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blender-archive/source/blender/freestyle/intern/stroke/BlenderStrokeRenderer.cpp
Tamito Kajiyama 2bcb57f29b Second attempt for properly releasing temporary objects and their data
blocks in BlenderStrokeRenderer::~BlenderStrokeRenderer().
2009-07-22 23:27:10 +00:00

283 lines
7.0 KiB
C++

# include "BlenderStrokeRenderer.h"
# include "Canvas.h"
# include "../app_blender/AppConfig.h"
# include "../rendering/GLStrokeRenderer.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_screen_types.h"
#include "BIF_drawscene.h"
#include "BIF_renderwin.h"
#include "BIF_writeimage.h"
#include "BKE_customdata.h"
#include "BKE_global.h"
#include "BKE_library.h" /* free_libblock */
#include "BKE_material.h"
#include "BKE_main.h" /* struct Main */
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BSE_sequence.h" /* to clear_scene_in_allseqs */
#include "BSE_node.h" /* to clear_scene_in_nodes */
#include "BSE_edit.h" /* countall */
#include "RE_pipeline.h"
#ifdef __cplusplus
}
#endif
BlenderStrokeRenderer::BlenderStrokeRenderer()
:StrokeRenderer(){
// TEMPORARY - need a texture manager
_textureManager = new GLTextureManager;
_textureManager->load();
// Scene.New("FreestyleStrokes")
old_scene = G.scene;
objects.first = objects.last = NULL;
ListBase lb;
scene = add_scene("freestyle_strokes");
lb = scene->r.layers;
scene->r= old_scene->r;
scene->r.layers= lb;
set_scene_bg( scene );
// image dimensions
float width = scene->r.xsch;
float height = scene->r.ysch;
// Camera
Object* object_camera = add_object(OB_CAMERA);
Camera* camera = (Camera *) object_camera->data;
camera->type = CAM_ORTHO;
camera->ortho_scale = max(width,height);
object_camera->loc[0] = 0.5 * width;
object_camera->loc[1] = 0.5 * height;
object_camera->loc[2] = 1.0;
scene->camera = object_camera;
store_object(object_camera);
// Material
material = add_material("stroke_material");
material->mode |= MA_VERTEXCOLP;
material->mode |= MA_SHLESS;
}
BlenderStrokeRenderer::~BlenderStrokeRenderer(){
if(0 != _textureManager)
{
delete _textureManager;
_textureManager = 0;
}
// release scene
free_libblock( &G.main->scene, scene );
// release objects and data blocks
LinkData *link = (LinkData *)objects.first;
while(link) {
Object *ob = (Object *)link->data;
void *data = ob->data;
char name[24];
strcpy(name, ob->id.name);
//cout << "removing " << name[0] << name[1] << ":" << (name+2) << endl;
switch (ob->type) {
case OB_MESH:
free_libblock( &G.main->object, ob );
free_libblock( &G.main->mesh, data );
break;
case OB_CAMERA:
free_libblock( &G.main->object, ob );
free_libblock( &G.main->camera, data );
break;
default:
cerr << "Warning: unexpected object in the scene: " << name[0] << name[1] << ":" << (name+2) << endl;
}
link = link->next;
}
BLI_freelistN( &objects );
// release material
free_libblock( &G.main->mat, material );
set_scene_bg( old_scene );
}
void BlenderStrokeRenderer::store_object(Object *ob) const {
LinkData *link = (LinkData *)MEM_callocN(sizeof(LinkData), "temporary object" );
link->data = ob;
BLI_addhead(const_cast<ListBase *>(&objects), link);
}
void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const{
RenderStrokeRepBasic(iStrokeRep);
}
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const{
////////////////////
// Build up scene
////////////////////
vector<Strip*>& strips = iStrokeRep->getStrips();
