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blender-archive/source/blender/freestyle/intern/application/Controller.cpp
Tamito Kajiyama 51efe7de27 Improved context handling. Previously FRS_initialize() was used for both
initializing Freestyle and specifying contexts, making the API a bit messy.
Now FRS_initialize() is only for initialization, and contexts are specified
by new FRS_set_context() function just before starting rendering.
2009-11-10 00:03:31 +00:00

860 lines
22 KiB
C++
Executable File

//
// Copyright (C) : Please refer to the COPYRIGHT file distributed
// with this source distribution.
//
// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
///////////////////////////////////////////////////////////////////////////////
// Must be included before any QT header, because of moc
#include "../system/PythonInterpreter.h"
#include <string>
#include <fstream>
#include <float.h>
#include "AppView.h"
#include "AppCanvas.h"
#include "AppConfig.h"
#include "../system/StringUtils.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/NodeTransform.h"
#include "../scene_graph/NodeDrawingStyle.h"
#include "../winged_edge/WingedEdgeBuilder.h"
#include "../winged_edge/WEdge.h"
#include "../scene_graph/VertexRep.h"
#include "../winged_edge/WXEdgeBuilder.h"
#include "../scene_graph/ScenePrettyPrinter.h"
#include "../winged_edge/WFillGrid.h"
#include "../view_map/ViewMapTesselator.h"
#include "../stroke/StrokeTesselator.h"
#include "../view_map/ViewMapIO.h"
#include "Controller.h"
#include "../view_map/ViewMap.h"
#include "../winged_edge/Curvature.h"
#include "../image/Image.h"
#include "../view_map/SteerableViewMap.h"
#include "../stroke/PSStrokeRenderer.h"
#include "../stroke/TextStrokeRenderer.h"
#include "../stroke/StyleModule.h"
#include "../system/StringUtils.h"
#include "../blender_interface/BlenderFileLoader.h"
#include "../blender_interface/BlenderStrokeRenderer.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "../../FRS_freestyle.h"
#ifdef __cplusplus
}
#endif
Controller::Controller()
{
const string sep(Config::DIR_SEP.c_str());
//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);
_RootNode = new NodeGroup;
_RootNode->addRef();
_SilhouetteNode = NULL;
//_ProjectedSilhouette = NULL;
//_VisibleProjectedSilhouette = NULL;
_DebugNode = new NodeGroup;
_DebugNode->addRef();
_winged_edge = NULL;
_pView = NULL;
_edgeTesselationNature = (Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE);
_ProgressBar = new ProgressBar;
_SceneNumFaces = 0;
_minEdgeSize = DBL_MAX;
_bboxDiag = 0;
_ViewMap = 0;
_Canvas = 0;
_VisibilityAlgo = ViewMapBuilder::ray_casting;
//_VisibilityAlgo = ViewMapBuilder::ray_casting_fast;
_Canvas = new AppCanvas;
_inter = new PythonInterpreter();
_EnableQI = true;
_ComputeRidges = true;
_ComputeSteerableViewMap = false;
_ComputeSuggestive = true;
_sphereRadius = 1.0;
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;
}
//delete _current_dirs;
}
void Controller::setView(AppView *iView)
{
if(NULL == iView)
return;
_pView = iView;
_Canvas->setViewer(_pView);
}
void Controller::setContext(bContext *C)
{
PythonInterpreter* py_inter = dynamic_cast<PythonInterpreter*>(_inter);
assert(py_inter != 0);
py_inter->setContext(C);
}
int Controller::LoadMesh(Render *re, SceneRenderLayer* srl)
{
BlenderFileLoader loader(re, srl);
_Chrono.start();
NodeGroup *blenderScene = loader.Load();
if (blenderScene == NULL) {
cout << "Cannot load scene" << endl;
return 1;
}
if( blenderScene->numberOfChildren() < 1) {
cout << "Empty scene" << endl;
blenderScene->destroy();
delete blenderScene;
return 1;
}
cout << "Scene loaded" << endl;
printf("Mesh cleaning : %lf\n", _Chrono.stop());
_SceneNumFaces += loader.numFacesRead();
if(loader.minEdgeSize() < _minEdgeSize)
{
_minEdgeSize = loader.minEdgeSize();
_EPSILON = _minEdgeSize*1e-6;
if(_EPSILON < DBL_MIN)
_EPSILON = 0.0;
}
cout << "Epsilon computed : " << _EPSILON << endl;
// DEBUG
// ScenePrettyPrinter spp;
// blenderScene->accept(spp);
_RootNode->AddChild(blenderScene);
_RootNode->UpdateBBox(); // FIXME: Correct that by making a Renderer to compute the bbox
_pView->setModel(_RootNode);
//_pView->FitBBox();
