This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/freestyle/intern/application/Controller.cpp
Tamito Kajiyama 77b37fa461 Freestyle: Fix for VC++ warnings about 'hypot' macro redefinitions (Part 3).
(See commit e1771e72fbbf828dbf5bed871b814288389f3611 for more detail of
the problem).

Made changes to intern/view_map/Interface0D.h and intern/python/Director.h to
avoid #include <Python.h> and keep non-Python header files independent of it.
2014-04-17 14:37:08 +09:00

1051 lines
25 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 *****
*/
/** \file blender/freestyle/intern/application/Controller.cpp
* \ingroup freestyle
*/
extern "C" {
#include <Python.h>
}
#include <string>
#include <fstream>
#include <float.h>
#include "AppView.h"
#include "AppCanvas.h"
#include "AppConfig.h"
#include "Controller.h"
#include "../image/Image.h"
#include "../scene_graph/NodeDrawingStyle.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/NodeTransform.h"
#include "../scene_graph/ScenePrettyPrinter.h"
#include "../scene_graph/VertexRep.h"
#include "../stroke/PSStrokeRenderer.h"
#include "../stroke/TextStrokeRenderer.h"
#include "../stroke/StrokeTesselator.h"
#include "../stroke/StyleModule.h"
#include "../system/StringUtils.h"
#include "../system/PythonInterpreter.h"
#include "../view_map/SteerableViewMap.h"
#include "../view_map/ViewMap.h"
#include "../view_map/ViewMapIO.h"
#include "../view_map/ViewMapTesselator.h"
#include "../winged_edge/Curvature.h"
#include "../winged_edge/WEdge.h"
#include "../winged_edge/WingedEdgeBuilder.h"
#include "../winged_edge/WXEdgeBuilder.h"
#include "../blender_interface/BlenderFileLoader.h"
#include "../blender_interface/BlenderStrokeRenderer.h"
#include "../blender_interface/BlenderStyleModule.h"
#include "BKE_global.h"
#include "DNA_freestyle_types.h"
#include "FRS_freestyle.h"
namespace Freestyle {
Controller::Controller()
{
const string sep(Config::DIR_SEP.c_str());
#if 0
const string filename = Config::Path::getInstance()->getHomeDir() + sep + Config::OPTIONS_DIR + sep +
Config::OPTIONS_CURRENT_DIRS_FILE;
_current_dirs = new ConfigIO(filename, Config::APPLICATION_NAME + "CurrentDirs", true);
#endif
_RootNode = new NodeGroup;
_RootNode->addRef();
_SilhouetteNode = NULL;
#if 0
_ProjectedSilhouette = NULL;
_VisibleProjectedSilhouette = NULL;
#endif
_DebugNode = new NodeGroup;
_DebugNode->addRef();
_winged_edge = NULL;
_pView = NULL;
_pRenderMonitor = NULL;
_edgeTesselationNature = (Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE);
_ProgressBar = new ProgressBar;
_SceneNumFaces = 0;
_minEdgeSize = DBL_MAX;
_EPSILON = 1.0e-6;
_bboxDiag = 0;
_ViewMap = 0;
_Canvas = 0;
_VisibilityAlgo = ViewMapBuilder::ray_casting_adaptive_traditional;
//_VisibilityAlgo = ViewMapBuilder::ray_casting;
_Canvas = new AppCanvas;
_inter = new PythonInterpreter();
_EnableQI = true;
_EnableFaceSmoothness = false;
_ComputeRidges = true;
_ComputeSteerableViewMap = false;
_ComputeSuggestive = true;
_ComputeMaterialBoundaries = true;
_sphereRadius = 1.0;
_creaseAngle = 134.43;
init_options();
}
Controller::~Controller()
{
if (NULL != _RootNode) {
int ref = _RootNode->destroy();
if (0 == ref)
delete _RootNode;
}
if (NULL != _SilhouetteNode) {
int ref = _SilhouetteNode->destroy();
if (0 == ref)
delete _SilhouetteNode;
}
if (NULL != _DebugNode) {
int ref = _DebugNode->destroy();
if (0 == ref)
delete _DebugNode;
}
if (_winged_edge) {
delete _winged_edge;
_winged_edge = NULL;
}
if (0 != _ViewMap) {
delete _ViewMap;
_ViewMap = 0;
}
if (0 != _Canvas) {
delete _Canvas;
_Canvas = 0;
}
if (_inter) {
delete _inter;
_inter = NULL;
}
if (_ProgressBar) {
delete _ProgressBar;
_ProgressBar = NULL;
}
//delete _current_dirs;
}
