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blender-archive/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c
YimingWu 6f7e632a6f Cleanup, LineArt: Sample -> Resample
Clear up what sample length does by renaming the option and variables.
2021-03-18 13:20:44 +01:00

3971 lines
132 KiB
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.
*
* The Original Code is Copyright (C) 2019 Blender Foundation.
* All rights reserved.
*/
/* \file
* \ingroup editors
*/
#include "MOD_lineart.h"
#include "BLI_alloca.h"
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_task.h"
#include "BLI_utildefines.h"
#include "BKE_callbacks.h"
#include "BKE_camera.h"
#include "BKE_collection.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_customdata.h"
#include "BKE_deform.h"
#include "BKE_editmesh.h"
#include "BKE_global.h"
#include "BKE_gpencil.h"
#include "BKE_gpencil_geom.h"
#include "BKE_gpencil_modifier.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_text.h"
#include "DEG_depsgraph_query.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_lineart_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_scene_types.h"
#include "DNA_text_types.h"
#include "MEM_guardedalloc.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "BLI_math.h"
#include "BLI_string_utils.h"
#include "bmesh.h"
#include "bmesh_class.h"
#include "bmesh_tools.h"
#include "WM_api.h"
#include "WM_types.h"
#include "MOD_gpencil_modifiertypes.h"
#include "lineart_intern.h"
static LineartBoundingArea *lineart_edge_first_bounding_area(LineartRenderBuffer *rb,
LineartEdge *e);
static void lineart_bounding_area_link_line(LineartRenderBuffer *rb,
LineartBoundingArea *root_ba,
LineartEdge *e);
static LineartBoundingArea *lineart_bounding_area_next(LineartBoundingArea *this,
LineartEdge *e,
double x,
double y,
double k,
int positive_x,
int positive_y,
double *next_x,
double *next_y);
static bool lineart_get_edge_bounding_areas(LineartRenderBuffer *rb,
LineartEdge *e,
int *rowbegin,
int *rowend,
int *colbegin,
int *colend);
static void lineart_bounding_area_link_triangle(LineartRenderBuffer *rb,
LineartBoundingArea *root_ba,
LineartTriangle *rt,
double *LRUB,
int recursive,
int recursive_level,
bool do_intersection);
static bool lineart_triangle_edge_image_space_occlusion(SpinLock *spl,
const LineartTriangle *rt,
const LineartEdge *e,
const double *override_camera_loc,
const bool override_cam_is_persp,
const bool allow_overlapping_edges,
const double vp[4][4],
const double *camera_dir,
const float cam_shift_x,
const float cam_shift_y,
double *from,
double *to);
static void lineart_add_edge_to_list(LineartRenderBuffer *rb, LineartEdge *e);
static void lineart_discard_segment(LineartRenderBuffer *rb, LineartLineSegment *rls)
{
BLI_spin_lock(&rb->lock_cuts);
memset(rls, 0, sizeof(LineartLineSegment));
/* Storing the node for potentially reuse the memory for new segment data. Line Art data is not
* freed after all calulations are done. */
BLI_addtail(&rb->wasted_cuts, rls);
BLI_spin_unlock(&rb->lock_cuts);
}
static LineartLineSegment *lineart_give_segment(LineartRenderBuffer *rb)
{
BLI_spin_lock(&rb->lock_cuts);
/* See if there is any already allocated memory we can reuse. */
if (rb->wasted_cuts.first) {
LineartLineSegment *rls = (LineartLineSegment *)BLI_pophead(&rb->wasted_cuts);
BLI_spin_unlock(&rb->lock_cuts);
memset(rls, 0, sizeof(LineartLineSegment));
return rls;
}
BLI_spin_unlock(&rb->lock_cuts);
/* Otherwise allocate some new memory. */
return (LineartLineSegment *)lineart_mem_aquire_thread(&rb->render_data_pool,
sizeof(LineartLineSegment));
}
/* Cuts the edge in image space and mark occlusion level for each segment. */
static void lineart_edge_cut(LineartRenderBuffer *rb,
LineartEdge *e,
double start,
double end,
unsigned char transparency_mask)
{
LineartLineSegment *rls, *irls, *next_rls, *prev_rls;
LineartLineSegment *cut_start_before = 0, *cut_end_before = 0;
LineartLineSegment *ns = 0, *ns2 = 0;
int untouched = 0;
/* If for some reason the occlusion function may give a result that has zero length, or reversed
* in direction, or NAN, we take care of them here. */
if (LRT_DOUBLE_CLOSE_ENOUGH(start, end)) {
return;
}
if (LRT_DOUBLE_CLOSE_ENOUGH(start, 1) || LRT_DOUBLE_CLOSE_ENOUGH(end, 0)) {
return;
}
if (UNLIKELY(start != start)) {
start = 0;
}
if (UNLIKELY(end != end)) {
end = 0;
}
if (start > end) {
double t = start;
start = end;
end = t;
}
/* Begin looking for starting position of the segment. */
/* Not using a list iteration macro because of it more clear when using for loops to iterate
* through the segments. */
for (rls = e->segments.first; rls; rls = rls->next) {
if (LRT_DOUBLE_CLOSE_ENOUGH(rls->at, start)) {
cut_start_before = rls;
ns = cut_start_before;
break;
}
if (rls->next == NULL) {
break;
}
irls = rls->next;
if (irls->at > start + 1e-09 && start > rls->at) {
cut_start_before = irls;
ns = lineart_give_segment(rb);
break;
}
}
if (!cut_start_before && LRT_DOUBLE_CLOSE_ENOUGH(1, end)) {
untouched = 1;
}
for (rls = cut_start_before; rls; rls = rls->next) {
/* We tried to cut at existing cutting point (e.g. where the line's occluded by a triangle
* strip). */
if (LRT_DOUBLE_CLOSE_ENOUGH(rls->at, end)) {
cut_end_before = rls;
ns2 = cut_end_before;
break;
}
/* This check is to prevent rls->at == 1.0 (where we don't need to cut because we are at the
* end point). */
if (!rls->next && LRT_DOUBLE_CLOSE_ENOUGH(1, end)) {
cut_end_before = rls;
ns2 = cut_end_before;
untouched = 1;
break;
}
/* When an actual cut is needed in the line. */
if (rls->at > end) {
cut_end_before = rls;
ns2 = lineart_give_segment(rb);
break;
}
}
/* When we still can't find any existing cut in the line, we allocate new ones. */
if (ns == NULL) {
ns = lineart_give_segment(rb);
}
if (ns2 == NULL) {
if (untouched) {
ns2 = ns;
cut_end_before = ns2;
}
else {
ns2 = lineart_give_segment(rb);
}
}
if (cut_start_before) {
if (cut_start_before != ns) {
/* Insert cutting points for when a new cut is needed. */
irls = cut_start_before->prev ? cut_start_before->prev : NULL;
ns->occlusion = irls ? irls->occlusion : 0;
ns->transparency_mask = irls->transparency_mask;
BLI_insertlinkbefore(&e->segments, (void *)cut_start_before, (void *)ns);
}
/* Otherwise we already found a existing cutting point, no need to insert a new one. */
}
else {
/* We have yet to reach a existing cutting point even after we searched the whole line, so we
* append the new cut to the end. */
irls = e->segments.last;
