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blender-archive/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.h
Brecht Van Lommel 209c5cebb0 Freestyle: use depsgraph to get geometry, instead of Blender Internal.
Some of the code is simpler because we use Blender's triangulation directly
instead of dealing with quads. Also some progress printing code was removed
because the depsgraph can not tell us the number of objects ahead of time.

Differential Revision: https://developer.blender.org/D3127
2018-04-09 11:21:14 +02:00

151 lines
4.0 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BLENDER_FILE_LOADER_H__
#define __BLENDER_FILE_LOADER_H__
/** \file blender/freestyle/intern/blender_interface/BlenderFileLoader.h
* \ingroup freestyle
*/
#include <string.h>
#include <float.h>
#include "../geometry/BBox.h"
#include "../geometry/Geom.h"
#include "../geometry/GeomCleaner.h"
#include "../geometry/GeomUtils.h"
#include "../scene_graph/IndexedFaceSet.h"
#include "../scene_graph/NodeGroup.h"
#include "../scene_graph/NodeTransform.h"
#include "../scene_graph/NodeShape.h"
#include "../system/FreestyleConfig.h"
#include "../system/RenderMonitor.h"
extern "C" {
#include "MEM_guardedalloc.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "renderdatabase.h"
#include "render_types.h"
#include "BKE_customdata.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_scene.h"
#include "BLI_iterator.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "DEG_depsgraph_query.h"
}
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
namespace Freestyle {
class NodeGroup;
struct LoaderState {
float *pv;
float *pn;
IndexedFaceSet::FaceEdgeMark *pm;
unsigned *pvi;
unsigned *pni;
unsigned *pmi;
unsigned currentIndex;
unsigned currentMIndex;
float minBBox[3];
float maxBBox[3];
};
class BlenderFileLoader
{
public:
/*! Builds a MaxFileLoader */
BlenderFileLoader(Render *re, ViewLayer *view_layer);
virtual ~BlenderFileLoader();
/*! Loads the 3D scene and returns a pointer to the scene root node */
NodeGroup * Load();
/*! Gets the number of read faces */
inline unsigned int numFacesRead() {return _numFacesRead;}
#if 0
/*! Gets the smallest edge size read */
inline real minEdgeSize() {return _minEdgeSize;}
#endif
/*! Modifiers */
inline void setRenderMonitor(RenderMonitor *iRenderMonitor) {_pRenderMonitor = iRenderMonitor;}
protected:
void insertShapeNode(Object *ob, Mesh *mesh, int id);
int testDegenerateTriangle(float v1[3], float v2[3], float v3[3]);
int countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3]);
void clipLine(float v1[3], float v2[3], float c[3], float z);
void clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
float triNormals[][3], float n1[3], float n2[3], float n3[3],
bool edgeMarks[5], bool em1, bool em2, bool em3, int clip[3]);
void addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3],
float n1[3], float n2[3], float n3[3], bool fm, bool em1, bool em2, bool em3);
protected:
struct detri_t {
unsigned viA, viB, viP; // 0 <= viA, viB, viP < viSize
Vec3r v;
unsigned n;
};
Render *_re;
ViewLayer *_view_layer;
NodeGroup *_Scene;
unsigned _numFacesRead;
#if 0
real _minEdgeSize;
#endif
bool _smooth; /* if true, face smoothness is taken into account */
float _viewplane_left;
float _viewplane_right;
float _viewplane_bottom;
float _viewplane_top;
float _z_near, _z_far;
float _z_offset;
RenderMonitor *_pRenderMonitor;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:BlenderFileLoader")
#endif
};
} /* namespace Freestyle */
#endif // __BLENDER_FILE_LOADER_H__