void Controller::setView(AppView *iView)
{
if (NULL == iView)
return;
_pView = iView;
_Canvas->setViewer(_pView);
}
void Controller::setRenderMonitor(RenderMonitor *iRenderMonitor)
{
_pRenderMonitor = iRenderMonitor;
}
void Controller::setPassDiffuse(float *buf, int width, int height)
{
AppCanvas *app_canvas = dynamic_cast<AppCanvas *>(_Canvas);
assert(app_canvas != 0);
app_canvas->setPassDiffuse(buf, width, height);
}
void Controller::setPassZ(float *buf, int width, int height)
{
AppCanvas *app_canvas = dynamic_cast<AppCanvas *>(_Canvas);
assert(app_canvas != 0);
app_canvas->setPassZ(buf, width, height);
}
void Controller::setContext(bContext *C)
{
PythonInterpreter *py_inter = dynamic_cast<PythonInterpreter*>(_inter);
py_inter->setContext(C);
}
int Controller::LoadMesh(Render *re, SceneRenderLayer *srl)
{
BlenderFileLoader loader(re, srl);
loader.setRenderMonitor(_pRenderMonitor);
_Chrono.start();
NodeGroup *blenderScene = loader.Load();
if (blenderScene == NULL) {
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Cannot load scene" << endl;
}
return 1;
}
if (blenderScene->numberOfChildren() < 1) {
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Empty scene" << endl;
}
blenderScene->destroy();
delete blenderScene;
return 1;
}
real duration = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Scene loaded" << endl;
printf("Mesh cleaning : %lf\n", duration);
}
_SceneNumFaces += loader.numFacesRead();
if (loader.minEdgeSize() < _minEdgeSize) {
_minEdgeSize = loader.minEdgeSize();
}
#if 0 // DEBUG
ScenePrettyPrinter spp;
blenderScene->accept(spp);
#endif
_RootNode->AddChild(blenderScene);
_RootNode->UpdateBBox(); // FIXME: Correct that by making a Renderer to compute the bbox
_pView->setModel(_RootNode);
//_pView->FitBBox();
if (_pRenderMonitor->testBreak())
return 0;
_Chrono.start();
WXEdgeBuilder wx_builder;
wx_builder.setRenderMonitor(_pRenderMonitor);
blenderScene->accept(wx_builder);
_winged_edge = wx_builder.getWingedEdge();
duration = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
printf("WEdge building : %lf\n", duration);
}
#if 0
_pView->setDebug(_DebugNode);
// delete stuff
if (0 != ws_builder) {
delete ws_builder;
ws_builder = 0;
}
soc QFileInfo qfi(iFileName);
soc string basename((const char*)qfi.fileName().toAscii().data());
char cleaned[FILE_MAX];
BLI_strncpy(cleaned, iFileName, FILE_MAX);
BLI_cleanup_file(NULL, cleaned);
string basename = string(cleaned);
#endif
_ListOfModels.push_back("Blender_models");
_Scene3dBBox = _RootNode->bbox();
_bboxDiag = (_RootNode->bbox().getMax() - _RootNode->bbox().getMin()).norm();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Triangles nb : " << _SceneNumFaces << endl;
cout << "Bounding Box : " << _bboxDiag << endl;
}
ClearRootNode();
return 0;
}
void Controller::CloseFile()
{
WShape::setCurrentId(0);
_ListOfModels.clear();
// We deallocate the memory:
ClearRootNode();
DeleteWingedEdge();
DeleteViewMap();
// clears the canvas
_Canvas->Clear();
// soc: reset passes
setPassDiffuse(NULL, 0, 0);
setPassZ(NULL, 0, 0);
}
void Controller::ClearRootNode()
{
_pView->DetachModel();
if (NULL != _RootNode) {
int ref = _RootNode->destroy();
if (0 == ref)
_RootNode->addRef();
_RootNode->clearBBox();
}
}
void Controller::DeleteWingedEdge()
{
if (_winged_edge) {
delete _winged_edge;
_winged_edge = NULL;
}
// clears the grid
_Grid.clear();
_Scene3dBBox.clear();
_SceneNumFaces = 0;
_minEdgeSize = DBL_MAX;
}
void Controller::DeleteViewMap()
{
_pView->DetachSilhouette();
if (NULL != _SilhouetteNode) {
int ref = _SilhouetteNode->destroy();
if (0 == ref) {
delete _SilhouetteNode;
_SilhouetteNode = NULL;
}
}
#if 0
if (NULL != _ProjectedSilhouette) {
int ref = _ProjectedSilhouette->destroy();