ns->occlusion = irls->occlusion;
ns->transparency_mask = irls->transparency_mask;
BLI_addtail(&e->segments, ns);
}
if (cut_end_before) {
/* The same manipulation as on "cut_start_before". */
if (cut_end_before != ns2) {
irls = cut_end_before->prev ? cut_end_before->prev : NULL;
ns2->occlusion = irls ? irls->occlusion : 0;
ns2->transparency_mask = irls ? irls->transparency_mask : 0;
BLI_insertlinkbefore(&e->segments, (void *)cut_end_before, (void *)ns2);
}
}
else {
irls = e->segments.last;
ns2->occlusion = irls->occlusion;
ns2->transparency_mask = irls->transparency_mask;
BLI_addtail(&e->segments, ns2);
}
/* If we touched the cut list, we assign the new cut position based on new cut position, this way
* we accomomdate precision lost due to multiple cut inserts. */
ns->at = start;
if (!untouched) {
ns2->at = end;
}
else {
/* For the convenience of the loop below. */
ns2 = ns2->next;
}
/* Register 1 level of occlusion for all touched segments. */
for (rls = ns; rls && rls != ns2; rls = rls->next) {
rls->occlusion++;
rls->transparency_mask |= transparency_mask;
}
/* Reduce adjacent cutting points of the same level, which saves memory. */
char min_occ = 127;
prev_rls = NULL;
for (rls = e->segments.first; rls; rls = next_rls) {
next_rls = rls->next;
if (prev_rls && prev_rls->occlusion == rls->occlusion &&
prev_rls->transparency_mask == rls->transparency_mask) {
BLI_remlink(&e->segments, rls);
/* This puts the node back to the render buffer, if more cut happens, these unused nodes get
* picked first. */
lineart_discard_segment(rb, rls);
continue;
}
min_occ = MIN2(min_occ, rls->occlusion);
prev_rls = rls;
}
e->min_occ = min_occ;
}
/* To see if given line is connected to an adjacent intersection line. */
BLI_INLINE bool lineart_occlusion_is_adjacent_intersection(LineartEdge *e, LineartTriangle *rt)
{
LineartVertIntersection *v1 = (void *)e->v1;
LineartVertIntersection *v2 = (void *)e->v2;
return ((v1->base.flag && v1->intersecting_with == (void *)rt) ||
(v2->base.flag && v2->intersecting_with == (void *)rt));
}
static void lineart_occlusion_single_line(LineartRenderBuffer *rb, LineartEdge *e, int thread_id)
{
double x = e->v1->fbcoord[0], y = e->v1->fbcoord[1];
LineartBoundingArea *ba = lineart_edge_first_bounding_area(rb, e);
LineartBoundingArea *nba = ba;
LineartTriangleThread *rt;
/* These values are used for marching along the line. */
double l, r;
double k = (e->v2->fbcoord[1] - e->v1->fbcoord[1]) /
(e->v2->fbcoord[0] - e->v1->fbcoord[0] + 1e-30);
int positive_x = (e->v2->fbcoord[0] - e->v1->fbcoord[0]) > 0 ?
1 :
(e->v2->fbcoord[0] == e->v1->fbcoord[0] ? 0 : -1);
int positive_y = (e->v2->fbcoord[1] - e->v1->fbcoord[1]) > 0 ?
1 :
(e->v2->fbcoord[1] == e->v1->fbcoord[1] ? 0 : -1);
while (nba) {
LISTBASE_FOREACH (LinkData *, lip, &nba->linked_triangles) {
rt = lip->data;
/* If we are already testing the line in this thread, then don't do it. */
if (rt->testing_e[thread_id] == e || (rt->base.flags & LRT_TRIANGLE_INTERSECTION_ONLY) ||
lineart_occlusion_is_adjacent_intersection(e, (LineartTriangle *)rt)) {
continue;
}
rt->testing_e[thread_id] = e;
if (lineart_triangle_edge_image_space_occlusion(&rb->lock_task,
(void *)rt,
e,
rb->camera_pos,
rb->cam_is_persp,
rb->allow_overlapping_edges,
rb->view_projection,
rb->view_vector,
rb->shift_x,
rb->shift_y,
&l,
&r)) {
lineart_edge_cut(rb, e, l, r, rt->base.transparency_mask);
if (e->min_occ > rb->max_occlusion_level) {
/* No need to caluclate any longer on this line because no level more than set value is
* going to show up in the rendered result. */
return;
}
}
}
/* Marching along e->v1 to e->v2, searching each possible bounding areas it may touch. */
nba = lineart_bounding_area_next(nba, e, x, y, k, positive_x, positive_y, &x, &y);
}
}
static int lineart_occlusion_make_task_info(LineartRenderBuffer *rb, LineartRenderTaskInfo *rti)
{
LineartEdge *data;
int i;
int res = 0;
BLI_spin_lock(&rb->lock_task);
#define LRT_ASSIGN_OCCLUSION_TASK(name) \
if (rb->name##_managed) { \
data = rb->name##_managed; \
rti->name = (void *)data; \
for (i = 0; i < LRT_THREAD_EDGE_COUNT && data; i++) { \
data = data->next; \
} \
rti->name##_end = data; \
rb->name##_managed = data; \
res = 1; \
} \
else { \
rti->name = NULL; \
}
LRT_ASSIGN_OCCLUSION_TASK(contour);
LRT_ASSIGN_OCCLUSION_TASK(intersection);
LRT_ASSIGN_OCCLUSION_TASK(crease);
LRT_ASSIGN_OCCLUSION_TASK(material);
LRT_ASSIGN_OCCLUSION_TASK(edge_mark);
#undef LRT_ASSIGN_OCCLUSION_TASK
BLI_spin_unlock(&rb->lock_task);
return res;
}
static void lineart_occlusion_worker(TaskPool *__restrict UNUSED(pool), LineartRenderTaskInfo *rti)
{
LineartRenderBuffer *rb = rti->rb;
LineartEdge *eip;
while (lineart_occlusion_make_task_info(rb, rti)) {
for (eip = (void *)rti->contour; eip && eip != rti->contour_end; eip = eip->next) {
lineart_occlusion_single_line(rb, eip, rti->thread_id);
}
for (eip = (void *)rti->crease; eip && eip != rti->crease_end; eip = eip->next) {
lineart_occlusion_single_line(rb, eip, rti->thread_id);
}
for (eip = (void *)rti->intersection; eip && eip != rti->intersection_end; eip = eip->next) {
lineart_occlusion_single_line(rb, eip, rti->thread_id);
}
for (eip = (void *)rti->material; eip && eip != rti->material_end; eip = eip->next) {
lineart_occlusion_single_line(rb, eip, rti->thread_id);
}
for (eip = (void *)rti->edge_mark; eip && eip != rti->edge_mark_end; eip = eip->next) {
lineart_occlusion_single_line(rb, eip, rti->thread_id);
}
}
}
/* All internal functions starting with lineart_main_ is called inside
* MOD_lineart_compute_feature_lines function.
* This function handles all occlusion calculation. */
static void lineart_main_occlusion_begin(LineartRenderBuffer *rb)
{
int thread_count = rb->thread_count;
LineartRenderTaskInfo *rti = MEM_callocN(sizeof(LineartRenderTaskInfo) * thread_count,
"Task Pool");
int i;
rb->contour_managed = rb->contours;
rb->crease_managed = rb->crease_lines;
rb->intersection_managed = rb->intersection_lines;
rb->material_managed = rb->material_lines;
rb->edge_mark_managed = rb->edge_marks;
TaskPool *tp = BLI_task_pool_create(NULL, TASK_PRIORITY_HIGH);
for (i = 0; i < thread_count; i++) {
rti[i].thread_id = i;
rti[i].rb = rb;
BLI_task_pool_push(tp, (TaskRunFunction)lineart_occlusion_worker, &rti[i], 0, NULL);
}
BLI_task_pool_work_and_wait(tp);
BLI_task_pool_free(tp);
MEM_freeN(rti);
}
/* Test if v lies with in the triangle formed by v0, v1, and v2. Returns false when v is exactly on
* the edge.