_Chrono.start();
WXEdgeBuilder wx_builder;
blenderScene->accept(wx_builder);
_winged_edge = wx_builder.getWingedEdge();
printf("WEdge building : %lf\n", _Chrono.stop());
_Chrono.start();
_Grid.clear();
Vec3r size;
for(unsigned int i=0; i<3; i++)
{
size[i] = fabs(_RootNode->bbox().getMax()[i] - _RootNode->bbox().getMin()[i]);
size[i] += size[i]/10.0; // let make the grid 1/10 bigger to avoid numerical errors while computing triangles/cells intersections
if(size[i]==0){
cout << "Warning: the bbox size is 0 in dimension "<<i<<endl;
}
}
_Grid.configure(Vec3r(_RootNode->bbox().getMin() - size / 20.0), size,
_SceneNumFaces);
// Fill in the grid:
WFillGrid fillGridRenderer(&_Grid, _winged_edge);
fillGridRenderer.fillGrid();
printf("Grid building : %lf\n", _Chrono.stop());
// DEBUG
_Grid.displayDebug();
//
// _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 = StringUtils::toAscii( string(cleaned) );
_ListOfModels.push_back("Blender_models");
cout << "Triangles nb : " << _SceneNumFaces << endl;
_bboxDiag = (_RootNode->bbox().getMax()-_RootNode->bbox().getMin()).norm();
cout << "Bounding Box : " << _bboxDiag << endl;
return 0;
}
void Controller::CloseFile()
{
WShape::setCurrentId(0);
_pView->DetachModel();
_ListOfModels.clear();
if(NULL != _RootNode)
{
int ref = _RootNode->destroy();
if(0 == ref)
_RootNode->addRef();
_RootNode->clearBBox();
}
_pView->DetachSilhouette();
if (NULL != _SilhouetteNode)
{
int ref = _SilhouetteNode->destroy();
if(0 == ref)
{
delete _SilhouetteNode;
_SilhouetteNode = NULL;
}
}
// 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;
// }
// }
_pView->DetachDebug();
if(NULL != _DebugNode)
{
int ref = _DebugNode->destroy();
if(0 == ref)
_DebugNode->addRef();
}
if(_winged_edge) {
delete _winged_edge;
_winged_edge = NULL;
}
// We deallocate the memory:
if(NULL != _ViewMap)
{
delete _ViewMap;
_ViewMap = 0;
}
// clears the canvas
_Canvas->Erase();
// clears the grid
_Grid.clear();
_SceneNumFaces = 0;
_minEdgeSize = DBL_MAX;
}
void Controller::ComputeViewMap()
{
if (!_ListOfModels.size())
return;
if(NULL != _ViewMap)
{
delete _ViewMap;
_ViewMap = 0;
}
_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(NULL != _ProjectedSilhouette)
// {
// int ref = _ProjectedSilhouette->destroy();
// if(0 == ref)
// delete _ProjectedSilhouette;
// }
// if(NULL != _VisibleProjectedSilhouette)
// {
// int ref = _VisibleProjectedSilhouette->destroy();
// if(0 == ref)
// {
// delete _VisibleProjectedSilhouette;
// _VisibleProjectedSilhouette = 0;
// }
// }
// 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]);
//cout << "mv" << endl;
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];
//cout << mv[i][j] << " ";
}
// cout << endl;
}
//cout << "\nproj" << endl;
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];
//cout << proj[i][j] << " ";
}
//cout << endl;
}
int viewport[4];
for( int i= 0; i < 4; i++)
viewport[i] = freestyle_viewport[i];
//cout << "\nfocal:" << _pView->GetFocalLength() << endl << endl;
// Flag the WXEdge structure for silhouette edge detection:
//----------------------------------------------------------
cout << "\n=== Detecting silhouette edges ===" << endl;
_Chrono.start();
edgeDetector.setViewpoint(Vec3r(vp));
edgeDetector.enableRidgesAndValleysFlag(_ComputeRidges);
edgeDetector.enableSuggestiveContours(_ComputeSuggestive);
edgeDetector.setSphereRadius(_sphereRadius);
edgeDetector.setSuggestiveContourKrDerivativeEpsilon(_suggestiveContourKrDerivativeEpsilon);
edgeDetector.processShapes(*_winged_edge);
real duration = _Chrono.stop();
printf("Feature lines : %lf\n", duration);
// 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);
// Builds a tesselated form of the silhouette for display purpose:
//---------------------------------------------------------------
ViewMapTesselator3D sTesselator3d;
//ViewMapTesselator2D sTesselator2d;
//sTesselator2d.setNature(_edgeTesselationNature);
sTesselator3d.setNature(_edgeTesselationNature);
cout << "\n=== Building the view map ===" << endl;
_Chrono.start();
// Build View Map
_ViewMap = vmBuilder.BuildViewMap(*_winged_edge, _VisibilityAlgo, _EPSILON);
_ViewMap->setScene3dBBox(_RootNode->bbox());