if (0 == ref) {
delete _ProjectedSilhouette;
_ProjectedSilhouette = NULL;
}
}
if (NULL != _VisibleProjectedSilhouette) {
int ref = _VisibleProjectedSilhouette->destroy();
if (0 == ref) {
delete _VisibleProjectedSilhouette;
_VisibleProjectedSilhouette = NULL;
}
}
#endif
_pView->DetachDebug();
if (NULL != _DebugNode) {
int ref = _DebugNode->destroy();
if (0 == ref)
_DebugNode->addRef();
}
if (NULL != _ViewMap) {
delete _ViewMap;
_ViewMap = NULL;
}
}
void Controller::ComputeViewMap()
{
if (!_ListOfModels.size())
return;
if (NULL != _ViewMap) {
delete _ViewMap;
_ViewMap = NULL;
}
_pView->DetachDebug();
if (NULL != _DebugNode) {
int ref = _DebugNode->destroy();
if (0 == ref)
_DebugNode->addRef();
}
_pView->DetachSilhouette();
if (NULL != _SilhouetteNode) {
int ref = _SilhouetteNode->destroy();
if (0 == ref)
delete _SilhouetteNode;
}
#if 0
if (NULL != _ProjectedSilhouette) {
int ref = _ProjectedSilhouette->destroy();
if (0 == ref)
delete _ProjectedSilhouette;
}
if (NULL != _VisibleProjectedSilhouette) {
int ref = _VisibleProjectedSilhouette->destroy();
if (0 == ref) {
delete _VisibleProjectedSilhouette;
_VisibleProjectedSilhouette = NULL;
}
}
#endif
// retrieve the 3D viewpoint and transformations information
//----------------------------------------------------------
// Save the viewpoint context at the view level in order
// to be able to restore it later:
// Restore the context of view:
// we need to perform all these operations while the
// 3D context is on.
Vec3r vp(freestyle_viewpoint[0], freestyle_viewpoint[1], freestyle_viewpoint[2]);
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "mv" << endl;
}
#endif
real mv[4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
mv[i][j] = freestyle_mv[i][j];
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << mv[i][j] << " ";
}
#endif
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << endl;
}
#endif
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\nproj" << endl;
}
#endif
real proj[4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
proj[i][j] = freestyle_proj[i][j];
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << proj[i][j] << " ";
}
#endif
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << endl;
}
#endif
}
int viewport[4];
for (int i = 0; i < 4; i++)
viewport[i] = freestyle_viewport[i];
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\nfocal:" << _pView->GetFocalLength() << endl << endl;
}
#endif
// Flag the WXEdge structure for silhouette edge detection:
//----------------------------------------------------------
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\n=== Detecting silhouette edges ===" << endl;
}
_Chrono.start();
edgeDetector.setViewpoint(Vec3r(vp));
edgeDetector.enableOrthographicProjection(proj[3][3] != 0.0);
edgeDetector.enableRidgesAndValleysFlag(_ComputeRidges);
edgeDetector.enableSuggestiveContours(_ComputeSuggestive);
edgeDetector.enableMaterialBoundaries(_ComputeMaterialBoundaries);
edgeDetector.enableFaceSmoothness(_EnableFaceSmoothness);
edgeDetector.setCreaseAngle(_creaseAngle);
edgeDetector.setSphereRadius(_sphereRadius);
edgeDetector.setSuggestiveContourKrDerivativeEpsilon(_suggestiveContourKrDerivativeEpsilon);
edgeDetector.setRenderMonitor(_pRenderMonitor);
edgeDetector.processShapes(*_winged_edge);
real duration = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
printf("Feature lines : %lf\n", duration);
}
if (_pRenderMonitor->testBreak())
return;
// Builds the view map structure from the flagged WSEdge structure:
//----------------------------------------------------------
ViewMapBuilder vmBuilder;
vmBuilder.setEnableQI(_EnableQI);
vmBuilder.setViewpoint(Vec3r(vp));