* For v to be inside the triangle, it needs to be at the same side of v0->v1, v1->v2, and
* v2->v0, where the "side" is determined by checking the sign of cross(v1-v0, v1-v) and so on.
*/
static bool lineart_point_inside_triangle(const double v[2],
const double v0[2],
const double v1[2],
const double v2[2])
{
double cl, c;
cl = (v0[0] - v[0]) * (v1[1] - v[1]) - (v0[1] - v[1]) * (v1[0] - v[0]);
c = cl;
cl = (v1[0] - v[0]) * (v2[1] - v[1]) - (v1[1] - v[1]) * (v2[0] - v[0]);
if (c * cl <= 0) {
return false;
}
c = cl;
cl = (v2[0] - v[0]) * (v0[1] - v[1]) - (v2[1] - v[1]) * (v0[0] - v[0]);
if (c * cl <= 0) {
return false;
}
c = cl;
cl = (v0[0] - v[0]) * (v1[1] - v[1]) - (v0[1] - v[1]) * (v1[0] - v[0]);
if (c * cl <= 0) {
return false;
}
return true;
}
static int lineart_point_on_line_segment(double v[2], double v0[2], double v1[2])
{
/* c1!=c2 by default. */
double c1 = 1, c2 = 0;
double l0[2], l1[2];
sub_v2_v2v2_db(l0, v, v0);
sub_v2_v2v2_db(l1, v, v1);
if (v1[0] == v0[0] && v1[1] == v0[1]) {
return 0;
}
if (v1[0] - v0[0]) {
c1 = ratiod(v0[0], v1[0], v[0]);
}
else if (v[0] == v1[0]) {
c2 = ratiod(v0[1], v1[1], v[1]);
return (c2 >= 0 && c2 <= 1);
}
if (v1[1] - v0[1]) {
c2 = ratiod(v0[1], v1[1], v[1]);
}
else if (v[1] == v1[1]) {
c1 = ratiod(v0[0], v1[0], v[0]);
return (c1 >= 0 && c1 <= 1);
}
if (LRT_DOUBLE_CLOSE_ENOUGH(c1, c2) && c1 >= 0 && c1 <= 1) {
return 1;
}
return 0;
}
/* Same algorithm as lineart_point_inside_triangle(), but returns differently:
* 0-outside 1-on the edge 2-inside. */
static int lineart_point_triangle_relation(double v[2], double v0[2], double v1[2], double v2[2])
{
double cl, c;
double r;
if (lineart_point_on_line_segment(v, v0, v1) || lineart_point_on_line_segment(v, v1, v2) ||
lineart_point_on_line_segment(v, v2, v0)) {
return 1;
}
cl = (v0[0] - v[0]) * (v1[1] - v[1]) - (v0[1] - v[1]) * (v1[0] - v[0]);
c = cl;
cl = (v1[0] - v[0]) * (v2[1] - v[1]) - (v1[1] - v[1]) * (v2[0] - v[0]);
if ((r = c * cl) < 0) {
return 0;
}
c = cl;
cl = (v2[0] - v[0]) * (v0[1] - v[1]) - (v2[1] - v[1]) * (v0[0] - v[0]);
if ((r = c * cl) < 0) {
return 0;
}
c = cl;
cl = (v0[0] - v[0]) * (v1[1] - v[1]) - (v0[1] - v[1]) * (v1[0] - v[0]);
if ((r = c * cl) < 0) {
return 0;
}
if (r == 0) {
return 1;
}
return 2;
}
/* Similar with lineart_point_inside_triangle, but in 3d.
* Returns false when not co-plannar. */
static bool lineart_point_inside_triangle3d(double v[3], double v0[3], double v1[3], double v2[3])
{
double l[3], r[3];
double N1[3], N2[3];
double d;
sub_v3_v3v3_db(l, v1, v0);
sub_v3_v3v3_db(r, v, v1);
cross_v3_v3v3_db(N1, l, r);
sub_v3_v3v3_db(l, v2, v1);
sub_v3_v3v3_db(r, v, v2);
cross_v3_v3v3_db(N2, l, r);
if ((d = dot_v3v3_db(N1, N2)) < 0) {
return false;
}
sub_v3_v3v3_db(l, v0, v2);
sub_v3_v3v3_db(r, v, v0);
cross_v3_v3v3_db(N1, l, r);
if ((d = dot_v3v3_db(N1, N2)) < 0) {
return false;
}
sub_v3_v3v3_db(l, v1, v0);
sub_v3_v3v3_db(r, v, v1);
cross_v3_v3v3_db(N2, l, r);
if ((d = dot_v3v3_db(N1, N2)) < 0) {
return false;
}
return true;
}
/* The following lineart_memory_get_XXX_space functions are for allocating new memory for some
* modified geometries in the culling stage. */
static LineartElementLinkNode *lineart_memory_get_triangle_space(LineartRenderBuffer *rb)
{
LineartElementLinkNode *reln;
/* We don't need to allocate a whole bunch of triangles because the amount of clipped triangles
* are relatively small. */
LineartTriangle *render_triangles = lineart_mem_aquire(&rb->render_data_pool,
64 * rb->triangle_size);
reln = lineart_list_append_pointer_pool_sized(&rb->triangle_buffer_pointers,
&rb->render_data_pool,
render_triangles,
sizeof(LineartElementLinkNode));
reln->element_count = 64;
reln->flags |= LRT_ELEMENT_IS_ADDITIONAL;
return reln;
}
static LineartElementLinkNode *lineart_memory_get_vert_space(LineartRenderBuffer *rb)
{
LineartElementLinkNode *reln;
LineartVert *render_vertices = lineart_mem_aquire(&rb->render_data_pool,
sizeof(LineartVert) * 64);
reln = lineart_list_append_pointer_pool_sized(&rb->vertex_buffer_pointers,
&rb->render_data_pool,
render_vertices,
sizeof(LineartElementLinkNode));
reln->element_count = 64;
reln->flags |= LRT_ELEMENT_IS_ADDITIONAL;
return reln;
}
static LineartElementLinkNode *lineart_memory_get_edge_space(LineartRenderBuffer *rb)
{
LineartElementLinkNode *reln;
LineartEdge *render_edges = lineart_mem_aquire(&rb->render_data_pool, sizeof(LineartEdge) * 64);
reln = lineart_list_append_pointer_pool_sized(&rb->line_buffer_pointers,
&rb->render_data_pool,
render_edges,
sizeof(LineartElementLinkNode));
reln->element_count = 64;
reln->crease_threshold = rb->crease_threshold;
reln->flags |= LRT_ELEMENT_IS_ADDITIONAL;
return reln;
}
static void lineart_triangle_post(LineartTriangle *rt, LineartTriangle *orig)
{
/* Just re-assign normal and set cull flag. */
copy_v3_v3_db(rt->gn, orig->gn);
