Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
105 lines
2.8 KiB
C++
105 lines
2.8 KiB
C++
/*
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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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#ifndef __BLENDER_STROKE_RENDERER_H__
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#define __BLENDER_STROKE_RENDERER_H__
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/** \file
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* \ingroup freestyle
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*/
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#include "../stroke/StrokeRenderer.h"
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#include "../system/FreestyleConfig.h"
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extern "C" {
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struct Depsgraph;
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struct GHash;
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struct Main;
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struct Material;
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struct Object;
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struct Render;
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struct Scene;
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struct bContext;
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struct bNodeTree;
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}
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namespace Freestyle {
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class BlenderStrokeRenderer : public StrokeRenderer {
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public:
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BlenderStrokeRenderer(Render *re, int render_count);
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virtual ~BlenderStrokeRenderer();
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/*! Renders a stroke rep */
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virtual void RenderStrokeRep(StrokeRep *iStrokeRep) const;
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virtual void RenderStrokeRepBasic(StrokeRep *iStrokeRep) const;
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Object *NewMesh() const;
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struct StrokeGroup {
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explicit StrokeGroup() : totvert(0), totedge(0), totpoly(0), totloop(0), totcol(0)
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{
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}
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vector<StrokeRep *> strokes;
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int totvert;
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int totedge;
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int totpoly;
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int totloop;
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int totcol;
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};
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vector<StrokeGroup *> strokeGroups, texturedStrokeGroups;
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int GenerateScene();
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void GenerateStrokeMesh(StrokeGroup *group, bool hasTex);
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void FreeStrokeGroups();
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Render *RenderScene(Render *re, bool render);
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static Material *GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user);
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protected:
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Main *freestyle_bmain;
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Scene *old_scene;
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Scene *freestyle_scene;
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Depsgraph *freestyle_depsgraph;
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bContext *_context;
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float _width, _height;
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float _z, _z_delta;
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unsigned int _mesh_id;
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bool _use_shading_nodes;
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struct GHash *_nodetree_hash;
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static const char *uvNames[];
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int get_stroke_count() const;
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float get_stroke_vertex_z(void) const;
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unsigned int get_stroke_mesh_id(void) const;
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bool test_triangle_visibility(StrokeVertexRep *svRep[3]) const;
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void test_strip_visibility(Strip::vertex_container &strip_vertices,
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int *visible_faces,
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int *visible_segments) const;
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vector<StrokeRep *> _strokeReps;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:BlenderStrokeRenderer")
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#endif
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};
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} /* namespace Freestyle */
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#endif // __BLENDER_STROKE_RENDERER_H__
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