vmBuilder.setTransform(mv, proj, viewport, _pView->GetFocalLength(), _pView->GetAspect(), _pView->GetFovyRadian());
vmBuilder.setFrustum(_pView->znear(), _pView->zfar());
vmBuilder.setGrid(&_Grid);
vmBuilder.setRenderMonitor(_pRenderMonitor);
// Builds a tesselated form of the silhouette for display purpose:
//---------------------------------------------------------------
ViewMapTesselator3D sTesselator3d;
#if 0
ViewMapTesselator2D sTesselator2d;
sTesselator2d.setNature(_edgeTesselationNature);
#endif
sTesselator3d.setNature(_edgeTesselationNature);
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\n=== Building the view map ===" << endl;
}
_Chrono.start();
// Build View Map
_ViewMap = vmBuilder.BuildViewMap(*_winged_edge, _VisibilityAlgo, _EPSILON, _Scene3dBBox, _SceneNumFaces);
_ViewMap->setScene3dBBox(_Scene3dBBox);
if (G.debug & G_DEBUG_FREESTYLE) {
printf("ViewMap edge count : %i\n", _ViewMap->viewedges_size());
}
// Tesselate the 3D edges:
_SilhouetteNode = sTesselator3d.Tesselate(_ViewMap);
_SilhouetteNode->addRef();
// Tesselate 2D edges
#if 0
_ProjectedSilhouette = sTesselator2d.Tesselate(_ViewMap);
_ProjectedSilhouette->addRef();
#endif
duration = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
printf("ViewMap building : %lf\n", duration);
}
_pView->AddSilhouette(_SilhouetteNode);
#if 0
_pView->AddSilhouette(_WRoot);
_pView->Add2DSilhouette(_ProjectedSilhouette);
_pView->Add2DVisibleSilhouette(_VisibleProjectedSilhouette);
#endif
_pView->AddDebug(_DebugNode);
// Draw the steerable density map:
//--------------------------------
if (_ComputeSteerableViewMap) {
ComputeSteerableViewMap();
}
// Reset Style modules modification flags
resetModified(true);
DeleteWingedEdge();
}
void Controller::ComputeSteerableViewMap()
{
#if 0 //soc
if ((!_Canvas) || (!_ViewMap))
return;
// Build 4 nodes containing the edges in the 4 directions
NodeGroup *ng[Canvas::NB_STEERABLE_VIEWMAP];
unsigned i;
real c = 32.0f/255.0f; // see SteerableViewMap::readSteerableViewMapPixel() for information about this 32.
for (i = 0; i < Canvas::NB_STEERABLE_VIEWMAP; ++i) {
ng[i] = new NodeGroup;
}
NodeShape *completeNS = new NodeShape;
completeNS->material().setDiffuse(c,c,c,1);
ng[Canvas::NB_STEERABLE_VIEWMAP-1]->AddChild(completeNS);
SteerableViewMap * svm = _Canvas->getSteerableViewMap();
svm->Reset();
ViewMap::fedges_container& fedges = _ViewMap->FEdges();
LineRep * fRep;
NodeShape *ns;
for (ViewMap::fedges_container::iterator f = fedges.begin(), fend = fedges.end();
f != fend;
++f)
{
if ((*f)->viewedge()->qi() != 0)
continue;
fRep = new LineRep((*f)->vertexA()->point2d(), (*f)->vertexB()->point2d());
completeNS->AddRep(fRep); // add to the complete map anyway
double *oweights = svm->AddFEdge(*f);
for (i = 0; i < (Canvas::NB_STEERABLE_VIEWMAP - 1); ++i) {
ns = new NodeShape;
double wc = oweights[i]*c;
if (oweights[i] == 0)
continue;
ns->material().setDiffuse(wc, wc, wc, 1);
ns->AddRep(fRep);
ng[i]->AddChild(ns);
}
}
GrayImage *img[Canvas::NB_STEERABLE_VIEWMAP];
//#ifdef WIN32
QGLBasicWidget offscreenBuffer(_pView, "SteerableViewMap", _pView->width(), _pView->height());
QPixmap pm;
QImage qimg;
for (i = 0; i < Canvas::NB_STEERABLE_VIEWMAP; ++i) {
offscreenBuffer.AddNode(ng[i]);
#if 0
img[i] = new GrayImage(_pView->width(), _pView->height());
offscreenBuffer.readPixels(0,0,_pView->width(), _pView->height(), img[i]->getArray());
#endif
pm = offscreenBuffer.renderPixmap(_pView->width(), _pView->height());
if (pm.isNull()) {
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "BuildViewMap Warning: couldn't render the steerable ViewMap" << endl;
}
}
//pm.save(QString("steerable") + QString::number(i) + QString(".bmp"), "BMP");
// FIXME!! Lost of time !