rt->flags = LRT_CULL_GENERATED;
}
static void lineart_triangle_set_cull_flag(LineartTriangle *rt, unsigned char flag)
{
unsigned char intersection_only = (rt->flags & LRT_TRIANGLE_INTERSECTION_ONLY);
rt->flags = flag;
rt->flags |= intersection_only;
}
static bool lineart_edge_match(LineartTriangle *rt, LineartEdge *e, int v1, int v2)
{
return ((rt->v[v1] == e->v1 && rt->v[v2] == e->v2) ||
(rt->v[v2] == e->v1 && rt->v[v1] == e->v2));
}
/* Does near-plane cut on 1 triangle only. When cutting with far-plane, the camera vectors gets
* reversed by the caller so don't need to implement one in a different direction. */
static void lineart_triangle_cull_single(LineartRenderBuffer *rb,
LineartTriangle *rt,
int in0,
int in1,
int in2,
double *cam_pos,
double *view_dir,
bool allow_boundaries,
double (*vp)[4],
Object *ob,
int *r_v_count,
int *r_e_count,
int *r_t_count,
LineartElementLinkNode *v_eln,
LineartElementLinkNode *e_eln,
LineartElementLinkNode *t_eln)
{
double vv1[3], vv2[3], dot1, dot2;
double a;
int v_count = *r_v_count;
int e_count = *r_e_count;
int t_count = *r_t_count;
int v1_obi, v2_obi;
char new_flag = 0;
LineartEdge *new_e, *e, *old_e;
LineartLineSegment *rls;
LineartTriangleAdjacent *rta;
if (rt->flags & (LRT_CULL_USED | LRT_CULL_GENERATED | LRT_CULL_DISCARD)) {
return;
}
/* See definition of rt->intersecting_verts and the usage in
* lineart_geometry_object_load() for details. */
rta = (void *)rt->intersecting_verts;
LineartVert *rv = &((LineartVert *)v_eln->pointer)[v_count];
LineartTriangle *rt1 = (void *)(((unsigned char *)t_eln->pointer) + rb->triangle_size * t_count);
LineartTriangle *rt2 = (void *)(((unsigned char *)t_eln->pointer) +
rb->triangle_size * (t_count + 1));
new_e = &((LineartEdge *)e_eln->pointer)[e_count];
/* Init rl to the last rl entry. */
e = new_e;
#define INCREASE_RL \
e_count++; \
v1_obi = e->v1_obindex; \
v2_obi = e->v2_obindex; \
new_e = &((LineartEdge *)e_eln->pointer)[e_count]; \
e = new_e; \
e->v1_obindex = v1_obi; \
e->v2_obindex = v2_obi; \
rls = lineart_mem_aquire(&rb->render_data_pool, sizeof(LineartLineSegment)); \
BLI_addtail(&e->segments, rls);
#define SELECT_RL(e_num, v1_link, v2_link, newrt) \
if (rta->e[e_num]) { \
old_e = rta->e[e_num]; \
new_flag = old_e->flags; \
old_e->flags = LRT_EDGE_FLAG_CHAIN_PICKED; \
INCREASE_RL \
e->v1 = (v1_link); \
e->v2 = (v2_link); \
e->flags = new_flag; \
e->object_ref = ob; \
e->t1 = ((old_e->t1 == rt) ? (newrt) : (old_e->t1)); \
e->t2 = ((old_e->t2 == rt) ? (newrt) : (old_e->t2)); \
lineart_add_edge_to_list(rb, e); \
}
#define RELINK_RL(e_num, newrt) \
if (rta->e[e_num]) { \
old_e = rta->e[e_num]; \
old_e->t1 = ((old_e->t1 == rt) ? (newrt) : (old_e->t1)); \
old_e->t2 = ((old_e->t2 == rt) ? (newrt) : (old_e->t2)); \
}
#define REMOVE_TRIANGLE_RL \
if (rta->e[0]) { \
rta->e[0]->flags = LRT_EDGE_FLAG_CHAIN_PICKED; \
} \
if (rta->e[1]) { \
rta->e[1]->flags = LRT_EDGE_FLAG_CHAIN_PICKED; \
} \
if (rta->e[2]) { \
rta->e[2]->flags = LRT_EDGE_FLAG_CHAIN_PICKED; \
}
switch (in0 + in1 + in2) {
case 0: /* Triangle is visible. Ignore this triangle. */
return;
case 3:
/* Triangle completely behind near plane, throw it away
* also remove render lines form being computed. */
lineart_triangle_set_cull_flag(rt, LRT_CULL_DISCARD);
REMOVE_TRIANGLE_RL
return;
case 2:
/* Two points behind near plane, cut those and
* generate 2 new points, 3 lines and 1 triangle. */
lineart_triangle_set_cull_flag(rt, LRT_CULL_USED);
/* (!in0) means "when point 0 is visible".
* conditons for point 1, 2 are the same idea.
* 1-----|-------0
* | | ---
* | |---
* | ---|
* 2-- |
* (near)---------->(far)
* Will become:
* |N******0
* |* ***
* |N**
* |
* |
* (near)---------->(far)
*/
if (!in0) {
/* Cut point for line 2---|-----0. */
sub_v3_v3v3_db(vv1, rt->v[0]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[2]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
/* Assign it to a new point. */
interp_v3_v3v3_db(rv[0].gloc, rt->v[0]->gloc, rt->v[2]->gloc, a);
mul_v4_m4v3_db(rv[0].fbcoord, vp, rv[0].gloc);
rv[0].index = rt->v[2]->index;
/* Cut point for line 1---|-----0. */
sub_v3_v3v3_db(vv1, rt->v[0]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[1]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
/* Assign it to another new point. */
interp_v3_v3v3_db(rv[1].gloc, rt->v[0]->gloc, rt->v[1]->gloc, a);
mul_v4_m4v3_db(rv[1].fbcoord, vp, rv[1].gloc);
rv[1].index = rt->v[1]->index;
/* New line connecting two new points. */
INCREASE_RL
if (allow_boundaries) {
e->flags = LRT_EDGE_FLAG_CONTOUR;
lineart_prepend_edge_direct(&rb->contours, e);
}
/* Note: inverting e->v1/v2 (left/right point) doesn't matter as long as
* rt->rl and rt->v has the same sequence. and the winding direction
* can be either CW or CCW but needs to be consistent throughout the calculation.
