Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
902 lines
30 KiB
C++
902 lines
30 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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 Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
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* \ingroup freestyle
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*/
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#include "BlenderStrokeRenderer.h"
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#include "../application/AppConfig.h"
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#include "../stroke/Canvas.h"
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extern "C" {
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#include "MEM_guardedalloc.h"
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#include "RNA_access.h"
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#include "RNA_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_listBase.h"
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#include "DNA_linestyle_types.h"
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#include "DNA_material_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_collection.h"
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#include "BKE_customdata.h"
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#include "BKE_idprop.h"
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#include "BKE_global.h"
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#include "BKE_library.h" /* free_libblock */
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "BLI_ghash.h"
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#include "BLI_listbase.h"
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#include "BLI_math_color.h"
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#include "BLI_math_vector.h"
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#include "BLI_utildefines.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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#include "RE_pipeline.h"
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#include "render_types.h"
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}
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#include <limits.h>
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namespace Freestyle {
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const char *BlenderStrokeRenderer::uvNames[] = {"along_stroke", "along_stroke_tips"};
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BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : StrokeRenderer()
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{
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freestyle_bmain = re->freestyle_bmain;
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// for stroke mesh generation
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_width = re->winx;
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_height = re->winy;
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old_scene = re->scene;
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char name[MAX_ID_NAME - 2];
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BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2);
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freestyle_scene = BKE_scene_add(freestyle_bmain, name);
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freestyle_scene->r.cfra = old_scene->r.cfra;
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freestyle_scene->r.mode = old_scene->r.mode &
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~(R_EDGE_FRS | R_PANORAMA | R_MBLUR | R_BORDER);
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freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch
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freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch
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freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp;
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freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp;
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freestyle_scene->r.tilex = old_scene->r.tilex;
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freestyle_scene->r.tiley = old_scene->r.tiley;
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freestyle_scene->r.size = 100; // old_scene->r.size
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freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag;
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freestyle_scene->r.scemode = old_scene->r.scemode & ~(R_SINGLE_LAYER | R_NO_FRAME_UPDATE | R_MULTIVIEW);
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freestyle_scene->r.flag = old_scene->r.flag;
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freestyle_scene->r.threads = old_scene->r.threads;
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freestyle_scene->r.border.xmin = old_scene->r.border.xmin;
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freestyle_scene->r.border.ymin = old_scene->r.border.ymin;
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freestyle_scene->r.border.xmax = old_scene->r.border.xmax;
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freestyle_scene->r.border.ymax = old_scene->r.border.ymax;
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strcpy(freestyle_scene->r.pic, old_scene->r.pic);
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freestyle_scene->r.safety.xmin = old_scene->r.safety.xmin;
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freestyle_scene->r.safety.ymin = old_scene->r.safety.ymin;
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freestyle_scene->r.safety.xmax = old_scene->r.safety.xmax;
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freestyle_scene->r.safety.ymax = old_scene->r.safety.ymax;
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freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
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STRNCPY(freestyle_scene->r.engine, old_scene->r.engine);
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "Stroke rendering engine : " << freestyle_scene->r.engine << endl;
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}
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freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA;
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freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG;
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// Copy ID properties, including Cycles render properties
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if (old_scene->id.properties) {
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freestyle_scene->id.properties = IDP_CopyProperty_ex(old_scene->id.properties, 0);
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}
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if (STREQ(freestyle_scene->r.engine, RE_engine_id_CYCLES)) {
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/* Render with transparent background. */
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PointerRNA freestyle_scene_ptr;
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RNA_id_pointer_create(&freestyle_scene->id, &freestyle_scene_ptr);
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PointerRNA freestyle_cycles_ptr = RNA_pointer_get(&freestyle_scene_ptr, "cycles");
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RNA_boolean_set(&freestyle_cycles_ptr, "film_transparent", 1);
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}
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if (G.debug & G_DEBUG_FREESTYLE) {
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printf("%s: %d thread(s)\n", __func__, BKE_render_num_threads(&freestyle_scene->r));
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}
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BKE_scene_set_background(freestyle_bmain, freestyle_scene);
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// Scene layer.