Strip::vertex_container::iterator v[3];
StrokeVertexRep *svRep[3];
Vec3r color[3];
unsigned int face_index;
for(vector<Strip*>::iterator s=strips.begin(), send=strips.end();
s!=send;
++s){
// me = Mesh.New()
Object* object_mesh = add_object(OB_MESH);
Mesh* mesh = (Mesh *) object_mesh->data;
MEM_freeN(mesh->bb);
mesh->bb= NULL;
mesh->id.us = 0;
store_object(object_mesh);
#if 1
// me.materials = [mat]
mesh->mat = ( Material ** ) MEM_mallocN( 1 * sizeof( Material * ), "MaterialList" );
mesh->mat[0] = material;
mesh->totcol = 1;
test_object_materials( (ID*) mesh );
#else
assign_material(object_mesh, material, object_mesh->totcol+1);
object_mesh->actcol= object_mesh->totcol;
#endif
int strip_vertex_count = (*s)->sizeStrip();
// vertices allocation
mesh->totvert = strip_vertex_count;
mesh->mvert = (MVert*) CustomData_add_layer( &mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
// faces allocation
mesh->totface = strip_vertex_count - 2;
mesh->mface = (MFace*) CustomData_add_layer( &mesh->fdata, CD_MFACE, CD_CALLOC, NULL, mesh->totface);
// colors allocation - me.vertexColors = True
mesh->mcol = (MCol *) CustomData_add_layer( &mesh->fdata, CD_MCOL, CD_CALLOC, NULL, mesh->totface );
////////////////////
// Data copy
////////////////////
MVert* vertices = mesh->mvert;
MFace* faces = mesh->mface;
MCol* colors = mesh->mcol;
Strip::vertex_container& strip_vertices = (*s)->vertices();
v[0] = strip_vertices.begin();
v[1] = v[0]; ++(v[1]);
v[2] = v[1]; ++(v[2]);
// first vertex
svRep[0] = *(v[0]);
vertices->co[0] = svRep[0]->point2d()[0];
vertices->co[1] = svRep[0]->point2d()[1];
vertices->co[2] = 0.0;
++vertices;
// second vertex
svRep[1] = *(v[1]);
vertices->co[0] = svRep[1]->point2d()[0];
vertices->co[1] = svRep[1]->point2d()[1];
vertices->co[2] = 0.0;
++vertices;
// iterating over subsequent vertices: each vertex adds a new face
face_index = 0;
while( v[2] != strip_vertices.end() )
{
// INPUT
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
color[0] = svRep[0]->color();
color[1] = svRep[1]->color();
color[2] = svRep[2]->color();
// vertex
vertices->co[0] = svRep[2]->point2d()[0];
vertices->co[1] = svRep[2]->point2d()[1];
vertices->co[2] = 0.0;
// faces
faces->v1 = face_index;
faces->v2 = face_index + 1;
faces->v3 = face_index + 2;
faces->v4 = 0;
// colors
// red and blue are swapped - cf DNA_meshdata_types.h : MCol
colors->r = (short)(255.0f*(color[0])[2]);
colors->g = (short)(255.0f*(color[0])[1]);
colors->b = (short)(255.0f*(color[0])[0]);
colors->a = (short)(255.0f*svRep[0]->alpha());
++colors;
colors->r = (short)(255.0f*(color[1])[2]);
colors->g = (short)(255.0f*(color[1])[1]);
colors->b = (short)(255.0f*(color[1])[0]);
colors->a = (short)(255.0f*svRep[1]->alpha());
++colors;
colors->r = (short)(255.0f*(color[2])[2]);
colors->g = (short)(255.0f*(color[2])[1]);
colors->b = (short)(255.0f*(color[2])[0]);
colors->a = (short)(255.0f*svRep[2]->alpha());
++colors;
// ITERATION
++v[0]; ++v[1]; ++v[2];
++faces; ++vertices; ++colors;
++face_index;
} // loop over strip vertices
} // loop over strips
}
Render* BlenderStrokeRenderer::RenderScene( Render *re ) {
scene->r.mode &= ~( R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR );
scene->r.scemode &= ~( R_SINGLE_LAYER );
scene->r.planes = R_PLANES32;
scene->r.imtype = R_PNG;
Render* freestyle_render = RE_NewRender(scene->id.name);
RE_BlenderFrame( freestyle_render, scene, 1);
return freestyle_render;
}