*/
e->v1 = &rv[1];
e->v2 = &rv[0];
/* Only one adjacent triangle, because the other side is the near plane. */
/* Use tl or tr doesn't matter. */
e->t1 = rt1;
e->object_ref = ob;
/* New line connecting original point 0 and a new point, only when it's a selected line. */
SELECT_RL(2, rt->v[0], &rv[0], rt1)
/* New line connecting original point 0 and another new point. */
SELECT_RL(0, rt->v[0], &rv[1], rt1)
/* Re-assign triangle point array to two new points. */
rt1->v[0] = rt->v[0];
rt1->v[1] = &rv[1];
rt1->v[2] = &rv[0];
lineart_triangle_post(rt1, rt);
v_count += 2;
t_count += 1;
}
else if (!in2) {
sub_v3_v3v3_db(vv1, rt->v[2]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[0]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
interp_v3_v3v3_db(rv[0].gloc, rt->v[2]->gloc, rt->v[0]->gloc, a);
mul_v4_m4v3_db(rv[0].fbcoord, vp, rv[0].gloc);
rv[0].index = rt->v[0]->index;
sub_v3_v3v3_db(vv1, rt->v[2]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[1]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
interp_v3_v3v3_db(rv[1].gloc, rt->v[2]->gloc, rt->v[1]->gloc, a);
mul_v4_m4v3_db(rv[1].fbcoord, vp, rv[1].gloc);
rv[1].index = rt->v[1]->index;
INCREASE_RL
if (allow_boundaries) {
e->flags = LRT_EDGE_FLAG_CONTOUR;
lineart_prepend_edge_direct(&rb->contours, e);
}
e->v1 = &rv[0];
e->v2 = &rv[1];
e->t1 = rt1;
e->object_ref = ob;
SELECT_RL(2, rt->v[2], &rv[0], rt1)
SELECT_RL(1, rt->v[2], &rv[1], rt1)
rt1->v[0] = &rv[0];
rt1->v[1] = &rv[1];
rt1->v[2] = rt->v[2];
lineart_triangle_post(rt1, rt);
v_count += 2;
t_count += 1;
}
else if (!in1) {
sub_v3_v3v3_db(vv1, rt->v[1]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[2]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
interp_v3_v3v3_db(rv[0].gloc, rt->v[1]->gloc, rt->v[2]->gloc, a);
mul_v4_m4v3_db(rv[0].fbcoord, vp, rv[0].gloc);
rv[0].index = rt->v[2]->index;
sub_v3_v3v3_db(vv1, rt->v[1]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[0]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
interp_v3_v3v3_db(rv[1].gloc, rt->v[1]->gloc, rt->v[0]->gloc, a);
mul_v4_m4v3_db(rv[1].fbcoord, vp, rv[1].gloc);
rv[1].index = rt->v[0]->index;
INCREASE_RL
if (allow_boundaries) {
e->flags = LRT_EDGE_FLAG_CONTOUR;
lineart_prepend_edge_direct(&rb->contours, e);
}
e->v1 = &rv[1];
e->v2 = &rv[0];
e->t1 = rt1;
e->object_ref = ob;
SELECT_RL(1, rt->v[1], &rv[0], rt1)
SELECT_RL(0, rt->v[1], &rv[1], rt1)
rt1->v[0] = &rv[0];
rt1->v[1] = rt->v[1];
rt1->v[2] = &rv[1];
lineart_triangle_post(rt1, rt);
v_count += 2;
t_count += 1;
}
break;
case 1:
/* One point behind near plane, cut those and
* generate 2 new points, 4 lines and 2 triangles. */
lineart_triangle_set_cull_flag(rt, LRT_CULL_USED);
/* (in0) means "when point 0 is invisible".
* conditons for point 1, 2 are the same idea.
* 0------|----------1
* -- | |
* ---| |
* |-- |
* | --- |
* | --- |
* | --2
* (near)---------->(far)
* Will become:
* |N*********1
* |* *** |
* |* *** |
* |N** |
* | *** |
* | *** |
* | **2
* (near)---------->(far)
*/
if (in0) {
/* Cut point for line 0---|------1. */
sub_v3_v3v3_db(vv1, rt->v[1]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[0]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot2 / (dot1 + dot2);
/* Assign to a new point. */
interp_v3_v3v3_db(rv[0].gloc, rt->v[0]->gloc, rt->v[1]->gloc, a);
mul_v4_m4v3_db(rv[0].fbcoord, vp, rv[0].gloc);
rv[0].index = rt->v[0]->index;
/* Cut point for line 0---|------2. */
sub_v3_v3v3_db(vv1, rt->v[2]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[0]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot2 / (dot1 + dot2);
/* Assign to aother new point. */
interp_v3_v3v3_db(rv[1].gloc, rt->v[0]->gloc, rt->v[2]->gloc, a);
mul_v4_m4v3_db(rv[1].fbcoord, vp, rv[1].gloc);
rv[1].index = rt->v[0]->index;
/* New line connects two new points. */
INCREASE_RL
if (allow_boundaries) {
e->flags = LRT_EDGE_FLAG_CONTOUR;
lineart_prepend_edge_direct(&rb->contours, e);
}
e->v1 = &rv[1];
e->v2 = &rv[0];
e->t1 = rt1;
e->object_ref = ob;
/* New line connects new point 0 and old point 1,
* this is a border line.
*/
SELECT_RL(0, rt->v[1], &rv[0], rt1)
SELECT_RL(2, rt->v[2], &rv[1], rt2)
RELINK_RL(1, rt2)
/* We now have one triangle closed. */
rt1->v[0] = rt->v[1];
rt1->v[1] = &rv[1];
rt1->v[2] = &rv[0];
/* Close the second triangle. */
rt2->v[0] = &rv[1];
rt2->v[1] = rt->v[1];
rt2->v[2] = rt->v[2];
lineart_triangle_post(rt1, rt);
lineart_triangle_post(rt2, rt);
v_count += 2;
t_count += 2;
}
else if (in1) {
sub_v3_v3v3_db(vv1, rt->v[1]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[2]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
interp_v3_v3v3_db(rv[0].gloc, rt->v[1]->gloc, rt->v[2]->gloc, a);
mul_v4_m4v3_db(rv[0].fbcoord, vp, rv[0].gloc);
rv[0].index = rt->v[1]->index;
sub_v3_v3v3_db(vv1, rt->v[1]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[0]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
interp_v3_v3v3_db(rv[1].gloc, rt->v[1]->gloc, rt->v[0]->gloc, a);
mul_v4_m4v3_db(rv[1].fbcoord, vp, rv[1].gloc);
rv[1].index = rt->v[1]->index;
INCREASE_RL
if (allow_boundaries) {
e->flags = LRT_EDGE_FLAG_CONTOUR;
lineart_prepend_edge_direct(&rb->contours, e);
}
e->v1 = &rv[1];
e->v2 = &rv[0];
e->t1 = rt1;
e->object_ref = ob;
SELECT_RL(1, rt->v[2], &rv[0], rt1)
SELECT_RL(0, rt->v[0], &rv[1], rt2)
RELINK_RL(2, rt2)
rt1->v[0] = rt->v[2];
rt1->v[1] = &rv[1];
rt1->v[2] = &rv[0];
rt2->v[0] = &rv[1];
rt2->v[1] = rt->v[2];
rt2->v[2] = rt->v[0];
lineart_triangle_post(rt1, rt);
lineart_triangle_post(rt2, rt);
v_count += 2;
t_count += 2;
}
else if (in2) {
sub_v3_v3v3_db(vv1, rt->v[2]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[0]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
