This commit is meant to improve the response of the ESC key for stopping Freestyle rendering throughout the rendering process. The rendering with Freestyle consists of several steps including: (1) mesh data loading, (2) winged edge construction, (3) silhouette edge detection, (4) view map construction, and (5) stroke drawing. All these steps have been extended to frequently check if the ESC key is pressed, so that users can abort time-consuming rendering at any point of time.
105 lines
2.8 KiB
C++
105 lines
2.8 KiB
C++
#ifndef BLENDER_FILE_LOADER_H
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# define BLENDER_FILE_LOADER_H
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# include <string.h>
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# include <float.h>
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# include "../system/FreestyleConfig.h"
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# include "../system/RenderMonitor.h"
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# include "../scene_graph/NodeGroup.h"
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# include "../scene_graph/NodeTransform.h"
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# include "../scene_graph/NodeShape.h"
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# include "../scene_graph/IndexedFaceSet.h"
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# include "../geometry/BBox.h"
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# include "../geometry/Geom.h"
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# include "../geometry/GeomCleaner.h"
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# include "../geometry/GeomUtils.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "DNA_material_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_scene_types.h"
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#include "render_types.h"
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#include "renderdatabase.h"
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#include "BKE_mesh.h"
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#include "BKE_scene.h"
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#include "BLI_math.h"
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#ifdef __cplusplus
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}
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#endif
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class NodeGroup;
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struct LoaderState {
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float *pv;
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float *pn;
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IndexedFaceSet::FaceEdgeMark *pm;
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unsigned *pvi;
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unsigned *pni;
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unsigned *pmi;
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unsigned currentIndex;
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unsigned currentMIndex;
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float minBBox[3];
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float maxBBox[3];
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};
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class LIB_SCENE_GRAPH_EXPORT BlenderFileLoader
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{
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public:
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/*! Builds a MaxFileLoader */
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BlenderFileLoader(Render *re, SceneRenderLayer* srl);
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virtual ~BlenderFileLoader();
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/*! Loads the 3D scene and returns a pointer to the scene root node */
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NodeGroup * Load();
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/*! Gets the number of read faces */
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inline unsigned int numFacesRead() {return _numFacesRead;}
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/*! Gets the smallest edge size read */
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inline real minEdgeSize() {return _minEdgeSize;}
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/*! Modifiers */
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inline void setRenderMonitor(RenderMonitor *iRenderMonitor) {_pRenderMonitor = iRenderMonitor;}
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protected:
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void insertShapeNode(ObjectInstanceRen *obi, int id);
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int testDegenerateTriangle(float v1[3], float v2[3], float v3[3]);
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bool testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3]);
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int countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3]);
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void clipLine(float v1[3], float v2[3], float c[3], float z);
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void clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
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float triNormals[][3], float n1[3], float n2[3], float n3[3],
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bool edgeMarks[5], bool em1, bool em2, bool em3, int clip[3]);
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void addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3],
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float n1[3], float n2[3], float n3[3], bool fm, bool em1, bool em2, bool em3);
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protected:
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struct detri_t {
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unsigned viA, viB, viP; // 0 <= viA, viB, viP < viSize
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Vec3r v;
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unsigned n;
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};
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Render* _re;
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SceneRenderLayer* _srl;
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NodeGroup* _Scene;
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unsigned _numFacesRead;
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real _minEdgeSize;
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bool _smooth; /* if true, face smoothness is taken into account */
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float _viewplane_left;
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float _viewplane_right;
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float _viewplane_bottom;
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float _viewplane_top;
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float _z_near, _z_far;
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RenderMonitor *_pRenderMonitor;
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};
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#endif // BLENDER_FILE_LOADER_H
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