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ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
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view_layer->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA;
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// Camera
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Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, view_layer, OB_CAMERA, NULL);
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Camera *camera = (Camera *)object_camera->data;
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camera->type = CAM_ORTHO;
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camera->ortho_scale = max(re->rectx, re->recty);
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camera->clipsta = 0.1f;
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camera->clipend = 100.0f;
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_z_delta = 0.00001f;
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_z = camera->clipsta + _z_delta;
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object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx;
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object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty;
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object_camera->loc[2] = 1.0f;
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freestyle_scene->camera = object_camera;
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// Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh())
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_mesh_id = 0xffffffff;
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// Create a bNodeTree-to-Material hash table
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_nodetree_hash = BLI_ghash_ptr_new("BlenderStrokeRenderer::_nodetree_hash");
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// Depsgraph
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freestyle_depsgraph = DEG_graph_new(freestyle_scene, view_layer, DAG_EVAL_RENDER);
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DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &freestyle_scene->id, 0);
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DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &object_camera->id, 0);
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DEG_graph_tag_relations_update(freestyle_depsgraph);
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}
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BlenderStrokeRenderer::~BlenderStrokeRenderer()
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{
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// The freestyle_scene object is not released here. Instead,
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// the scene is released in free_all_freestyle_renders() in
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// source/blender/render/intern/source/pipeline.c, after the
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// compositor has finished.
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// release objects and data blocks
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ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
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for (Base *b = (Base *)view_layer->object_bases.first; b; b = b->next) {
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Object *ob = b->object;
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void *data = ob->data;
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char *name = ob->id.name;
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#if 0
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "removing " << name[0] << name[1] << ":" << (name+2) << endl;
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}
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#endif
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switch (ob->type) {
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case OB_MESH:
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BKE_libblock_free(freestyle_bmain, ob);
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BKE_libblock_free(freestyle_bmain, data);
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break;
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case OB_CAMERA:
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BKE_libblock_free(freestyle_bmain, ob);
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BKE_libblock_free(freestyle_bmain, data);
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freestyle_scene->camera = NULL;
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break;
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default:
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cerr << "Warning: unexpected object in the scene: " << name[0] << name[1] << ":" << (name + 2) << endl;
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}
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}
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// Make sure we don't have any bases which might reference freed objects.
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FOREACH_SCENE_COLLECTION_BEGIN(freestyle_scene, sc)
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{
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BLI_freelistN(&sc->objects);
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}
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FOREACH_SCENE_COLLECTION_END;
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BLI_freelistN(&view_layer->object_bases);