interp_v3_v3v3_db(rv[0].gloc, rt->v[2]->gloc, rt->v[0]->gloc, a);
mul_v4_m4v3_db(rv[0].fbcoord, vp, rv[0].gloc);
rv[0].index = rt->v[2]->index;
sub_v3_v3v3_db(vv1, rt->v[2]->gloc, cam_pos);
sub_v3_v3v3_db(vv2, cam_pos, rt->v[1]->gloc);
dot1 = dot_v3v3_db(vv1, view_dir);
dot2 = dot_v3v3_db(vv2, view_dir);
a = dot1 / (dot1 + dot2);
interp_v3_v3v3_db(rv[1].gloc, rt->v[2]->gloc, rt->v[1]->gloc, a);
mul_v4_m4v3_db(rv[1].fbcoord, vp, rv[1].gloc);
rv[1].index = rt->v[2]->index;
INCREASE_RL
if (allow_boundaries) {
e->flags = LRT_EDGE_FLAG_CONTOUR;
lineart_prepend_edge_direct(&rb->contours, e);
}
e->v1 = &rv[1];
e->v2 = &rv[0];
e->t1 = rt1;
e->object_ref = ob;
SELECT_RL(2, rt->v[0], &rv[0], rt1)
SELECT_RL(1, rt->v[1], &rv[1], rt2)
RELINK_RL(0, rt2)
rt1->v[0] = rt->v[0];
rt1->v[1] = &rv[1];
rt1->v[2] = &rv[0];
rt2->v[0] = &rv[1];
rt2->v[1] = rt->v[0];
rt2->v[2] = rt->v[1];
lineart_triangle_post(rt1, rt);
lineart_triangle_post(rt2, rt);
v_count += 2;
t_count += 2;
}
break;
}
*r_v_count = v_count;
*r_e_count = e_count;
*r_t_count = t_count;
#undef INCREASE_RL
#undef SELECT_RL
#undef RELINK_RL
#undef REMOVE_TRIANGLE_RL
}
/* This function cuts triangles with near- or far-plane. Setting clip_far = true for cutting with
* far-plane. For triangles that's crossing the plane, it will generate new 1 or 2 triangles with
* new topology that represents the trimmed triangle. (which then became a triangle or a square
* formed by two triangles)
*/
static void lineart_main_cull_triangles(LineartRenderBuffer *rb, bool clip_far)
{
LineartTriangle *rt;
LineartElementLinkNode *v_eln, *t_eln, *e_eln;
double(*vp)[4] = rb->view_projection;
int i;
int v_count = 0, t_count = 0, e_count = 0;
Object *ob;
bool allow_boundaries = rb->allow_boundaries;
double cam_pos[3];
double clip_start = rb->near_clip, clip_end = rb->far_clip;
double view_dir[3], clip_advance[3];
copy_v3_v3_db(view_dir, rb->view_vector);
copy_v3_v3_db(clip_advance, rb->view_vector);
copy_v3_v3_db(cam_pos, rb->camera_pos);
if (clip_far) {
/* Move starting point to end plane. */
mul_v3db_db(clip_advance, -clip_end);
add_v3_v3_db(cam_pos, clip_advance);
/* "reverse looking". */
mul_v3db_db(view_dir, -1.0f);
}
else {
/* Clip Near. */
mul_v3db_db(clip_advance, -clip_start);
add_v3_v3_db(cam_pos, clip_advance);
}
v_eln = lineart_memory_get_vert_space(rb);
t_eln = lineart_memory_get_triangle_space(rb);
e_eln = lineart_memory_get_edge_space(rb);
/* Additional memory space for storing generated points and triangles. */
#define LRT_CULL_ENSURE_MEMORY \
if (v_count > 60) { \
v_eln->element_count = v_count; \
v_eln = lineart_memory_get_vert_space(rb); \
v_count = 0; \
} \
if (t_count > 60) { \
t_eln->element_count = t_count; \
t_eln = lineart_memory_get_triangle_space(rb); \
t_count = 0; \
} \
if (e_count > 60) { \
e_eln->element_count = e_count; \
e_eln = lineart_memory_get_edge_space(rb); \
e_count = 0; \
}
#define LRT_CULL_DECIDE_INSIDE \
/* These three represents points that are in the clipping range or not*/ \
in0 = 0, in1 = 0, in2 = 0; \
if (clip_far) { \
/* Point outside far plane. */ \
if (rt->v[0]->fbcoord[use_w] > clip_end) { \
in0 = 1; \
} \
if (rt->v[1]->fbcoord[use_w] > clip_end) { \
in1 = 1; \
} \
if (rt->v[2]->fbcoord[use_w] > clip_end) { \
in2 = 1; \
} \
} \
else { \
/* Point inside near plane. */ \
if (rt->v[0]->fbcoord[use_w] < clip_start) { \
in0 = 1; \
} \
if (rt->v[1]->fbcoord[use_w] < clip_start) { \
in1 = 1; \
} \
if (rt->v[2]->fbcoord[use_w] < clip_start) { \
in2 = 1; \
} \
}
int use_w = 3;
int in0 = 0, in1 = 0, in2 = 0;
if (!rb->cam_is_persp) {
clip_start = -1;
clip_end = 1;
use_w = 2;
}
/* Then go through all the other triangles. */
LISTBASE_FOREACH (LineartElementLinkNode *, reln, &rb->triangle_buffer_pointers) {
if (reln->flags & LRT_ELEMENT_IS_ADDITIONAL) {
continue;
}
ob = reln->object_ref;
for (i = 0; i < reln->element_count; i++) {
/* Select the triangle in the array. */
rt = (void *)(((unsigned char *)reln->pointer) + rb->triangle_size * i);
LRT_CULL_DECIDE_INSIDE
LRT_CULL_ENSURE_MEMORY
lineart_triangle_cull_single(rb,
rt,
in0,
in1,
in2,
cam_pos,
view_dir,
allow_boundaries,
vp,
ob,
&v_count,
&e_count,
&t_count,
v_eln,
e_eln,
t_eln);
}
t_eln->element_count = t_count;
v_eln->element_count = v_count;
}
#undef LRT_CULL_ENSURE_MEMORY
#undef LRT_CULL_DECIDE_INSIDE
}
/* Adjacent data is only used during the initial stages of computing. So we can free it using this
* function when it is not needed anymore. */
static void lineart_main_free_adjacent_data(LineartRenderBuffer *rb)
{
LinkData *ld;
while ((ld = BLI_pophead(&rb->triangle_adjacent_pointers)) != NULL) {
MEM_freeN(ld->data);
}
LISTBASE_FOREACH (LineartElementLinkNode *, reln, &rb->triangle_buffer_pointers) {
LineartTriangle *rt = reln->pointer;
int i;
for (i = 0; i < reln->element_count; i++) {
/* See definition of rt->intersecting_verts and the usage in
* lineart_geometry_object_load() for detailes. */
rt->intersecting_verts = NULL;
rt = (LineartTriangle *)(((unsigned char *)rt) + rb->triangle_size);
}
}
}
static void lineart_main_perspective_division(LineartRenderBuffer *rb)
{
LineartVert *rv;
int i;
if (!rb->cam_is_persp) {
return;
}
LISTBASE_FOREACH (LineartElementLinkNode *, reln, &rb->vertex_buffer_pointers) {
rv = reln->pointer;
for (i = 0; i < reln->element_count; i++) {
/* Do not divide Z, we use Z to back transform cut points in later chaining process. */
rv[i].fbcoord[0] /= rv[i].fbcoord[3];
rv[i].fbcoord[1] /= rv[i].fbcoord[3];
/* Re-map z into (0-1) range, because we no longer need NDC (Normalized Device Coordinates)
* at the moment.
