This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp

335 lines
8.9 KiB
C++

# include "BlenderStrokeRenderer.h"
# include "../stroke/Canvas.h"
# include "../application/AppConfig.h"
# include "BlenderTextureManager.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "BKE_customdata.h"
#include "BKE_global.h"
#include "BKE_library.h" /* free_libblock */
#include "BKE_material.h"
#include "BKE_main.h" /* struct Main */
#include "BKE_object.h"
#include "BKE_scene.h"
#include "RE_pipeline.h"
#ifdef __cplusplus
}
#endif
BlenderStrokeRenderer::BlenderStrokeRenderer(Render* re, int render_count)
:StrokeRenderer(){
// TEMPORARY - need a texture manager
_textureManager = new BlenderTextureManager;
_textureManager->load();
// Scene.New("FreestyleStrokes")
old_scene = re->scene;
ListBase lb;
char name[22];
snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name+2);
freestyle_scene = add_scene(name);
lb = freestyle_scene->r.layers;
freestyle_scene->r= old_scene->r;
freestyle_scene->r.layers= lb;
set_scene_bg( freestyle_scene );
// image dimensions
float ycor = ((float)re->r.yasp) / ((float)re->r.xasp);
float width = freestyle_scene->r.xsch;
float height = freestyle_scene->r.ysch * ycor;
// Camera
Object* object_camera = add_object(freestyle_scene, OB_CAMERA);
Camera* camera = (Camera *) object_camera->data;
camera->type = CAM_ORTHO;
camera->ortho_scale = max(width,height);
camera->clipsta = 0.1f;
camera->clipend = 100.0f;
_z_delta = 0.00001f;
_z = camera->clipsta + _z_delta;
// test
//_z = 999.90f; _z_delta = 0.01f;
object_camera->loc[0] = 0.5 * width;
object_camera->loc[1] = 0.5 * height;
object_camera->loc[2] = 1.0;
freestyle_scene->camera = object_camera;
// Material
material = add_material("stroke_material");
material->mode |= MA_VERTEXCOLP;
material->mode |= MA_TRANSP;
material->mode |= MA_SHLESS;
material->vcol_alpha = 1;
}
BlenderStrokeRenderer::~BlenderStrokeRenderer(){
if(0 != _textureManager)
{
delete _textureManager;
_textureManager = 0;
}
// release objects and data blocks
Base *b = (Base *)freestyle_scene->base.first;
while(b) {
Object *ob = b->object;
void *data = ob->data;
char name[24];
strcpy(name, ob->id.name);
//cout << "removing " << name[0] << name[1] << ":" << (name+2) << endl;
switch (ob->type) {
case OB_MESH:
free_libblock( &G.main->object, ob );
free_libblock( &G.main->mesh, data );
break;
case OB_CAMERA:
free_libblock( &G.main->object, ob );
free_libblock( &G.main->camera, data );
freestyle_scene->camera = NULL;
break;
default:
cerr << "Warning: unexpected object in the scene: " << name[0] << name[1] << ":" << (name+2) << endl;
}
b = b->next;
}
BLI_freelistN( &freestyle_scene->base );
// release material
free_libblock( &G.main->mat, material );
set_scene_bg( old_scene );
}
float BlenderStrokeRenderer::get_stroke_vertex_z(void) const {
float z = _z;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
if (!(_z < _z_delta * 100000.0f))
self->_z_delta *= 10.0f;
self->_z += _z_delta;
return -z;
}
void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const{
RenderStrokeRepBasic(iStrokeRep);
}
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const{
////////////////////
// Build up scene
////////////////////
vector<Strip*>& strips = iStrokeRep->getStrips();
Strip::vertex_container::iterator v[3];
StrokeVertexRep *svRep[3];
Vec3r color[3];
unsigned int vertex_index;
float ycor = ((float)freestyle_scene->r.yasp) / ((float)freestyle_scene->r.xasp);
float width = freestyle_scene->r.xsch;
float height = freestyle_scene->r.ysch * ycor;
Vec2r p;
for(vector<Strip*>::iterator s=strips.begin(), send=strips.end();
s!=send;
++s){
Strip::vertex_container& strip_vertices = (*s)->vertices();
int strip_vertex_count = (*s)->sizeStrip();
int m, n, visible_faces, visible_segments;
bool visible;
// iterate over all vertices and count visible faces and strip segments
// (note: a strip segment is a series of visible faces, while two strip
// segments are separated by one or more invisible faces)
v[0] = strip_vertices.begin();
v[1] = v[0]; ++(v[1]);
v[2] = v[1]; ++(v[2]);
