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mix_shader_color->locy = -100.0f;
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bNode *shader_transparent = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_TRANSPARENT);
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shader_transparent->locx = 600.0f;
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shader_transparent->locy = 100.0f;
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bNode *mix_shader_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
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mix_shader_alpha->locx = 800.0f;
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mix_shader_alpha->locy = 100.0f;
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bNode *output_material = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
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output_material->locx = 1000.0f;
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output_material->locy = 100.0f;
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fromsock = (bNodeSocket *)BLI_findlink(&input_attr_color->outputs, 0); // Color
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tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 1); // Color1
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nodeAddLink(ntree, input_attr_color, fromsock, mix_rgb_color, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->outputs, 0); // Color
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tosock = (bNodeSocket *)BLI_findlink(&shader_emission->inputs, 0); // Color
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nodeAddLink(ntree, mix_rgb_color, fromsock, shader_emission, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&shader_emission->outputs, 0); // Emission
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 2); // Shader (second)
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nodeAddLink(ntree, shader_emission, fromsock, mix_shader_color, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&input_light_path->outputs, 0); // In Camera Ray
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 0); // Fac
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nodeAddLink(ntree, input_light_path, fromsock, mix_shader_color, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->outputs, 0); // Color
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 0); // Fac
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nodeAddLink(ntree, mix_rgb_alpha, fromsock, mix_shader_alpha, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&input_attr_alpha->outputs, 0); // Color
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tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 1); // Color1
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nodeAddLink(ntree, input_attr_alpha, fromsock, mix_rgb_alpha, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&shader_transparent->outputs, 0); // BSDF
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 1); // Shader (first)
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nodeAddLink(ntree, shader_transparent, fromsock, mix_shader_alpha, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_color->outputs, 0); // Shader
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 2); // Shader (second)
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nodeAddLink(ntree, mix_shader_color, fromsock, mix_shader_alpha, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->outputs, 0); // Shader
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tosock = (bNodeSocket *)BLI_findlink(&output_material->inputs, 0); // Surface
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nodeAddLink(ntree, mix_shader_alpha, fromsock, output_material, tosock);
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if (output_linestyle) {
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bNodeSocket *outsock;
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bNodeLink *link;
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mix_rgb_color->custom1 = output_linestyle->custom1; // blend_type
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mix_rgb_color->custom2 = output_linestyle->custom2; // use_clamp
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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;
|
|
}
|
|
|
|
void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
|
|
{
|
|
RenderStrokeRepBasic(iStrokeRep);
|
|
}
|
|
|
|
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
|
|
{
|
|
if (_use_shading_nodes) {
|
|
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);
|
|
}
|
|
else {
|
|
bool has_mat = false;
|
|
int a = 0;
|
|
|
|
// Look for a good existing material
|
|
for (Link *lnk = (Link *)freestyle_bmain->mat.first; lnk; lnk = lnk->next) {
|
|
Material *ma = (Material*)lnk;
|
|
bool texs_are_good = true;
|
|
// as soon as textures differ it's not the right one
|
|
for (int a = 0; a < MAX_MTEX; a++) {
|
|
if (ma->mtex[a] != iStrokeRep->getMTex(a)) {
|
|
texs_are_good = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (texs_are_good) {
|
|
iStrokeRep->setMaterial(ma);
|
|
has_mat = true;
|
|
break; // if textures are good, no need to search anymore
|
|
}
|
|
}
|
|
|
|
// If still no material, create one
|
|
if (!has_mat) {
|
|
Material *ma = BKE_material_add(freestyle_bmain, "stroke_material");
|
|
DEG_relations_tag_update(freestyle_bmain);
|
|
ma->mode |= MA_VERTEXCOLP;
|
|
ma->mode |= MA_TRANSP;
|
|
ma->mode |= MA_SHLESS;
|
|
ma->vcol_alpha = 1;
|
|
|
|
id_us_min(&ma->id);
|
|
|
|
// Textures
|
|
while (iStrokeRep->getMTex(a)) {
|
|
ma->mtex[a] = (MTex *)iStrokeRep->getMTex(a);
|
|
|
|
// We'll generate both with tips and without tips
|
|
// coordinates, on two different UV layers.