* The algorithm currently doesn't need Z for operation, we use W instead. If Z is needed in
* the future, the line below correctly transforms it to view space coordinates. */
/* rv[i].fbcoord[2] = -2 * rv[i].fbcoord[2] / (far - near) - (far + near) / (far - near);. */
rv[i].fbcoord[0] -= rb->shift_x * 2;
rv[i].fbcoord[1] -= rb->shift_y * 2;
}
}
}
/* Transform a single vert to it's viewing position. */
static void lineart_vert_transform(
BMVert *v, int index, LineartVert *RvBuf, double (*mv_mat)[4], double (*mvp_mat)[4])
{
double co[4];
LineartVert *rv = &RvBuf[index];
copy_v3db_v3fl(co, v->co);
mul_v3_m4v3_db(rv->gloc, mv_mat, co);
mul_v4_m4v3_db(rv->fbcoord, mvp_mat, co);
}
/* Because we have a variable size for LineartTriangle, we need an access helper. See
* LineartTriangleThread for more info. */
static LineartTriangle *lineart_triangle_from_index(LineartRenderBuffer *rb,
LineartTriangle *rt_array,
int index)
{
char *b = (char *)rt_array;
b += (index * rb->triangle_size);
return (LineartTriangle *)b;
}
static char lineart_identify_feature_line(LineartRenderBuffer *rb,
BMEdge *e,
LineartTriangle *rt_array,
LineartVert *rv_array,
float crease_threshold,
bool no_crease,
bool count_freestyle,
BMesh *bm_if_freestyle)
{
BMLoop *ll, *lr = NULL;
ll = e->l;
if (ll) {
lr = e->l->radial_next;
}
if (ll == lr || !lr) {
return LRT_EDGE_FLAG_CONTOUR;
}
LineartTriangle *rt1, *rt2;
LineartVert *l;
/* The mesh should already be triangulated now, so we can assume each face is a triangle. */
rt1 = lineart_triangle_from_index(rb, rt_array, BM_elem_index_get(ll->f));
rt2 = lineart_triangle_from_index(rb, rt_array, BM_elem_index_get(lr->f));
l = &rv_array[BM_elem_index_get(e->v1)];
double vv[3];
double *view_vector = vv;
double dot_1 = 0, dot_2 = 0;
double result;
FreestyleEdge *fe;
if (rb->cam_is_persp) {
sub_v3_v3v3_db(view_vector, l->gloc, rb->camera_pos);
}
else {
view_vector = rb->view_vector;
}
dot_1 = dot_v3v3_db(view_vector, rt1->gn);
dot_2 = dot_v3v3_db(view_vector, rt2->gn);
if ((result = dot_1 * dot_2) < 0 && (dot_1 + dot_2)) {
return LRT_EDGE_FLAG_CONTOUR;
}
if (rb->use_crease && (dot_v3v3_db(rt1->gn, rt2->gn) < crease_threshold)) {
if (!no_crease) {
return LRT_EDGE_FLAG_CREASE;
}
}
else if (rb->use_material && (ll->f->mat_nr != lr->f->mat_nr)) {
return LRT_EDGE_FLAG_MATERIAL;
}
else if (count_freestyle && rb->use_edge_marks) {
fe = CustomData_bmesh_get(&bm_if_freestyle->edata, e->head.data, CD_FREESTYLE_EDGE);
if (fe->flag & FREESTYLE_EDGE_MARK) {
return LRT_EDGE_FLAG_EDGE_MARK;
}
}
return 0;
}
static void lineart_add_edge_to_list(LineartRenderBuffer *rb, LineartEdge *e)
{
switch (e->flags) {
case LRT_EDGE_FLAG_CONTOUR:
lineart_prepend_edge_direct(&rb->contours, e);
break;
case LRT_EDGE_FLAG_CREASE:
lineart_prepend_edge_direct(&rb->crease_lines, e);
break;
case LRT_EDGE_FLAG_MATERIAL:
lineart_prepend_edge_direct(&rb->material_lines, e);
break;
case LRT_EDGE_FLAG_EDGE_MARK:
lineart_prepend_edge_direct(&rb->edge_marks, e);
break;
case LRT_EDGE_FLAG_INTERSECTION:
lineart_prepend_edge_direct(&rb->intersection_lines, e);
break;
}
}
static void lineart_triangle_adjacent_assign(LineartTriangle *rt,
LineartTriangleAdjacent *rta,
LineartEdge *e)
{
if (lineart_edge_match(rt, e, 0, 1)) {
rta->e[0] = e;
}
else if (lineart_edge_match(rt, e, 1, 2)) {
rta->e[1] = e;
}
else if (lineart_edge_match(rt, e, 2, 0)) {
rta->e[2] = e;
}
}
static void lineart_geometry_object_load(Depsgraph *dg,
Object *ob,
double (*mv_mat)[4],
double (*mvp_mat)[4],
LineartRenderBuffer *rb,
int override_usage,
int *global_vindex)
{
BMesh *bm;
BMVert *v;
BMFace *f;
BMEdge *e;
BMLoop *loop;
LineartEdge *la_e;
LineartTriangle *rt;
LineartTriangleAdjacent *orta;
double new_mvp[4][4], new_mv[4][4], normal[4][4];
float imat[4][4];
LineartElementLinkNode *reln;
LineartVert *orv;
LineartEdge *o_la_e;
LineartTriangle *ort;
Object *orig_ob;
int CanFindFreestyle = 0;
int i, global_i = (*global_vindex);
Mesh *use_mesh;
float use_crease = 0;
int usage = override_usage ? override_usage : ob->lineart.usage;
#define LRT_MESH_FINISH \
BM_mesh_free(bm); \
if (ob->type != OB_MESH) { \
BKE_mesh_free(use_mesh); \
MEM_freeN(use_mesh); \
}
if (usage == OBJECT_LRT_EXCLUDE) {
return;
}
if (ob->type == OB_MESH || ob->type == OB_MBALL || ob->type == OB_CURVE || ob->type == OB_SURF ||
ob->type == OB_FONT) {
if (ob->type == OB_MESH) {
use_mesh = DEG_get_evaluated_object(dg, ob)->data;
}
else {
use_mesh = BKE_mesh_new_from_object(NULL, ob, false);
}
/* In case we can not get any mesh geometry data from the object */
if (!use_mesh) {
return;
}
/* First we need to prepare the matrix used for transforming this specific object. */
mul_m4db_m4db_m4fl_uniq(new_mvp, mvp_mat, ob->obmat);
mul_m4db_m4db_m4fl_uniq(new_mv, mv_mat, ob->obmat);
invert_m4_m4(imat, ob->obmat);
transpose_m4(imat);
copy_m4d_m4(normal, imat);
if (use_mesh->edit_mesh) {
/* Do not use edit_mesh directly because we will modify it, so create a copy. */
bm = BM_mesh_copy(use_mesh->edit_mesh->bm);
}
else {
const BMAllocTemplate allocsize = BMALLOC_TEMPLATE_FROM_ME(((Mesh *)(use_mesh)));
bm = BM_mesh_create(&allocsize,
&((struct BMeshCreateParams){
.use_toolflags = true,
}));
BM_mesh_bm_from_me(bm,
use_mesh,
&((struct BMeshFromMeshParams){
.calc_face_normal = true,
}));
}
if (rb->remove_doubles) {
BMEditMesh *em = BKE_editmesh_create(bm, false);
BMOperator findop, weldop;
/* See bmesh_opdefines.c and bmesh_operators.c for op names and argument formatting. */
BMO_op_initf(bm, &findop, BMO_FLAG_DEFAULTS, "find_doubles verts=%av dist=%f", 0.0001);
BMO_op_exec(bm, &findop);
/* Weld the vertices. */
BMO_op_init(bm, &weldop, BMO_FLAG_DEFAULTS, "weld_verts");
BMO_slot_copy(&findop, slots_out, "targetmap.out", &weldop, slots_in, "targetmap");
BMO_op_exec(bm, &weldop);
BMO_op_finish(bm, &findop);
BMO_op_finish(bm, &weldop);
MEM_freeN(em);
}
BM_mesh_elem_hflag_disable_all(bm, BM_FACE | BM_EDGE, BM_ELEM_TAG, false);
BM_mesh_triangulate(
bm, MOD_TRIANGULATE_QUAD_FIXED, MOD_TRIANGULATE_NGON_BEAUTY, 4, false, NULL, NULL, NULL);
BM_mesh_normals_update(bm);
BM_mesh_elem_table_ensure(bm, BM_VERT | BM_EDGE | BM_FACE);
BM_mesh_elem_index_ensure(bm, BM_VERT | BM_EDGE | BM_FACE);