printf("ViewMap edge count : %i\n", _ViewMap->viewedges_size() );
//Tesselate the 3D edges:
_SilhouetteNode = sTesselator3d.Tesselate(_ViewMap);
_SilhouetteNode->addRef();
// Tesselate 2D edges
// _ProjectedSilhouette = sTesselator2d.Tesselate(_ViewMap);
// _ProjectedSilhouette->addRef();
duration = _Chrono.stop();
printf("ViewMap building : %lf\n", duration);
_pView->AddSilhouette(_SilhouetteNode);
//_pView->AddSilhouette(_WRoot);
//_pView->Add2DSilhouette(_ProjectedSilhouette);
//_pView->Add2DVisibleSilhouette(_VisibleProjectedSilhouette);
_pView->AddDebug(_DebugNode);
// Draw the steerable density map:
//--------------------------------
if(_ComputeSteerableViewMap){
ComputeSteerableViewMap();
}
// Reset Style modules modification flags
resetModified(true);
}
void Controller::ComputeSteerableViewMap(){
//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.f/255.f; // 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]);
// //img[i] = new GrayImage(_pView->width(), _pView->height());
// //offscreenBuffer.readPixels(0,0,_pView->width(), _pView->height(), img[i]->getArray());
// pm = offscreenBuffer.renderPixmap(_pView->width(), _pView->height());
//
// if(pm.isNull())
// 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 y=0;y<img[i]->height();++y){
// for(unsigned x=0;x<img[i]->width();++x){
// //img[i]->setPixel(x,y,(float)qGray(qimg.pixel(x,y))/255.f);
// 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
// // qimg = QImage(_pView->width(), _pView->height(), 32);
// // for(y=0;y<img[i]->height();++y){
// // for(unsigned 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");
// }
//
//
// svm->buildImagesPyramids(img,false,0,1.f);
}
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::setQuantitativeInvisibility(bool iBool)
{
_EnableQI = iBool;
}
bool Controller::getQuantitativeInvisibility() const
{
return _EnableQI;
}
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::setComputeSteerableViewMapFlag(bool iBool){
_ComputeSteerableViewMap = iBool;
}
bool Controller::getComputeSteerableViewMapFlag() const {
return _ComputeSteerableViewMap;
}
void Controller::DrawStrokes()
{
if(_ViewMap == 0)
return;
cout << "\n=== Stroke drawing ===" << endl;
_Chrono.start();
_Canvas->Draw();
real d = _Chrono.stop();
cout << "Strokes generation : " << d << endl;
cout << "Stroke count : " << _Canvas->stroke_count << endl;
resetModified();
}
Render* Controller::RenderStrokes(Render *re) {
BlenderStrokeRenderer* blenderRenderer = new BlenderStrokeRenderer(re);
_Canvas->Render( blenderRenderer );
Render* freestyle_render = blenderRenderer->RenderScene(re);
delete blenderRenderer;
return freestyle_render;
}
void Controller::InsertStyleModule(unsigned index, const char *iFileName)
{
if( !BLI_testextensie(iFileName, ".py") ) {
cerr << "Error: Cannot load \"" << StringUtils::toAscii( string(iFileName) )
<< "\", unknown extension" << endl;
return;
}
StyleModule* sm = new StyleModule(iFileName, _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::setHelpIndex(const string& index) {
_help_index = index;
}
string Controller::getHelpIndex() const {
return _help_index;
}
void Controller::setBrowserCmd(const string& cmd) {
_browser_cmd = cmd;
}
string Controller::getBrowserCmd() const {
return _browser_cmd;
}
void Controller::resetInterpreter() {
if (_inter)
_inter->reset();
}
void Controller::displayDensityCurves(int x, int y){
SteerableViewMap * svm = _Canvas->getSteerableViewMap();
if(!svm)
return;
unsigned 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
// 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();
}
void Controller::init_options(){
// from AppOptionsWindow.cpp
// Default init options
Config::Path * cpath = Config::Path::getInstance();
// Directories
ViewMapIO::Options::setModelsPath( StringUtils::toAscii( cpath->getModelsPath() ) );
PythonInterpreter::Options::setPythonPath( StringUtils::toAscii( cpath->getPythonPath() ) );
TextureManager::Options::setPatternsPath( StringUtils::toAscii( cpath->getPatternsPath() ) );
TextureManager::Options::setBrushesPath( StringUtils::toAscii( 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();
}