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// release materials
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Link *lnk = (Link *)freestyle_bmain->mat.first;
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while (lnk)
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{
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Material *ma = (Material*)lnk;
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lnk = lnk->next;
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BKE_libblock_free(freestyle_bmain, ma);
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}
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BLI_ghash_free(_nodetree_hash, NULL, NULL);
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DEG_graph_free(freestyle_depsgraph);
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FreeStrokeGroups();
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}
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float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
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{
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float z = _z;
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BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
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if (!(_z < _z_delta * 100000.0f))
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self->_z_delta *= 10.0f;
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self->_z += _z_delta;
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return -z;
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}
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unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const
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{
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unsigned mesh_id = _mesh_id;
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BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
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self->_mesh_id--;
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return mesh_id;
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}
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Material* BlenderStrokeRenderer::GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user)
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{
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Material *ma = BKE_material_add(bmain, "stroke_shader");
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bNodeTree *ntree;
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bNode *output_linestyle = NULL;
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bNodeSocket *fromsock, *tosock;
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PointerRNA fromptr, toptr;
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NodeShaderAttribute *storage;
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id_us_min(&ma->id);
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if (iNodeTree) {
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// make a copy of linestyle->nodetree
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ntree = ntreeCopyTree_ex(iNodeTree, bmain, do_id_user);
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// find the active Output Line Style node
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for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
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if (node->type == SH_NODE_OUTPUT_LINESTYLE && (node->flag & NODE_DO_OUTPUT)) {
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output_linestyle = node;
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break;
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}
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}
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}
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else {
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ntree = ntreeAddTree(NULL, "stroke_shader", "ShaderNodeTree");
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}
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ma->nodetree = ntree;
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ma->use_nodes = 1;
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bNode *input_attr_color = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
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input_attr_color->locx = 0.0f;
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input_attr_color->locy = -200.0f;
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storage = (NodeShaderAttribute *)input_attr_color->storage;
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BLI_strncpy(storage->name, "Color", sizeof(storage->name));
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bNode *mix_rgb_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
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mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix
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mix_rgb_color->locx = 200.0f;
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mix_rgb_color->locy = -200.0f;
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tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
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RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
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RNA_float_set(&toptr, "default_value", 0.0f);
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bNode *input_attr_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
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input_attr_alpha->locx = 400.0f;
