The reported crash case seems to be caused by freeing compiled Python objects in a thread. Now this issue is avoided by allocating a buffer to store a Python script and using BPY_string_exec() to run the script. This makes it unnecessary to repeatedly create and destroy Text data blocks. Many thanks to Campbell Barton for his help on the bug fix.
267 lines
6.7 KiB
C++
267 lines
6.7 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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#ifndef __CONTROLLER_H__
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#define __CONTROLLER_H__
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/** \file blender/freestyle/intern/application/Controller.h
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* \ingroup freestyle
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* \brief The spinal tap of the system.
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* \author Stephane Grabli
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* \date 01/07/2002
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*/
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#include <string>
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//#include "ConfigIO.h"
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#include "../geometry/FastGrid.h"
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#include "../scene_graph/SceneHash.h"
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#include "../system/Interpreter.h"
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#include "../system/ProgressBar.h"
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#include "../system/Precision.h"
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#include "../system/RenderMonitor.h"
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#include "../system/TimeUtils.h"
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#include "../view_map/FEdgeXDetector.h"
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#include "../view_map/ViewMapBuilder.h"
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extern "C" {
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#include "render_types.h"
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#include "DNA_scene_types.h"
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}
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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namespace Freestyle {
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class AppView;
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class NodeGroup;
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class WShape;
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class SShape;
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class ViewMap;
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class ViewEdge;
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class AppCanvas;
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class InteractiveShader;
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class Shader;
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class StrokeRenderer;
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class Controller
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{
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public:
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Controller();
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~Controller();
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void setView(AppView *iView);
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void setRenderMonitor(RenderMonitor *iRenderMonitor);
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void setPassDiffuse(float *buf, int width, int height);
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void setPassZ(float *buf, int width, int height);
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void setContext(bContext *C);
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//soc
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void init_options();
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int LoadMesh(Render *re, SceneRenderLayer *srl);
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int Load3DSFile(const char *iFileName);
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void CloseFile();
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void ComputeViewMap();
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void ComputeSteerableViewMap();
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void saveSteerableViewMapImages();
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void toggleEdgeTesselationNature(Nature::EdgeNature iNature);
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void DrawStrokes();
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void ResetRenderCount();
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Render *RenderStrokes(Render *re, bool render);
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void SwapStyleModules(unsigned i1, unsigned i2);
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void InsertStyleModule(unsigned index, const char *iFileName);
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void InsertStyleModule(unsigned index, const char *iName, const char *iBuffer);
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void InsertStyleModule(unsigned index, const char *iName, struct Text *iText);
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void AddStyleModule(const char *iFileName);
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void RemoveStyleModule(unsigned index);
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void ReloadStyleModule(unsigned index, const char * iFileName);
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void Clear();
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void ClearRootNode();
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void DeleteWingedEdge();
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void DeleteViewMap(bool freeCache = false);
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void toggleLayer(unsigned index, bool iDisplay);
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void setModified(unsigned index, bool iMod);
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void resetModified(bool iMod=false);
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void updateCausalStyleModules(unsigned index);
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void displayDensityCurves(int x, int y);
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ViewEdge *SelectViewEdge(real x, real y);
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FEdge *SelectFEdge(real x, real y);
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NodeGroup *BuildRep(vector<ViewEdge*>::iterator vedges_begin, vector<ViewEdge*>::iterator vedges_end) ;
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#if 0
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NodeGroup *debugNode() {return _DebugNode;}
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AppView *view() {return _pView;}
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NodeGroup *debugScene() {return _DebugNode;}
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Grid& grid() {return _Grid;}
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#endif
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void toggleVisibilityAlgo();
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void setVisibilityAlgo(int algo);
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int getVisibilityAlgo();
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void setViewMapCache(bool iBool);
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bool getViewMapCache() const;
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void setQuantitativeInvisibility(bool iBool); // if true, we compute quantitativeInvisibility
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bool getQuantitativeInvisibility() const;
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void setFaceSmoothness(bool iBool);
