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blender-archive/source/blender/freestyle/intern/view_map/Pow23GridDensityProvider.cpp
Tamito Kajiyama 800f86c845 Attempt to fix a potential name conflict between Freestyle and the compositor.
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.
2013-04-09 00:46:49 +00:00

121 lines
4.3 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/freestyle/intern/view_map/Pow23GridDensityProvider.cpp
* \ingroup freestyle
* \brief Class to define a cell grid surrounding the projected image of a scene
* \author Alexander Beels
* \date 2011-2-8
*/
#include "Pow23GridDensityProvider.h"
#include "BKE_global.h"
namespace Freestyle {
Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource& source, const real proscenium[4], unsigned numFaces)
: GridDensityProvider(source), numFaces(numFaces)
{
initialize (proscenium);
}
Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource& source, const BBox<Vec3r>& bbox,
const GridHelpers::Transform& transform, unsigned numFaces)
: GridDensityProvider(source), numFaces(numFaces)
{
real proscenium[4];
calculateQuickProscenium(transform, bbox, proscenium);
initialize (proscenium);
}
Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource& source, unsigned numFaces)
: GridDensityProvider(source), numFaces(numFaces)
{
real proscenium[4];
calculateOptimalProscenium(source, proscenium);
initialize (proscenium);
}
Pow23GridDensityProvider::~Pow23GridDensityProvider () {}
void Pow23GridDensityProvider::initialize(const real proscenium[4])
{
float prosceniumWidth = (proscenium[1] - proscenium[0]);
float prosceniumHeight = (proscenium[3] - proscenium[2]);
real cellArea = prosceniumWidth * prosceniumHeight / pow(numFaces, 2.0f / 3.0f);
if (G.debug & G_DEBUG_FREESTYLE) {
cout << prosceniumWidth << " x " << prosceniumHeight << " grid with cells of area " << cellArea << "." << endl;
}
_cellSize = sqrt(cellArea);
// Now we know how many cells make each side of our grid
_cellsX = ceil(prosceniumWidth / _cellSize);
_cellsY = ceil(prosceniumHeight / _cellSize);
if (G.debug & G_DEBUG_FREESTYLE) {
cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl;
}
// Make sure the grid exceeds the proscenium by a small amount
float safetyZone = 0.1;
if (_cellsX * _cellSize < prosceniumWidth * (1.0 + safetyZone)) {
_cellsX = prosceniumWidth * (1.0 + safetyZone) / _cellSize;
}
if (_cellsY * _cellSize < prosceniumHeight * (1.0 + safetyZone)) {
_cellsY = prosceniumHeight * (1.0 + safetyZone) / _cellSize;
}
if (G.debug & G_DEBUG_FREESTYLE) {
cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl;
}
// Find grid origin
_cellOrigin[0] = ((proscenium[0] + proscenium[1]) / 2.0) - (_cellsX / 2.0) * _cellSize;
_cellOrigin[1] = ((proscenium[2] + proscenium[3]) / 2.0) - (_cellsY / 2.0) * _cellSize;
}
Pow23GridDensityProviderFactory::Pow23GridDensityProviderFactory(unsigned numFaces)
: numFaces(numFaces)
{
}
Pow23GridDensityProviderFactory::~Pow23GridDensityProviderFactory () {}
auto_ptr<GridDensityProvider>
Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const real proscenium[4])
{
return auto_ptr<GridDensityProvider>(new Pow23GridDensityProvider(source, proscenium, numFaces));
}
auto_ptr<GridDensityProvider>
Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const BBox<Vec3r>& bbox,
const GridHelpers::Transform& transform)
{
return auto_ptr<GridDensityProvider>(new Pow23GridDensityProvider(source, bbox, transform, numFaces));
}
auto_ptr<GridDensityProvider> Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source)
{
return auto_ptr<GridDensityProvider>(new Pow23GridDensityProvider(source, numFaces));
}
} /* namespace Freestyle */