qimg = pm.toImage();
// FIXME !! again!
img[i] = new GrayImage(_pView->width(), _pView->height());
for (unsigned int y = 0; y < img[i]->height(); ++y) {
for (unsigned int x = 0; x < img[i]->width(); ++x) {
//img[i]->setPixel(x, y, (float)qGray(qimg.pixel(x, y)) / 255.0f);
img[i]->setPixel(x, y, (float)qGray(qimg.pixel(x, y)));
//float c = qGray(qimg.pixel(x, y));
//img[i]->setPixel(x, y, qGray(qimg.pixel(x, y)));
}
}
offscreenBuffer.DetachNode(ng[i]);
ng[i]->destroy();
delete ng[i];
// check
#if 0
qimg = QImage(_pView->width(), _pView->height(), 32);
for (unsigned int y = 0; y < img[i]->height(); ++y) {
for (unsigned int x = 0; x < img[i]->width(); ++x) {
float v = img[i]->pixel(x, y);
qimg.setPixel(x, y, qRgb(v, v, v));
}
}
qimg.save(QString("newsteerable") + QString::number(i) + QString(".bmp"), "BMP");
#endif
}
svm->buildImagesPyramids(img, false, 0, 1.0f);
#endif
}
void Controller::saveSteerableViewMapImages()
{
SteerableViewMap * svm = _Canvas->getSteerableViewMap();
if (!svm) {
cerr << "the Steerable ViewMap has not been computed yet" << endl;
return;
}
svm->saveSteerableViewMap();
}
void Controller::toggleVisibilityAlgo()
{
if (_VisibilityAlgo == ViewMapBuilder::ray_casting) {
_VisibilityAlgo = ViewMapBuilder::ray_casting_fast;
}
else if (_VisibilityAlgo == ViewMapBuilder::ray_casting_fast) {
_VisibilityAlgo = ViewMapBuilder::ray_casting_very_fast;
}
else {
_VisibilityAlgo = ViewMapBuilder::ray_casting;
}
}
void Controller::setVisibilityAlgo(int algo)
{
switch (algo) {
case FREESTYLE_ALGO_REGULAR:
_VisibilityAlgo = ViewMapBuilder::ray_casting;
break;
case FREESTYLE_ALGO_FAST:
_VisibilityAlgo = ViewMapBuilder::ray_casting_fast;
break;
case FREESTYLE_ALGO_VERYFAST:
_VisibilityAlgo = ViewMapBuilder::ray_casting_very_fast;
break;
case FREESTYLE_ALGO_CULLED_ADAPTIVE_TRADITIONAL:
_VisibilityAlgo = ViewMapBuilder::ray_casting_culled_adaptive_traditional;
break;
case FREESTYLE_ALGO_ADAPTIVE_TRADITIONAL:
_VisibilityAlgo = ViewMapBuilder::ray_casting_adaptive_traditional;
break;
case FREESTYLE_ALGO_CULLED_ADAPTIVE_CUMULATIVE:
_VisibilityAlgo = ViewMapBuilder::ray_casting_culled_adaptive_cumulative;
break;
case FREESTYLE_ALGO_ADAPTIVE_CUMULATIVE:
_VisibilityAlgo = ViewMapBuilder::ray_casting_adaptive_cumulative;
break;
}
}
int Controller::getVisibilityAlgo()
{
switch (_VisibilityAlgo) {
case ViewMapBuilder::ray_casting:
return FREESTYLE_ALGO_REGULAR;
case ViewMapBuilder::ray_casting_fast:
return FREESTYLE_ALGO_FAST;
case ViewMapBuilder::ray_casting_very_fast:
return FREESTYLE_ALGO_VERYFAST;
case ViewMapBuilder::ray_casting_culled_adaptive_traditional:
return FREESTYLE_ALGO_CULLED_ADAPTIVE_TRADITIONAL;
case ViewMapBuilder::ray_casting_adaptive_traditional:
return FREESTYLE_ALGO_ADAPTIVE_TRADITIONAL;
case ViewMapBuilder::ray_casting_culled_adaptive_cumulative:
return FREESTYLE_ALGO_CULLED_ADAPTIVE_CUMULATIVE;
case ViewMapBuilder::ray_casting_adaptive_cumulative:
return FREESTYLE_ALGO_ADAPTIVE_CUMULATIVE;
}
// ray_casting_adaptive_traditional is the most exact replacement
// for legacy code
return FREESTYLE_ALGO_ADAPTIVE_TRADITIONAL;
}
void Controller::setQuantitativeInvisibility(bool iBool)
{
_EnableQI = iBool;
}
bool Controller::getQuantitativeInvisibility() const
{
return _EnableQI;
}