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input_attr_alpha->locy = 300.0f;
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storage = (NodeShaderAttribute *)input_attr_alpha->storage;
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BLI_strncpy(storage->name, "Alpha", sizeof(storage->name));
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bNode *mix_rgb_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
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mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
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mix_rgb_alpha->locx = 600.0f;
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mix_rgb_alpha->locy = 300.0f;
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tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
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RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
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RNA_float_set(&toptr, "default_value", 0.0f);
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bNode *shader_emission = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
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shader_emission->locx = 400.0f;
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shader_emission->locy = -200.0f;
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bNode *input_light_path = nodeAddStaticNode(NULL, ntree, SH_NODE_LIGHT_PATH);
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input_light_path->locx = 400.0f;
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input_light_path->locy = 100.0f;
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bNode *mix_shader_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
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mix_shader_color->locx = 600.0f;
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mix_shader_color->locy = -100.0f;
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bNode *shader_transparent = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_TRANSPARENT);
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shader_transparent->locx = 600.0f;
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shader_transparent->locy = 100.0f;
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bNode *mix_shader_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
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mix_shader_alpha->locx = 800.0f;
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mix_shader_alpha->locy = 100.0f;
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bNode *output_material = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
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output_material->locx = 1000.0f;
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output_material->locy = 100.0f;
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fromsock = (bNodeSocket *)BLI_findlink(&input_attr_color->outputs, 0); // Color
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tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 1); // Color1
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nodeAddLink(ntree, input_attr_color, fromsock, mix_rgb_color, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->outputs, 0); // Color
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tosock = (bNodeSocket *)BLI_findlink(&shader_emission->inputs, 0); // Color
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nodeAddLink(ntree, mix_rgb_color, fromsock, shader_emission, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&shader_emission->outputs, 0); // Emission
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 2); // Shader (second)
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nodeAddLink(ntree, shader_emission, fromsock, mix_shader_color, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&input_light_path->outputs, 0); // In Camera Ray
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 0); // Fac
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nodeAddLink(ntree, input_light_path, fromsock, mix_shader_color, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->outputs, 0); // Color
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 0); // Fac
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nodeAddLink(ntree, mix_rgb_alpha, fromsock, mix_shader_alpha, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&input_attr_alpha->outputs, 0); // Color
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tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 1); // Color1
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nodeAddLink(ntree, input_attr_alpha, fromsock, mix_rgb_alpha, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&shader_transparent->outputs, 0); // BSDF
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 1); // Shader (first)
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nodeAddLink(ntree, shader_transparent, fromsock, mix_shader_alpha, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_color->outputs, 0); // Shader
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tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 2); // Shader (second)
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nodeAddLink(ntree, mix_shader_color, fromsock, mix_shader_alpha, tosock);
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fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->outputs, 0); // Shader
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tosock = (bNodeSocket *)BLI_findlink(&output_material->inputs, 0); // Surface