|
|
if (ma->mtex[a]->texflag & MTEX_TIPS) {
|
|
BLI_strncpy(ma->mtex[a]->uvname, uvNames[1], sizeof(ma->mtex[a]->uvname));
|
|
}
|
|
else {
|
|
BLI_strncpy(ma->mtex[a]->uvname, uvNames[0], sizeof(ma->mtex[a]->uvname));
|
|
}
|
|
a++;
|
|
}
|
|
|
|
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);
|
|
if (visible_faces == 0)
|
|
continue;
|
|
|
|
totvert += visible_faces + visible_segments * 2;
|
|
totedge += visible_faces * 2 + visible_segments;
|
|
totpoly += visible_faces;
|
|
totloop += visible_faces * 3;
|
|
}
|
|
|
|
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this); // FIXME
|
|
vector<StrokeGroup*> *groups = hasTex ? &self->texturedStrokeGroups : &self->strokeGroups;
|
|
StrokeGroup *group;
|
|
if (groups->empty() || !(groups->back()->totvert + totvert < MESH_MAX_VERTS &&
|
|
groups->back()->totcol + 1 < MAXMAT))
|
|
{
|
|
group = new StrokeGroup;
|
|
groups->push_back(group);
|
|
}
|
|
else {
|
|
group = groups->back();
|
|
}
|
|
group->strokes.push_back(iStrokeRep);
|
|
group->totvert += totvert;
|
|
group->totedge += totedge;
|
|
group->totpoly += totpoly;
|
|
group->totloop += totloop;
|
|
group->totcol++;
|
|
}
|
|
|
|
// Check if the triangle is visible (i.e., within the render image boundary)
|
|
bool BlenderStrokeRenderer::test_triangle_visibility(StrokeVertexRep *svRep[3]) const
|
|
{
|
|
int xl, xu, yl, yu;
|
|
Vec2r p;
|
|
|
|
xl = xu = yl = yu = 0;
|
|
for (int i = 0; i < 3; i++) {
|
|
p = svRep[i]->point2d();
|
|
if (p[0] < 0.0)
|
|
xl++;
|
|
else if (p[0] > _width)
|
|
xu++;
|
|
if (p[1] < 0.0)
|
|
yl++;
|
|
else if (p[1] > _height)
|
|
yu++;
|
|
}
|
|
return !(xl == 3 || xu == 3 || yl == 3 || yu == 3);
|
|
}
|
|
|
|
// Check the visibility of faces and strip segments.
|
|
void BlenderStrokeRenderer::test_strip_visibility(Strip::vertex_container& strip_vertices,
|
|
int *visible_faces, int *visible_segments) const
|
|
{
|
|
const int strip_vertex_count = strip_vertices.size();
|
|
Strip::vertex_container::iterator v[3];
|
|
StrokeVertexRep *svRep[3];
|
|
bool visible;
|
|
|
|
// iterate over all vertices and count visible faces and strip segments
|
|
// (note: a strip segment is a series of visible faces, while two strip
|
|
// segments are separated by one or more invisible faces)
|
|
v[0] = strip_vertices.begin();
|
|
v[1] = v[0] + 1;
|
|
v[2] = v[0] + 2;
|
|
*visible_faces = *visible_segments = 0;
|
|
visible = false;
|
|
for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
|
|
svRep[0] = *(v[0]);
|
|
svRep[1] = *(v[1]);
|
|
svRep[2] = *(v[2]);
|
|
if (test_triangle_visibility(svRep)) {
|
|
(*visible_faces)++;
|
|
if (!visible)
|
|
(*visible_segments)++;
|
|
visible = true;
|
|
}
|
|
else {
|
|
visible = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Release allocated memory for stroke groups
|
|
void BlenderStrokeRenderer::FreeStrokeGroups()
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
// Build a scene populated by mesh objects representing stylized strokes
|
|
int BlenderStrokeRenderer::GenerateScene()
|
|
{
|
|
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();
|
|
}
|
|
|
|
// Return the number of strokes
|
|
int BlenderStrokeRenderer::get_stroke_count() const
|
|
{
|
|
return strokeGroups.size() + texturedStrokeGroups.size();
|
|
}
|
|
|
|
// Build a mesh object representing a group of stylized strokes
|
|
void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
|
|
{
|
|
#if 0
|
|
Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, (ViewLayer *)freestyle_scene->view_layers.first, OB_MESH);
|
|
DEG_relations_tag_update(freestyle_bmain);
|
|
#else
|
|
Object *object_mesh = NewMesh();
|
|
#endif
|
|
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);
|
|
if (visible_faces == 0)
|
|
continue;
|
|
|
|
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(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);
|
|
#endif
|
|
}
|
|
|
|
// A replacement of BKE_object_add() for better performance.
|
|
Object *BlenderStrokeRenderer::NewMesh() const
|
|
{
|
|
Object *ob;
|
|
char name[MAX_ID_NAME];
|
|
unsigned int mesh_id = get_stroke_mesh_id();
|
|
|
|
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);
|
|
ob->lay = 1;
|
|
|
|
SceneCollection *sc_master = BKE_collection_master(&freestyle_scene->id);
|
|
BKE_collection_object_add(&freestyle_scene->id, sc_master, ob);
|
|
DEG_graph_tag_relations_update(freestyle_depsgraph);
|
|
|
|
DEG_graph_id_tag_update(freestyle_bmain,
|
|
freestyle_depsgraph,
|
|
&ob->id,
|
|
OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
|
|
|
|
return ob;
|
|
}
|
|
|
|
Render *BlenderStrokeRenderer::RenderScene(Render * /*re*/, bool render)
|
|
{
|
|
Camera *camera = (Camera *)freestyle_scene->camera->data;
|
|
if (camera->clipend < _z)
|
|
camera->clipend = _z + _z_delta * 100.0f;
|
|
#if 0
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "clipsta " << camera->clipsta << ", clipend " << camera->clipend << endl;
|
|
}
|
|
#endif
|
|
|
|
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);
|
|
|
|
RE_RenderFreestyleStrokes(freestyle_render, freestyle_bmain, freestyle_scene,
|
|
render && get_stroke_count() > 0);
|
|
|
|
return freestyle_render;
|
|
}
|
|
|
|
} /* namespace Freestyle */
|