void Controller::setFaceSmoothness(bool iBool)
{
_EnableFaceSmoothness = iBool;
}
bool Controller::getFaceSmoothness() const
{
return _EnableFaceSmoothness;
}
void Controller::setComputeRidgesAndValleysFlag(bool iBool)
{
_ComputeRidges = iBool;
}
bool Controller::getComputeRidgesAndValleysFlag() const
{
return _ComputeRidges;
}
void Controller::setComputeSuggestiveContoursFlag(bool b)
{
_ComputeSuggestive = b;
}
bool Controller::getComputeSuggestiveContoursFlag() const
{
return _ComputeSuggestive;
}
void Controller::setComputeMaterialBoundariesFlag(bool b)
{
_ComputeMaterialBoundaries = b;
}
bool Controller::getComputeMaterialBoundariesFlag() const
{
return _ComputeMaterialBoundaries;
}
void Controller::setComputeSteerableViewMapFlag(bool iBool)
{
_ComputeSteerableViewMap = iBool;
}
bool Controller::getComputeSteerableViewMapFlag() const
{
return _ComputeSteerableViewMap;
}
void Controller::DrawStrokes()
{
if (_ViewMap == 0)
return;
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\n=== Stroke drawing ===" << endl;
}
_Chrono.start();
_Canvas->Draw();
real d = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Strokes generation : " << d << endl;
cout << "Stroke count : " << _Canvas->stroke_count << endl;
}
resetModified();
DeleteViewMap();
}
void Controller::ResetRenderCount()
{
_render_count = 0;
}
Render *Controller::RenderStrokes(Render *re, bool render)
{
_Chrono.start();
BlenderStrokeRenderer *blenderRenderer = new BlenderStrokeRenderer(re, ++_render_count);
if (render)
_Canvas->Render(blenderRenderer);
real d = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Temporary scene generation: " << d << endl;
}
_Chrono.start();
Render *freestyle_render = blenderRenderer->RenderScene(re, render);
d = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Stroke rendering : " << d << endl;
}
delete blenderRenderer;
return freestyle_render;
}
void Controller::InsertStyleModule(unsigned index, const char *iFileName)
{
if (!BLI_testextensie(iFileName, ".py")) {
cerr << "Error: Cannot load \"" << string(iFileName) << "\", unknown extension" << endl;
return;
}
StyleModule *sm = new StyleModule(iFileName, _inter);
_Canvas->InsertStyleModule(index, sm);
}
void Controller::InsertStyleModule(unsigned index, const char *iName, struct Text *iText)
{
StyleModule *sm = new BlenderStyleModule(iText, iName, _inter);
_Canvas->InsertStyleModule(index, sm);
}
void Controller::AddStyleModule(const char *iFileName)
{
//_pStyleWindow->Add(iFileName);
}
void Controller::RemoveStyleModule(unsigned index)
{
_Canvas->RemoveStyleModule(index);
}
void Controller::Clear()
{
_Canvas->Clear();
}
void Controller::ReloadStyleModule(unsigned index, const char * iFileName)
{
StyleModule *sm = new StyleModule(iFileName, _inter);
_Canvas->ReplaceStyleModule(index, sm);
}
void Controller::SwapStyleModules(unsigned i1, unsigned i2)
{
_Canvas->SwapStyleModules(i1, i2);
}
void Controller::toggleLayer(unsigned index, bool iDisplay)
{
_Canvas->setVisible(index, iDisplay);
}
void Controller::setModified(unsigned index, bool iMod)
{
//_pStyleWindow->setModified(index, iMod);
_Canvas->setModified(index, iMod);
updateCausalStyleModules(index + 1);
}
void Controller::updateCausalStyleModules(unsigned index)
{
vector<unsigned> vec;