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nodeAddLink(ntree, mix_shader_alpha, fromsock, output_material, tosock);
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if (output_linestyle) {
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bNodeSocket *outsock;
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bNodeLink *link;
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mix_rgb_color->custom1 = output_linestyle->custom1; // blend_type
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mix_rgb_color->custom2 = output_linestyle->custom2; // use_clamp
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outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 0); // Color
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tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 2); // Color2
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link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
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if (link) {
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
|
|
}
|
|
else {
|
|
float color[4];
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
RNA_float_get_array(&fromptr, "default_value", color);
|
|
RNA_float_set_array(&toptr, "default_value", color);
|
|
}
|
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 1); // Color Fac
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
|
|
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
|
|
if (link) {
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
|
|
}
|
|
else {
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
|
|
}
|
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 2); // Alpha
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 2); // Color2
|
|
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
|
|
if (link) {
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
|
|
}
|
|
else {
|
|
float color[4];
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
color[0] = color[1] = color[2] = RNA_float_get(&fromptr, "default_value");
|
|
color[3] = 1.0f;
|
|
RNA_float_set_array(&toptr, "default_value", color);
|
|
}
|
|
|
|
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 3); // Alpha Fac
|
|
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
|
|
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
|
|
if (link) {
|
|
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
|
|
}
|
|
else {
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
|
|
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
|
|
RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
|
|
}
|
|
|
|
for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
|
|
if (node->type == SH_NODE_UVALONGSTROKE) {
|
|
// UV output of the UV Along Stroke node
|
|
bNodeSocket *sock = (bNodeSocket *)BLI_findlink(&node->outputs, 0);
|
|
|
|
// add new UV Map node
|
|
bNode *input_uvmap = nodeAddStaticNode(NULL, ntree, SH_NODE_UVMAP);
|
|
input_uvmap->locx = node->locx - 200.0f;
|
|
input_uvmap->locy = node->locy;
|
|
NodeShaderUVMap *storage = (NodeShaderUVMap *)input_uvmap->storage;
|
|
if (node->custom1 & 1) { // use_tips
|
|
BLI_strncpy(storage->uv_map, uvNames[1], sizeof(storage->uv_map));
|
|
}
|
|
else {
|
|
BLI_strncpy(storage->uv_map, uvNames[0], sizeof(storage->uv_map));
|
|
}
|
|
fromsock = (bNodeSocket *)BLI_findlink(&input_uvmap->outputs, 0); // UV
|
|
|
|
// replace links from the UV Along Stroke node by links from the UV Map node
|
|
for (bNodeLink *link = (bNodeLink *)ntree->links.first; link; link = link->next) {
|
|
if (link->fromnode == node && link->fromsock == sock) {
|
|
nodeAddLink(ntree, input_uvmap, fromsock, link->tonode, link->tosock);
|
|
}
|
|
}
|
|
nodeRemSocketLinks(ntree, sock);
|
|
}
|
|
}
|
|
}
|
|
|
|
nodeSetActive(ntree, output_material);
|
|
ntreeUpdateTree(bmain, ntree);
|
|
|
|
return ma;
|
|
}
|
|
|
|
void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
|
|
{
|
|
RenderStrokeRepBasic(iStrokeRep);
|
|
}
|
|
|
|
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
|
|
{
|
|
bNodeTree *nt = iStrokeRep->getNodeTree();
|
|
Material *ma = (Material *)BLI_ghash_lookup(_nodetree_hash, nt);
|
|
if (!ma) {
|
|
ma = BlenderStrokeRenderer::GetStrokeShader(freestyle_bmain, nt, false);
|
|
BLI_ghash_insert(_nodetree_hash, nt, ma);
|
|
}
|
|
iStrokeRep->setMaterial(ma);
|
|
|
|
const vector<Strip*>& strips = iStrokeRep->getStrips();
|
|
const bool hasTex = iStrokeRep->hasTex();
|
|
int totvert = 0, totedge = 0, totpoly = 0, totloop = 0;
|
|
int visible_faces, visible_segments;
|
|
for (vector<Strip*>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
|
|
Strip::vertex_container& strip_vertices = (*s)->vertices();
|
|
|
|
// count visible faces and strip segments
|
|
test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
|
|
if (visible_faces == 0)
|
|
continue;
|
|
|
|
totvert += visible_faces + visible_segments * 2;
|
|
totedge += visible_faces * 2 + visible_segments;
|
|
totpoly += visible_faces;
|
|
totloop += visible_faces * 3;
|
|
}
|
|
|
|
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this); // FIXME
|
|
vector<StrokeGroup*> *groups = hasTex ? &self->texturedStrokeGroups : &self->strokeGroups;
|
|
StrokeGroup *group;
|
|
if (groups->empty() || !(groups->back()->totvert + totvert < MESH_MAX_VERTS &&
|
|
groups->back()->totcol + 1 < MAXMAT))
|
|
{
|
|
group = new StrokeGroup;
|
|
groups->push_back(group);
|
|
}
|
|
else {
|
|
group = groups->back();
|
|
}
|
|
group->strokes.push_back(iStrokeRep);
|
|
group->totvert += totvert;
|
|
group->totedge += totedge;
|
|
group->totpoly += totpoly;
|
|
group->totloop += totloop;
|
|
group->totcol++;
|
|
}
|
|
|
|
// Check if the triangle is visible (i.e., within the render image boundary)
|
|
