A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm). ---------------------------------------------------------------------- Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: 13 at address: 0x0000000000000000 [Switching to process 72386 thread 0xf303] 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 43 delete (this->m_outputsockets.back()); Current language: auto; currently c++ (gdb) where #0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 #1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49 #2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43 #3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61 #4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59 #5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59 #6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329 #7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302 #8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302 #9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600 #10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584 #11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094 #12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367 #13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815 #14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021 ---------------------------------------------------------------------- Apparently a name conflict between the two Blender modules is taking place. The present commit hence intends to address it by putting all the Freestyle C++ classes in the namespace 'Freestyle'. This revision will also prevent potential name conflicts with other Blender modules in the future. Special thanks to Lukas Toenne for the help with C++ namespace.
143 lines
4.4 KiB
C++
143 lines
4.4 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/scene_graph/NodeCamera.cpp
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* \ingroup freestyle
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* \brief Class to represent a light node
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* \author Stephane Grabli
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* \date 25/01/2002
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*/
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#include <math.h>
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#include <string.h> // for memcpy
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#include "NodeCamera.h"
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namespace Freestyle {
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static void loadIdentity(double * matrix)
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{
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int i;
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// Build Identity matrix
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for (i = 0; i < 16; ++i) {
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double value ;
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if ((i % 5) == 0)
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value = 1.0;
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else
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value = 0;
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matrix[i] = value;
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}
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}
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NodeCamera::NodeCamera(CameraType camera_type) : camera_type_(camera_type)
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{
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loadIdentity(modelview_matrix_);
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loadIdentity(projection_matrix_);
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}
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#if 0 /* UNUSED, gives warning in gcc */
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NodeCamera::NodeCamera(const NodeCamera& iBrother) : camera_type_(iBrother.camera_type_)
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{
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memcpy(modelview_matrix_, iBrother.modelview_matrix_, 16 * sizeof(double));
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memcpy(projection_matrix_, iBrother.projection_matrix_, 16 * sizeof(double));
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}
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#endif
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void NodeCamera::accept(SceneVisitor& v)
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{
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v.visitNodeCamera(*this);
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}
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void NodeCamera::setModelViewMatrix(double modelview_matrix[16])
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{
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memcpy(modelview_matrix_, modelview_matrix, 16 * sizeof(double));
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}
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void NodeCamera::setProjectionMatrix(double projection_matrix[16])
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{
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memcpy(projection_matrix_, projection_matrix, 16 * sizeof(double));
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}
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NodeOrthographicCamera::NodeOrthographicCamera()
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: NodeCamera(NodeCamera::ORTHOGRAPHIC), left_(0), right_(0), bottom_(0), top_(0), zNear_(0), zFar_(0)
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{
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loadIdentity(projection_matrix_);
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loadIdentity(modelview_matrix_);
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}
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NodeOrthographicCamera::NodeOrthographicCamera(double left, double right, double bottom, double top,
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double zNear, double zFar)
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: NodeCamera(NodeCamera::ORTHOGRAPHIC), left_(left), right_(right), bottom_(bottom), top_(top),
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zNear_(zNear), zFar_(zFar)
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{
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loadIdentity(projection_matrix_);
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projection_matrix_[0] = 2.0 / (right - left);
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projection_matrix_[3] = -(right + left) / (right - left) ;
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projection_matrix_[5] = 2.0 / (top - bottom);
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projection_matrix_[7] = -(top + bottom) / (top - bottom) ;
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projection_matrix_[10] = -2.0 / (zFar - zNear);
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projection_matrix_[11] = -(zFar + zNear) / (zFar - zNear);
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}
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NodeOrthographicCamera::NodeOrthographicCamera(const NodeOrthographicCamera& iBrother)
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: NodeCamera(iBrother), left_(iBrother.left_), right_(iBrother.right_), bottom_(iBrother.bottom_), top_(iBrother.top_),
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zNear_(iBrother.zNear_), zFar_(iBrother.zFar_)
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{
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}
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NodePerspectiveCamera::NodePerspectiveCamera() : NodeCamera(NodeCamera::PERSPECTIVE)
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{
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}
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NodePerspectiveCamera::NodePerspectiveCamera(double fovy, double aspect, double zNear, double zFar)
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: NodeCamera(NodeCamera::PERSPECTIVE)
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{
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loadIdentity(projection_matrix_);
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double f = cos(fovy / 2.0) / sin(fovy / 2.0); // cotangent
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projection_matrix_[0] = f / aspect;
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projection_matrix_[5] = f;
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projection_matrix_[10] = (zNear + zFar) / (zNear - zFar);
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projection_matrix_[11] = (2.0 * zNear * zFar) / (zNear - zFar);
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projection_matrix_[14] = -1.0;
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projection_matrix_[15] = 0;
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}
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NodePerspectiveCamera::NodePerspectiveCamera(double left, double right, double bottom, double top,
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double zNear, double zFar)
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: NodeCamera(NodeCamera::PERSPECTIVE)
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{
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loadIdentity(projection_matrix_);
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projection_matrix_[0] = (2.0 * zNear) / (right - left);
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projection_matrix_[2] = (right + left) / (right - left);
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projection_matrix_[5] = (2.0 * zNear) / (top - bottom);
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projection_matrix_[6] = (top + bottom) / (top - bottom);
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projection_matrix_[10] = -(zFar + zNear) / (zFar - zNear);
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projection_matrix_[11] = -(2.0 * zFar * zNear) / (zFar - zNear);
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projection_matrix_[14] = -1.0;
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projection_matrix_[15] = 0;
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}
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} /* namespace Freestyle */
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