IMPORTANT: The setters functions' names were normalized due to constant confusion regarding capitalization. All the function names start with set... instead of Set.... This convention was changed all throughout Freestyle. To use Freestyle as an external renderer, the SWIG library MUST be regenerated.
198 lines
5.2 KiB
C++
198 lines
5.2 KiB
C++
#include "AppGLWidget.h"
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#include "Controller.h"
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#include "AppConfig.h"
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#include <iostream>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "DNA_camera_types.h"
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#include "render_types.h"
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#include "renderpipeline.h"
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#include "BLI_blenlib.h"
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#include "BPY_extern.h"
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#ifdef __cplusplus
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}
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#endif
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using namespace std;
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#ifdef __cplusplus
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extern "C" {
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#endif
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static Config::Path *pathconfig = NULL;
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static Controller *controller = NULL;
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static AppGLWidget *view = NULL;
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void FRS_initialize(){
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if( pathconfig == NULL )
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pathconfig = new Config::Path;
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if( controller == NULL )
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controller = new Controller;
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if( view == NULL )
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view = new AppGLWidget;
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controller->setView(view);
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}
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void FRS_init_view(Render* re){
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view->setWidth( re->winx );
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view->setHeight( re->winy );
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view->_camera->setScreenWidthAndHeight( re->winx, re->winy);
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}
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void FRS_init_camera(Render* re){
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Object* maincam_obj = re->scene->camera;
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Camera *cam = (Camera*) maincam_obj->data;
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if(cam->type == CAM_PERSP){
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view->_camera->setType(AppGLWidget_Camera::PERSPECTIVE);
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view->_camera->setHorizontalFieldOfView( M_PI / 180.0f * cam->angle );
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}
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// else if (cam->type == CAM_ORTHO){
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// view->_camera->setType(AppGLWidget_Camera::ORTHOGRAPHIC);
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// // view->_camera->setFocusDistance does not seem to work
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// // integrate cam->ortho_scale parameter
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// }
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Vec camPosition(maincam_obj->obmat[3][0], maincam_obj->obmat[3][1], maincam_obj->obmat[3][2]);
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Vec camUp( re->viewmat[0][1], re->viewmat[1][1], re->viewmat[2][1]);
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Vec camDirection( -re->viewmat[0][2], -re->viewmat[1][2], -re->viewmat[2][2]);
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view->_camera->setPosition(camPosition);
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view->_camera->setUpVector(camUp);
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view->_camera->setViewDirection(camDirection);
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}
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void FRS_scene_3ds_export(Render* re) {
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// export scene to 3ds format
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string script_3ds_export = pathconfig->getProjectDir() +
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Config::DIR_SEP + "python" +
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Config::DIR_SEP + "3ds_export.py";
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BPY_run_python_script( const_cast<char *>(script_3ds_export.c_str()) );
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// load 3ds scene
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char btempdir[255];
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BLI_where_is_temp(btempdir,1);
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string exported_3ds_file = btempdir;
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exported_3ds_file += Config::DIR_SEP + "tmp_scene_freestyle.3ds";
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if( BLI_exists( const_cast<char *>(exported_3ds_file.c_str()) ) ) {
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controller->Load3DSFile( exported_3ds_file.c_str() );
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}
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else {
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cout << "Cannot find" << exported_3ds_file << endl;
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return;
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}
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}
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void FRS_prepare(Render* re) {
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FRS_initialize();
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FRS_init_view(re);
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FRS_init_camera(re);
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FRS_scene_3ds_export(re);
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}
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void FRS_render(Render* re, int render_in_layer) {
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if(render_in_layer) {
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view->workingBuffer = GL_COLOR_ATTACHMENT1_EXT;
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} else {
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view->workingBuffer = GL_BACK;
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}
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// add style module
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string style_module = pathconfig->getProjectDir() +
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Config::DIR_SEP + "style_modules" +
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Config::DIR_SEP + "contour.py";
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controller->InsertStyleModule( 0, const_cast<char *>(style_module.c_str()) );
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controller->toggleLayer(0, true);
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// compute view map
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controller->ComputeViewMap();
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// build strokes
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controller->DrawStrokes();
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// render final result
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view->draw();
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}
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void FRS_execute(Render* re, int render_in_layer) {
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if(render_in_layer) {
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// GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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// switch(status){
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// case GL_FRAMEBUFFER_COMPLETE_EXT:
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// cout << "CORRECT: GL_FRAMEBUFFER_COMPLETE" << endl;
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// break;
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// case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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// cout << "ERROR: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT" << endl;
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// break;
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// case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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// cout << "ERROR: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT" << endl;
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// break;
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// case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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// cout << "ERROR: GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT" << endl;
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// break;
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// case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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// cout << "ERROR: GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT" << endl;
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// break;
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// case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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// cout << "ERROR: GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT" << endl;
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// break;
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// case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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// cout << "ERROR: GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT" << endl;
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// break;
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// case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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// cout << "ERROR: GL_FRAMEBUFFER_UNSUPPORTED" << endl;
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// break;
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// }
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RenderLayer *rl;
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for(rl = (RenderLayer *)re->result->layers.first; rl; rl= rl->next)
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if(rl->layflag & SCE_LAY_FRS)
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break;
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int p;
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for(int j = 0; j < re->winy; j++) {
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for(int i = 0; i < re->winx; i++){
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p = 4*(j*re->winx + i);
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rl->rectf[p] *= 0.6;
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rl->rectf[p + 1] = 0.6 * rl->rectf[p + 1];
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rl->rectf[p + 2] *= 0.6;
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rl->rectf[p + 3] = 1.0;
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}
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}
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} else {
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FRS_render(re, render_in_layer);
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RenderResult rres;
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RE_GetResultImage(re, &rres);
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view->readPixels(0, 0, re->winx, re->winy, AppGLWidget::RGBA, rres.rectf );
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re->result->renlay = render_get_active_layer(re, re->result);
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re->display_draw(re->result, NULL);
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}
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controller->CloseFile();
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}
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#ifdef __cplusplus
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}
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#endif
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