bool BlenderStrokeRenderer::test_triangle_visibility(StrokeVertexRep *svRep[3]) const
|
|
{
|
|
int xl, xu, yl, yu;
|
|
Vec2r p;
|
|
|
|
xl = xu = yl = yu = 0;
|
|
for (int i = 0; i < 3; i++) {
|
|
p = svRep[i]->point2d();
|
|
if (p[0] < 0.0)
|
|
xl++;
|
|
else if (p[0] > _width)
|
|
xu++;
|
|
if (p[1] < 0.0)
|
|
yl++;
|
|
else if (p[1] > _height)
|
|
yu++;
|
|
}
|
|
return !(xl == 3 || xu == 3 || yl == 3 || yu == 3);
|
|
}
|
|
|
|
// Check the visibility of faces and strip segments.
|
|
void BlenderStrokeRenderer::test_strip_visibility(Strip::vertex_container& strip_vertices,
|
|
int *visible_faces, int *visible_segments) const
|
|
{
|
|
const int strip_vertex_count = strip_vertices.size();
|
|
Strip::vertex_container::iterator v[3];
|
|
StrokeVertexRep *svRep[3];
|
|
bool visible;
|
|
|
|
// iterate over all vertices and count visible faces and strip segments
|
|
// (note: a strip segment is a series of visible faces, while two strip
|
|
// segments are separated by one or more invisible faces)
|
|
v[0] = strip_vertices.begin();
|
|
v[1] = v[0] + 1;
|
|
v[2] = v[0] + 2;
|
|
*visible_faces = *visible_segments = 0;
|
|
visible = false;
|
|
for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
|
|
svRep[0] = *(v[0]);
|
|
svRep[1] = *(v[1]);
|
|
svRep[2] = *(v[2]);
|
|
if (test_triangle_visibility(svRep)) {
|
|
(*visible_faces)++;
|
|
if (!visible)
|
|
(*visible_segments)++;
|
|
visible = true;
|
|
}
|
|
else {
|
|
visible = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Release allocated memory for stroke groups
|
|
void BlenderStrokeRenderer::FreeStrokeGroups()
|
|
{
|
|
vector<StrokeGroup*>::const_iterator it, itend;
|
|
|
|
for (it = strokeGroups.begin(), itend = strokeGroups.end();
|
|
it != itend; ++it)
|
|
{
|
|
delete (*it);
|
|
}
|
|
for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end();
|
|
it != itend; ++it)
|
|
{
|
|
delete (*it);
|
|
}
|
|
}
|
|
|
|
// Build a scene populated by mesh objects representing stylized strokes
|
|
int BlenderStrokeRenderer::GenerateScene()
|
|
{
|
|
vector<StrokeGroup*>::const_iterator it, itend;
|
|
|
|
for (it = strokeGroups.begin(), itend = strokeGroups.end();
|
|
it != itend; ++it)
|
|
{
|
|
GenerateStrokeMesh(*it, false);
|
|
}
|
|
for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end();
|
|
it != itend; ++it)
|
|
{
|
|
GenerateStrokeMesh(*it, true);
|
|
}
|
|
return get_stroke_count();
|
|
}
|
|
|
|
// Return the number of strokes
|
|
int BlenderStrokeRenderer::get_stroke_count() const
|
|
{
|
|
return strokeGroups.size() + texturedStrokeGroups.size();
|
|
}
|
|
|
|
// Build a mesh object representing a group of stylized strokes
|
|
void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
|
|
{
|
|
#if 0
|
|
Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, (ViewLayer *)freestyle_scene->view_layers.first, OB_MESH);
|
|
DEG_relations_tag_update(freestyle_bmain);
|
|
#else
|
|
Object *object_mesh = NewMesh();
|
|
#endif
|
|
Mesh *mesh = (Mesh *)object_mesh->data;
|
|
|
|
mesh->totvert = group->totvert;
|
|
mesh->totedge = group->totedge;
|
|
mesh->totpoly = group->totpoly;
|
|
mesh->totloop = group->totloop;
|
|
mesh->totcol = group->totcol;
|
|
|
|
mesh->mvert = (MVert *)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
|
|
mesh->medge = (MEdge *)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);
|
|
mesh->mpoly = (MPoly *)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);
|
|
mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);
|
|
|
|
MVert *vertices = mesh->mvert;
|
|
MEdge *edges = mesh->medge;
|
|
MPoly *polys = mesh->mpoly;
|
|
MLoop *loops = mesh->mloop;
|
|
MLoopUV *loopsuv[2] = { NULL };
|
|
|
|
if (hasTex) {
|
|
// First UV layer
|
|
CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, uvNames[0]);
|
|
CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 0);
|
|
BKE_mesh_update_customdata_pointers(mesh, true);
|
|
loopsuv[0] = mesh->mloopuv;
|
|
|
|
// Second UV layer
|
|
CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, uvNames[1]);
|
|
CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1);
|
|
BKE_mesh_update_customdata_pointers(mesh, true);
|
|
loopsuv[1] = mesh->mloopuv;
|
|
}
|
|
|
|
// colors and transparency (the latter represented by grayscale colors)
|
|
MLoopCol *colors = (MLoopCol *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "Color");
|
|
MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "Alpha");
|
|
mesh->mloopcol = colors;
|
|
|
|
mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
|
|
|
|
////////////////////
|
|
// Data copy
|
|
////////////////////
|
|
|
|
int vertex_index = 0, edge_index = 0, loop_index = 0, material_index = 0;
|
|
int visible_faces, visible_segments;
|
|
bool visible;
|
|
Strip::vertex_container::iterator v[3];
|
|
StrokeVertexRep *svRep[3];
|
|
Vec2r p;
|
|
|
|
for (vector<StrokeRep*>::const_iterator it = group->strokes.begin(), itend = group->strokes.end();
|
|
it != itend; ++it)
|
|
{
|
|
mesh->mat[material_index] = (*it)->getMaterial();
|
|
id_us_plus(&mesh->mat[material_index]->id);
|
|
|
|
vector<Strip*>& strips = (*it)->getStrips();
|
|
for (vector<Strip*>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
|
|
Strip::vertex_container& strip_vertices = (*s)->vertices();
|
|
int strip_vertex_count = strip_vertices.size();
|
|
|
|
// count visible faces and strip segments
|
|
test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
|
|
if (visible_faces == 0)
|
|
continue;
|
|
|
|
v[0] = strip_vertices.begin();
|
|
v[1] = v[0] + 1;
|
|
v[2] = v[0] + 2;
|
|
|
|
visible = false;
|
|
|
|
// Note: Mesh generation in the following loop assumes stroke strips
|
|
// to be triangle strips.
