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blender-archive/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.h
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

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without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00

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C++

/*
* 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.
*/
#ifndef __BLENDER_STROKE_RENDERER_H__
#define __BLENDER_STROKE_RENDERER_H__
/** \file
* \ingroup freestyle
*/
#include "../stroke/StrokeRenderer.h"
#include "../system/FreestyleConfig.h"
extern "C" {
struct Depsgraph;
struct GHash;
struct Main;
struct Material;
struct Object;
struct Render;
struct Scene;
struct bContext;
struct bNodeTree;
}
namespace Freestyle {
class BlenderStrokeRenderer : public StrokeRenderer {
public:
BlenderStrokeRenderer(Render *re, int render_count);
virtual ~BlenderStrokeRenderer();
/*! Renders a stroke rep */
virtual void RenderStrokeRep(StrokeRep *iStrokeRep) const;
virtual void RenderStrokeRepBasic(StrokeRep *iStrokeRep) const;
Object *NewMesh() const;
struct StrokeGroup {
explicit StrokeGroup() : totvert(0), totedge(0), totpoly(0), totloop(0), totcol(0)
{
}
vector<StrokeRep *> strokes;
int totvert;
int totedge;
int totpoly;
int totloop;
int totcol;
};
vector<StrokeGroup *> strokeGroups, texturedStrokeGroups;
int GenerateScene();
void GenerateStrokeMesh(StrokeGroup *group, bool hasTex);
void FreeStrokeGroups();
Render *RenderScene(Render *re, bool render);
static Material *GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user);
protected:
Main *freestyle_bmain;
Scene *old_scene;
Scene *freestyle_scene;
Depsgraph *freestyle_depsgraph;
bContext *_context;
float _width, _height;
float _z, _z_delta;
unsigned int _mesh_id;
bool _use_shading_nodes;
struct GHash *_nodetree_hash;
static const char *uvNames[];
int get_stroke_count() const;
float get_stroke_vertex_z(void) const;
unsigned int get_stroke_mesh_id(void) const;
bool test_triangle_visibility(StrokeVertexRep *svRep[3]) const;
void test_strip_visibility(Strip::vertex_container &strip_vertices,
int *visible_faces,
int *visible_segments) const;
vector<StrokeRep *> _strokeReps;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:BlenderStrokeRenderer")
#endif
};
} /* namespace Freestyle */
#endif // __BLENDER_STROKE_RENDERER_H__