#include statements as a workaround of symbol conflicts involving rad1 and rad2 in the header file. As a side note, a different solution of the issue was attempted in revision 17518 of the branch.
180 lines
5.0 KiB
C++
180 lines
5.0 KiB
C++
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//
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// Copyright (C) : Please refer to the COPYRIGHT file distributed
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// with this source distribution.
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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
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//
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///////////////////////////////////////////////////////////////////////////////
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extern "C" {
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#include "BLI_jitter.h"
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}
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#include <iostream>
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#include "../stroke/Canvas.h"
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#include "AppView.h"
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#include "../scene_graph/NodeLight.h"
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#include "Controller.h"
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#include "../view_map/Silhouette.h"
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#include "../view_map/ViewMap.h"
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#include "../scene_graph/LineRep.h"
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#include "../scene_graph/NodeShape.h"
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#include "../scene_graph/VertexRep.h"
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#include "AppConfig.h"
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#include "../system/StringUtils.h"
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extern "C" {
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#include "BLI_blenlib.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#if 1 // FRS_antialiasing
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#include "BKE_global.h"
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#include "DNA_scene_types.h"
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#endif
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#include "../../FRS_freestyle.h"
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}
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AppView::AppView(const char *iName)
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{
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_Fovy = 30.f * M_PI / 180.0;
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_ModelRootNode = new NodeDrawingStyle;
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_SilhouetteRootNode = new NodeDrawingStyle;
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_DebugRootNode = new NodeDrawingStyle;
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_RootNode.AddChild(_ModelRootNode);
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_SilhouetteRootNode->setStyle(DrawingStyle::LINES);
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_SilhouetteRootNode->setLightingEnabled(false);
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_SilhouetteRootNode->setLineWidth(2.f);
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_SilhouetteRootNode->setPointSize(3.f);
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_RootNode.AddChild(_SilhouetteRootNode);
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_DebugRootNode->setStyle(DrawingStyle::LINES);
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_DebugRootNode->setLightingEnabled(false);
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_DebugRootNode->setLineWidth(1.f);
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_RootNode.AddChild(_DebugRootNode);
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_minBBox = __min(__min(_ModelRootNode->bbox().getMin()[0],
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_ModelRootNode->bbox().getMin()[1]),
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_ModelRootNode->bbox().getMin()[2]);
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_maxBBox = __max(__max(_ModelRootNode->bbox().getMax()[0],
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_ModelRootNode->bbox().getMax()[1]),
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_ModelRootNode->bbox().getMax()[2]);
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_maxAbs = __max(rabs(_minBBox), rabs(_maxBBox));
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_minAbs = __min(rabs(_minBBox), rabs(_maxBBox));
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_p2DSelectionNode = new NodeDrawingStyle;
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_p2DSelectionNode->setLightingEnabled(false);
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_p2DSelectionNode->setStyle(DrawingStyle::LINES);
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_p2DSelectionNode->setLineWidth(5.f);
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_p2DNode.AddChild(_p2DSelectionNode);
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NodeLight *light = new NodeLight;
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_Light.AddChild(light);
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}
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AppView::~AppView()
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{
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int ref = _RootNode.destroy();
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_Light.destroy();
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ref = _p2DNode.destroy();
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}
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real AppView::distanceToSceneCenter() {
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BBox<Vec3r> bbox = _ModelRootNode->bbox();
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Vec3r v( freestyle_viewpoint[0], freestyle_viewpoint[1], freestyle_viewpoint[2]);
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v -= 0.5 * (bbox.getMin() + bbox.getMax());
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return v.norm();
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}
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real AppView::znear() {
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BBox<Vec3r> bbox = _ModelRootNode->bbox();
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Vec3r u = bbox.getMin();
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Vec3r v = bbox.getMax();
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Vec3r cameraCenter( freestyle_viewpoint[0], freestyle_viewpoint[1], freestyle_viewpoint[2]);
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Vec3r w1( u[0], u[1], u[2] );
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Vec3r w2( v[0], u[1], u[2] );
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Vec3r w3( u[0], v[1], u[2] );
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Vec3r w4( v[0], v[1], u[2] );
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Vec3r w5( u[0], u[1], v[2] );
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Vec3r w6( v[0], u[1], v[2] );
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Vec3r w7( u[0], v[1], v[2] );
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Vec3r w8( v[0], v[1], v[2] );
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real _znear = __min( (w1-cameraCenter).norm(),
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__min( (w2-cameraCenter).norm(),
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__min( (w3-cameraCenter).norm(),
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__min( (w4-cameraCenter).norm(),
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__min( (w5-cameraCenter).norm(),
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__min( (w6-cameraCenter).norm(),
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__min( (w7-cameraCenter).norm(),
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(w8-cameraCenter).norm() )))))));
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return __max(_znear, 0.001);
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}
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real AppView::zfar() {
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BBox<Vec3r> bbox = _ModelRootNode->bbox();
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Vec3r u = bbox.getMin();
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Vec3r v = bbox.getMax();
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Vec3r cameraCenter( freestyle_viewpoint[0], freestyle_viewpoint[1], freestyle_viewpoint[2]);
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Vec3r w1( u[0], u[1], u[2] );
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Vec3r w2( v[0], u[1], u[2] );
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Vec3r w3( u[0], v[1], u[2] );
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Vec3r w4( v[0], v[1], u[2] );
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Vec3r w5( u[0], u[1], v[2] );
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Vec3r w6( v[0], u[1], v[2] );
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Vec3r w7( u[0], v[1], v[2] );
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Vec3r w8( v[0], v[1], v[2] );
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real _zfar = __max( (w1-cameraCenter).norm(),
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__max( (w2-cameraCenter).norm(),
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__max( (w3-cameraCenter).norm(),
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__max( (w4-cameraCenter).norm(),
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__max( (w5-cameraCenter).norm(),
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__max( (w6-cameraCenter).norm(),
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__max( (w7-cameraCenter).norm(),
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(w8-cameraCenter).norm() )))))));
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return _zfar;
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}
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real AppView::GetFocalLength()
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{
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real Near = __max(0.1,(real)(-2.f*_maxAbs+ distanceToSceneCenter() ));
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return Near;
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}
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