|
|
for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
|
|
svRep[0] = *(v[0]);
|
|
svRep[1] = *(v[1]);
|
|
svRep[2] = *(v[2]);
|
|
if (!test_triangle_visibility(svRep)) {
|
|
visible = false;
|
|
}
|
|
else {
|
|
if (!visible) {
|
|
// first vertex
|
|
vertices->co[0] = svRep[0]->point2d()[0];
|
|
vertices->co[1] = svRep[0]->point2d()[1];
|
|
vertices->co[2] = get_stroke_vertex_z();
|
|
vertices->no[0] = 0;
|
|
vertices->no[1] = 0;
|
|
vertices->no[2] = SHRT_MAX;
|
|
++vertices;
|
|
++vertex_index;
|
|
|
|
// second vertex
|
|
vertices->co[0] = svRep[1]->point2d()[0];
|
|
vertices->co[1] = svRep[1]->point2d()[1];
|
|
vertices->co[2] = get_stroke_vertex_z();
|
|
vertices->no[0] = 0;
|
|
vertices->no[1] = 0;
|
|
vertices->no[2] = SHRT_MAX;
|
|
++vertices;
|
|
++vertex_index;
|
|
|
|
// first edge
|
|
edges->v1 = vertex_index - 2;
|
|
edges->v2 = vertex_index - 1;
|
|
++edges;
|
|
++edge_index;
|
|
}
|
|
visible = true;
|
|
|
|
// vertex
|
|
vertices->co[0] = svRep[2]->point2d()[0];
|
|
vertices->co[1] = svRep[2]->point2d()[1];
|
|
vertices->co[2] = get_stroke_vertex_z();
|
|
vertices->no[0] = 0;
|
|
vertices->no[1] = 0;
|
|
vertices->no[2] = SHRT_MAX;
|
|
++vertices;
|
|
++vertex_index;
|
|
|
|
// edges
|
|
edges->v1 = vertex_index - 1;
|
|
edges->v2 = vertex_index - 3;
|
|
++edges;
|
|
++edge_index;
|
|
|
|
edges->v1 = vertex_index - 1;
|
|
edges->v2 = vertex_index - 2;
|
|
++edges;
|
|
++edge_index;
|
|
|
|
// poly
|
|
polys->loopstart = loop_index;
|
|
polys->totloop = 3;
|
|
polys->mat_nr = material_index;
|
|
++polys;
|
|
|
|
// Even and odd loops connect triangles vertices differently
|
|
bool is_odd = n % 2;
|
|
// loops
|
|
if (is_odd) {
|
|
loops[0].v = vertex_index - 1;
|
|
loops[0].e = edge_index - 2;
|
|
|
|
loops[1].v = vertex_index - 3;
|
|
loops[1].e = edge_index - 3;
|
|
|
|
loops[2].v = vertex_index - 2;
|
|
loops[2].e = edge_index - 1;
|
|
}
|
|
else {
|
|
loops[0].v = vertex_index - 1;
|
|
loops[0].e = edge_index - 1;
|
|
|
|
loops[1].v = vertex_index - 2;
|
|
loops[1].e = edge_index - 3;
|
|
|
|
loops[2].v = vertex_index - 3;
|
|
loops[2].e = edge_index - 2;
|
|
}
|
|
loops += 3;
|
|
loop_index += 3;
|
|
|
|
// UV
|
|
if (hasTex) {
|
|
// First UV layer (loopsuv[0]) has no tips (texCoord(0)).
|
|
// Second UV layer (loopsuv[1]) has tips: (texCoord(1)).