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bool getFaceSmoothness() const;
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void setComputeRidgesAndValleysFlag(bool b);
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bool getComputeRidgesAndValleysFlag() const;
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void setComputeSuggestiveContoursFlag(bool b);
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bool getComputeSuggestiveContoursFlag() const;
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void setComputeMaterialBoundariesFlag(bool b);
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bool getComputeMaterialBoundariesFlag() const;
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void setComputeSteerableViewMapFlag(bool iBool);
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bool getComputeSteerableViewMapFlag() const;
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void setCreaseAngle(real angle) {_creaseAngle = angle;}
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real getCreaseAngle() const {return _creaseAngle;}
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void setSphereRadius(real s) {_sphereRadius = s;}
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real getSphereRadius() const {return _sphereRadius;}
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void setSuggestiveContourKrDerivativeEpsilon(real dkr) {_suggestiveContourKrDerivativeEpsilon = dkr;}
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real getSuggestiveContourKrDerivativeEpsilon() const {return _suggestiveContourKrDerivativeEpsilon;}
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void setModelsDir(const string& dir);
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string getModelsDir() const;
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void setModulesDir(const string& dir);
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string getModulesDir() const;
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bool hitViewMapCache();
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void resetInterpreter();
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public:
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// Viewmap data structure
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ViewMap *_ViewMap;
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// Canvas
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AppCanvas *_Canvas;
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private:
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// Main Window:
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//AppMainWindow *_pMainWindow;
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// List of models currently loaded
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vector<string> _ListOfModels;
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// Current directories
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//ConfigIO* _current_dirs;
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//View
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// 3D
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AppView *_pView;
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// 2D
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#if 0
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Viewer2DWindow *_pView2DWindow;
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Viewer2D *_pView2D;
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#endif
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RenderMonitor *_pRenderMonitor;
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//Model
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// Drawing Structure
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NodeGroup *_RootNode;
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// Winged-Edge structure
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WingedEdge *_winged_edge;
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// Silhouette structure:
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#if 0
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std::vector<SShape*> _SShapes;
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NodeGroup *_SRoot;
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#endif
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// Silhouette
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NodeGroup *_SilhouetteNode;
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NodeGroup *_ProjectedSilhouette;
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NodeGroup *_VisibleProjectedSilhouette;
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// more Debug info
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NodeGroup *_DebugNode;
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// debug
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//NodeUser<ViewMap> *_ViewMapNode; // FIXME
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// Chronometer:
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Chronometer _Chrono;
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// Progress Bar
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ProgressBar *_ProgressBar;
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// edges tesselation nature
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int _edgeTesselationNature;
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FastGrid _Grid;
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//HashGrid _Grid;
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BBox<Vec3r> _Scene3dBBox;
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unsigned int _SceneNumFaces;
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real _minEdgeSize;
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real _EPSILON;
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real _bboxDiag;
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int _render_count;
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//AppStyleWindow *_pStyleWindow;
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//AppOptionsWindow *_pOptionsWindow;
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//AppDensityCurvesWindow *_pDensityCurvesWindow;
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ViewMapBuilder::visibility_algo _VisibilityAlgo;
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// Script Interpreter
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Interpreter *_inter;
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string _help_index;
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string _browser_cmd;
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bool _EnableViewMapCache;
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bool _EnableQI;
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bool _EnableFaceSmoothness;
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bool _ComputeRidges;
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bool _ComputeSuggestive;
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bool _ComputeMaterialBoundaries;
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real _creaseAngle;
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real _sphereRadius;
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real _suggestiveContourKrDerivativeEpsilon;
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bool _ComputeSteerableViewMap;
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FEdgeXDetector edgeDetector;
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SceneHash sceneHashFunc;
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real prevSceneHash;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:Controller")
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#endif
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};
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extern Controller *g_pController;
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} /* namespace Freestyle */
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#endif // __CONTROLLER_H__
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