_Canvas->causalStyleModules(vec, index);
for (vector<unsigned>::const_iterator it = vec.begin(); it != vec.end(); it++) {
//_pStyleWindow->setModified(*it, true);
_Canvas->setModified(*it, true);
}
}
void Controller::resetModified(bool iMod)
{
//_pStyleWindow->resetModified(iMod);
_Canvas->resetModified(iMod);
}
NodeGroup * Controller::BuildRep(vector<ViewEdge*>::iterator vedges_begin, vector<ViewEdge*>::iterator vedges_end)
{
ViewMapTesselator2D tesselator2D;
FrsMaterial mat;
mat.setDiffuse(1, 1, 0.3, 1);
tesselator2D.setFrsMaterial(mat);
return (tesselator2D.Tesselate(vedges_begin, vedges_end));
}
void Controller::toggleEdgeTesselationNature(Nature::EdgeNature iNature)
{
_edgeTesselationNature ^= (iNature);
ComputeViewMap();
}
void Controller::setModelsDir(const string& dir)
{
//_current_dirs->setValue("models/dir", dir);
}
string Controller::getModelsDir() const
{
string dir = ".";
//_current_dirs->getValue("models/dir", dir);
return dir;
}
void Controller::setModulesDir(const string& dir)
{
//_current_dirs->setValue("modules/dir", dir);
}
string Controller::getModulesDir() const
{
string dir = ".";
//_current_dirs->getValue("modules/dir", dir);
return dir;
}
void Controller::resetInterpreter()
{
if (_inter)
_inter->reset();
}
void Controller::displayDensityCurves(int x, int y)
{
SteerableViewMap * svm = _Canvas->getSteerableViewMap();
if (!svm)
return;
unsigned int i, j;
typedef vector<Vec3r> densityCurve;
vector<densityCurve> curves(svm->getNumberOfOrientations() + 1);
vector<densityCurve> curvesDirection(svm->getNumberOfPyramidLevels());
// collect the curves values
unsigned nbCurves = svm->getNumberOfOrientations() + 1;
unsigned nbPoints = svm->getNumberOfPyramidLevels();
if (!nbPoints)
return;
// build the density/nbLevels curves for each orientation
for (i = 0; i < nbCurves; ++i) {
for (j = 0; j < nbPoints; ++j) {
curves[i].push_back(Vec3r(j, svm->readSteerableViewMapPixel(i, j, x, y), 0));
}
}
// build the density/nbOrientations curves for each level
for (i = 0; i < nbPoints; ++i) {
for (j = 0; j < nbCurves; ++j) {
curvesDirection[i].push_back(Vec3r(j, svm->readSteerableViewMapPixel(j, i, x, y), 0));
}
}
// display the curves
#if 0
for (i = 0; i < nbCurves; ++i)
_pDensityCurvesWindow->setOrientationCurve(i, Vec2d(0, 0), Vec2d(nbPoints, 1), curves[i], "scale", "density");
for (i = 1; i <= 8; ++i)
_pDensityCurvesWindow->setLevelCurve(i, Vec2d(0, 0), Vec2d(nbCurves, 1), curvesDirection[i],
"orientation", "density");
_pDensityCurvesWindow->show();
#endif
}
void Controller::init_options()
{
// from AppOptionsWindow.cpp
// Default init options
Config::Path * cpath = Config::Path::getInstance();
// Directories
ViewMapIO::Options::setModelsPath(cpath->getModelsPath());
TextureManager::Options::setPatternsPath(cpath->getPatternsPath());
TextureManager::Options::setBrushesPath(cpath->getModelsPath());
// ViewMap Format
ViewMapIO::Options::rmFlags(ViewMapIO::Options::FLOAT_VECTORS);
ViewMapIO::Options::rmFlags(ViewMapIO::Options::NO_OCCLUDERS);
setComputeSteerableViewMapFlag(false);
// Visibility
setQuantitativeInvisibility(true);
// soc: initialize canvas
_Canvas->init();
// soc: initialize passes
setPassDiffuse(NULL, 0, 0);
setPassZ(NULL, 0, 0);
}
} /* namespace Freestyle */