|
|
for (int L = 0; L < 2; L++) {
|
|
if (is_odd) {
|
|
loopsuv[L][0].uv[0] = svRep[2]->texCoord(L).x();
|
|
loopsuv[L][0].uv[1] = svRep[2]->texCoord(L).y();
|
|
|
|
loopsuv[L][1].uv[0] = svRep[0]->texCoord(L).x();
|
|
loopsuv[L][1].uv[1] = svRep[0]->texCoord(L).y();
|
|
|
|
loopsuv[L][2].uv[0] = svRep[1]->texCoord(L).x();
|
|
loopsuv[L][2].uv[1] = svRep[1]->texCoord(L).y();
|
|
}
|
|
else {
|
|
loopsuv[L][0].uv[0] = svRep[2]->texCoord(L).x();
|
|
loopsuv[L][0].uv[1] = svRep[2]->texCoord(L).y();
|
|
|
|
loopsuv[L][1].uv[0] = svRep[1]->texCoord(L).x();
|
|
loopsuv[L][1].uv[1] = svRep[1]->texCoord(L).y();
|
|
|
|
loopsuv[L][2].uv[0] = svRep[0]->texCoord(L).x();
|
|
loopsuv[L][2].uv[1] = svRep[0]->texCoord(L).y();
|
|
}
|
|
loopsuv[L] += 3;
|
|
}
|
|
}
|
|
|
|
// colors and alpha transparency. vertex colors are in sRGB
|
|
// space by convention, so convert from linear
|
|
float rgba[3][4];
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
copy_v3fl_v3db(rgba[i], &svRep[i]->color()[0]);
|
|
rgba[i][3] = svRep[i]->alpha();
|
|
}
|
|
|
|
if (is_odd) {
|
|
linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]);
|
|
linearrgb_to_srgb_uchar4(&colors[1].r, rgba[0]);
|
|
linearrgb_to_srgb_uchar4(&colors[2].r, rgba[1]);
|
|
}
|
|
else {
|
|
linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]);
|
|
linearrgb_to_srgb_uchar4(&colors[1].r, rgba[1]);
|
|
linearrgb_to_srgb_uchar4(&colors[2].r, rgba[0]);
|
|
}
|
|
transp[0].r = transp[0].g = transp[0].b = colors[0].a;
|
|
transp[1].r = transp[1].g = transp[1].b = colors[1].a;
|
|
transp[2].r = transp[2].g = transp[2].b = colors[2].a;
|
|
colors += 3;
|
|
transp += 3;
|
|
}
|
|
} // loop over strip vertices
|
|
} // loop over strips
|
|
material_index++;
|
|
} // loop over strokes
|
|
|
|
test_object_materials(object_mesh, (ID *)mesh);
|
|
|
|
#if 0 // XXX
|
|
BLI_assert(mesh->totvert == vertex_index);
|
|
BLI_assert(mesh->totedge == edge_index);
|
|
BLI_assert(mesh->totloop == loop_index);
|
|
BLI_assert(mesh->totcol == material_index);
|
|
BKE_mesh_validate(mesh, true, true);
|
|
#endif
|
|
}
|
|
|
|
// A replacement of BKE_object_add() for better performance.
|
|
Object *BlenderStrokeRenderer::NewMesh() const
|
|
{
|
|
Object *ob;
|
|
char name[MAX_ID_NAME];
|
|
unsigned int mesh_id = get_stroke_mesh_id();
|
|
|
|
BLI_snprintf(name, MAX_ID_NAME, "0%08xOB", mesh_id);
|
|
ob = BKE_object_add_only_object(freestyle_bmain, OB_MESH, name);
|
|
BLI_snprintf(name, MAX_ID_NAME, "0%08xME", mesh_id);
|
|
ob->data = BKE_mesh_add(freestyle_bmain, name);
|
|
ob->lay = 1;
|
|
|
|
SceneCollection *sc_master = BKE_collection_master(&freestyle_scene->id);
|
|
BKE_collection_object_add(&freestyle_scene->id, sc_master, ob);
|
|
DEG_graph_tag_relations_update(freestyle_depsgraph);
|
|
|
|
DEG_graph_id_tag_update(freestyle_bmain,
|
|
freestyle_depsgraph,
|
|
&ob->id,
|
|
OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
|
|
|
|
return ob;
|
|
}
|
|
|
|
Render *BlenderStrokeRenderer::RenderScene(Render * /*re*/, bool render)
|
|
{
|
|
Camera *camera = (Camera *)freestyle_scene->camera->data;
|
|
if (camera->clipend < _z)
|
|
camera->clipend = _z + _z_delta * 100.0f;
|
|
#if 0
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "clipsta " << camera->clipsta << ", clipend " << camera->clipend << endl;
|
|
}
|
|
#endif
|
|
|
|
Render *freestyle_render = RE_NewSceneRender(freestyle_scene);
|
|
ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
|
|
DEG_graph_relations_update(freestyle_depsgraph, freestyle_bmain, freestyle_scene, view_layer);
|
|
|
|
RE_RenderFreestyleStrokes(freestyle_render, freestyle_bmain, freestyle_scene,
|
|
render && get_stroke_count() > 0);
|
|
|
|
return freestyle_render;
|
|
}
|
|
|
|
} /* namespace Freestyle */
|