visible_faces = visible_segments = 0;
visible = false;
for (n = 2; n < strip_vertex_count; n++)
{
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
m = 0;
for (int j = 0; j < 3; j++) {
p = svRep[j]->point2d();
if (p[0] < 0.0 || p[0] > width || p[1] < 0.0 || p[1] > height)
m++;
}
if (m == 3) {
visible = false;
} else {
visible_faces++;
if (!visible)
visible_segments++;
visible = true;
}
++v[0]; ++v[1]; ++v[2];
}
if (visible_faces == 0)
continue;
// me = Mesh.New()
Object* object_mesh = add_object(freestyle_scene, OB_MESH);
Mesh* mesh = (Mesh *) object_mesh->data;
MEM_freeN(mesh->bb);
mesh->bb= NULL;
mesh->id.us = 0;
#if 1
// me.materials = [mat]
mesh->mat = ( Material ** ) MEM_mallocN( 1 * sizeof( Material * ), "MaterialList" );
mesh->mat[0] = material;
mesh->totcol = 1;
test_object_materials( (ID*) mesh );
#else
assign_material(object_mesh, material, object_mesh->totcol+1);
object_mesh->actcol= object_mesh->totcol;
#endif
// vertices allocation
mesh->totvert = visible_faces + visible_segments * 2;
mesh->mvert = (MVert*) CustomData_add_layer( &mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
// faces allocation
mesh->totface = visible_faces;
mesh->mface = (MFace*) CustomData_add_layer( &mesh->fdata, CD_MFACE, CD_CALLOC, NULL, mesh->totface);
// colors allocation - me.vertexColors = True
mesh->mcol = (MCol *) CustomData_add_layer( &mesh->fdata, CD_MCOL, CD_CALLOC, NULL, mesh->totface );
////////////////////
// Data copy
////////////////////
MVert* vertices = mesh->mvert;
MFace* faces = mesh->mface;
MCol* colors = mesh->mcol;
v[0] = strip_vertices.begin();
v[1] = v[0]; ++(v[1]);
v[2] = v[1]; ++(v[2]);
vertex_index = 0;
visible = false;
for (n = 2; n < strip_vertex_count; n++)
{
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
m = 0;
for (int j = 0; j < 3; j++) {
p = svRep[j]->point2d();
if (p[0] < 0.0 || p[0] > width || p[1] < 0.0 || p[1] > height)
m++;
}
if (m == 3) {
visible = false;
} else {
if (!visible) {
vertex_index += 2;
// first vertex
vertices->co[0] = svRep[0]->point2d()[0];
vertices->co[1] = svRep[0]->point2d()[1];
vertices->co[2] = get_stroke_vertex_z();
++vertices;
// second vertex
vertices->co[0] = svRep[1]->point2d()[0];
vertices->co[1] = svRep[1]->point2d()[1];
vertices->co[2] = get_stroke_vertex_z();
++vertices;
}
visible = true;
// vertex
vertices->co[0] = svRep[2]->point2d()[0];
vertices->co[1] = svRep[2]->point2d()[1];
vertices->co[2] = get_stroke_vertex_z();
// faces
faces->v1 = vertex_index - 2;
faces->v2 = vertex_index - 1;
faces->v3 = vertex_index;
faces->v4 = 0;
// colors
// red and blue are swapped - cf DNA_meshdata_types.h : MCol
color[0] = svRep[0]->color();
color[1] = svRep[1]->color();
color[2] = svRep[2]->color();
colors->r = (short)(255.0f*(color[0])[2]);
colors->g = (short)(255.0f*(color[0])[1]);
colors->b = (short)(255.0f*(color[0])[0]);
colors->a = (short)(255.0f*svRep[0]->alpha());
++colors;
colors->r = (short)(255.0f*(color[1])[2]);
colors->g = (short)(255.0f*(color[1])[1]);
colors->b = (short)(255.0f*(color[1])[0]);
colors->a = (short)(255.0f*svRep[1]->alpha());
++colors;
colors->r = (short)(255.0f*(color[2])[2]);
colors->g = (short)(255.0f*(color[2])[1]);
colors->b = (short)(255.0f*(color[2])[0]);
colors->a = (short)(255.0f*svRep[2]->alpha());
++colors;
++faces; ++vertices; ++colors;
++vertex_index;
}
++v[0]; ++v[1]; ++v[2];
} // loop over strip vertices
} // loop over strips
}
Render* BlenderStrokeRenderer::RenderScene( Render *re ) {
Camera *camera = (Camera *)freestyle_scene->camera->data;
if (camera->clipend < _z)
camera->clipend = _z + _z_delta * 100.0f;
//cout << "clipsta " << camera->clipsta << ", clipend " << camera->clipend << endl;
freestyle_scene->r.mode &= ~( R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR );
freestyle_scene->r.scemode &= ~( R_SINGLE_LAYER );
freestyle_scene->r.planes = R_PLANES32;
freestyle_scene->r.imtype = R_PNG;
Render *freestyle_render = RE_NewRender(freestyle_scene->id.name);
RE_RenderFreestyleStrokes(freestyle_render, freestyle_scene);
return freestyle_render;
}