if (CustomData_has_layer(&bm->edata, CD_FREESTYLE_EDGE)) {
CanFindFreestyle = 1;
}
/* Only allocate memory for verts and tris as we don't know how many lines we will generate
* yet. */
orv = lineart_mem_aquire(&rb->render_data_pool, sizeof(LineartVert) * bm->totvert);
ort = lineart_mem_aquire(&rb->render_data_pool, bm->totface * rb->triangle_size);
orig_ob = ob->id.orig_id ? (Object *)ob->id.orig_id : ob;
reln = lineart_list_append_pointer_pool_sized(
&rb->vertex_buffer_pointers, &rb->render_data_pool, orv, sizeof(LineartElementLinkNode));
reln->element_count = bm->totvert;
reln->object_ref = orig_ob;
if (ob->lineart.flags & OBJECT_LRT_OWN_CREASE) {
use_crease = cosf(M_PI - ob->lineart.crease_threshold);
}
else {
use_crease = rb->crease_threshold;
}
/* FIXME Yiming: Hack for getting clean 3D text, the seam that extruded text object creates
* erroneous detection on creases. Future configuration should allow options. */
if (ob->type == OB_FONT) {
reln->flags |= LRT_ELEMENT_BORDER_ONLY;
}
reln = lineart_list_append_pointer_pool_sized(
&rb->triangle_buffer_pointers, &rb->render_data_pool, ort, sizeof(LineartElementLinkNode));
reln->element_count = bm->totface;
reln->object_ref = orig_ob;
reln->flags |= (usage == OBJECT_LRT_NO_INTERSECTION ? LRT_ELEMENT_NO_INTERSECTION : 0);
/* Note this memory is not from pool, will be deleted after culling. */
orta = MEM_callocN(sizeof(LineartTriangleAdjacent) * bm->totface, "LineartTriangleAdjacent");
/* Link is minimal so we use pool anyway. */
lineart_list_append_pointer_pool(&rb->triangle_adjacent_pointers, &rb->render_data_pool, orta);
for (i = 0; i < bm->totvert; i++) {
v = BM_vert_at_index(bm, i);
lineart_vert_transform(v, i, orv, new_mv, new_mvp);
orv[i].index = i + global_i;
}
/* Register a global index increment. See lineart_triangle_share_edge() and
* lineart_main_load_geometries() for detailes. It's okay that global_vindex might eventually
* overflow, in such large scene it's virtually impossible for two vertex of the same numeric
* index to come close together. */
(*global_vindex) += bm->totvert;
rt = ort;
for (i = 0; i < bm->totface; i++) {
f = BM_face_at_index(bm, i);
loop = f->l_first;
rt->v[0] = &orv[BM_elem_index_get(loop->v)];
loop = loop->next;
rt->v[1] = &orv[BM_elem_index_get(loop->v)];
loop = loop->next;
rt->v[2] = &orv[BM_elem_index_get(loop->v)];
/* Transparency bit assignment. */
Material *mat = BKE_object_material_get(ob, f->mat_nr + 1);
rt->transparency_mask = ((mat && (mat->lineart.flags & LRT_MATERIAL_TRANSPARENCY_ENABLED)) ?
mat->lineart.transparency_mask :
0);
double gn[3];
copy_v3db_v3fl(gn, f->no);
mul_v3_mat3_m4v3_db(rt->gn, normal, gn);
normalize_v3_db(rt->gn);
if (usage == OBJECT_LRT_INTERSECTION_ONLY) {
rt->flags |= LRT_TRIANGLE_INTERSECTION_ONLY;
}
else if (usage == OBJECT_LRT_NO_INTERSECTION || usage == OBJECT_LRT_OCCLUSION_ONLY) {
rt->flags |= LRT_TRIANGLE_NO_INTERSECTION;
}
/* Re-use this field to refer to adjacent info, will be cleared after culling stage. */
rt->intersecting_verts = (void *)&orta[i];
rt = (LineartTriangle *)(((unsigned char *)rt) + rb->triangle_size);
}
/* Use BM_ELEM_TAG in f->head.hflag to store needed faces in the first iteration. */
int allocate_la_e = 0;
for (i = 0; i < bm->totedge; i++) {
e = BM_edge_at_index(bm, i);
/* Because e->head.hflag is char, so line type flags should not exceed positive 7 bits. */
char eflag = lineart_identify_feature_line(
rb, e, ort, orv, use_crease, ob->type == OB_FONT, CanFindFreestyle, bm);
if (eflag) {
/* Only allocate for feature lines (instead of all lines) to save memory. */
allocate_la_e++;
}
/* Here we just use bm's flag for when loading actual lines, then we don't need to call
* lineart_identify_feature_line() again, e->head.hflag deleted after loading anyway. Always
* set the flag, so hflag stays 0 for lines that are not feature lines. */
e->head.hflag = eflag;
}
o_la_e = lineart_mem_aquire(&rb->render_data_pool, sizeof(LineartEdge) * allocate_la_e);
reln = lineart_list_append_pointer_pool_sized(
&rb->line_buffer_pointers, &rb->render_data_pool, o_la_e, sizeof(LineartElementLinkNode));
reln->element_count = allocate_la_e;
reln->object_ref = orig_ob;
la_e = o_la_e;
for (i = 0; i < bm->totedge; i++) {
e = BM_edge_at_index(bm, i);
/* Not a feature line, so we skip. */
if (!e->head.hflag) {
continue;
}
la_e->v1 = &orv[BM_elem_index_get(e->v1)];
la_e->v2 = &orv[BM_elem_index_get(e->v2)];
la_e->v1_obindex = la_e->v1->index - global_i;
la_e->v2_obindex = la_e->v2->index - global_i;
if (e->l) {
int findex = BM_elem_index_get(e->l->f);
la_e->t1 = lineart_triangle_from_index(rb, ort, findex);
lineart_triangle_adjacent_assign(la_e->t1, &orta[findex], la_e);
if (e->l->radial_next && e->l->radial_next != e->l) {
findex = BM_elem_index_get(e->l->radial_next->f);
la_e->t2 = lineart_triangle_from_index(rb, ort, findex);
lineart_triangle_adjacent_assign(la_e->t2, &orta[findex], la_e);
}
}
la_e->flags = e->head.hflag;
la_e->object_ref = orig_ob;
LineartLineSegment *rls = lineart_mem_aquire(&rb->render_data_pool,
sizeof(LineartLineSegment));
BLI_addtail(&la_e->segments, rls);
if (usage == OBJECT_LRT_INHERENT || usage == OBJECT_LRT_INCLUDE ||
usage == OBJECT_LRT_NO_INTERSECTION) {
lineart_add_edge_to_list(rb, la_e);
}
la_e++;
}
LRT_MESH_FINISH
}
#undef LRT_MESH_FINISH
}
static bool _lineart_object_not_in_source_collection(Collection *source, Object *ob)
{
CollectionChild *cc;
Collection *c = source->id.orig_id ? (Collection *)source->id.orig_id : source;
if (BKE_collection_has_object(c, (Object *)(ob->id.orig_id))) {
return false;
}
for (cc = source->children.first; cc; cc = cc->next) {
if (!_lineart_object_not_in_source_collection(cc->collection, ob)) {
return false;
}
}
return true;
}
/* See if this object in such collection is used for generating line art,
* Disabling a collection for line art will diable all objects inside.
* "_rb" is used to provide source selection info. See the definition of rb->_source_type for
* details. */
static int lineart_usage_check(Collection *c, Object *ob, LineartRenderBuffer *_rb)
{
if (!c) {
return OBJECT_LRT_INHERENT;
}
int object_has_special_usage = (ob->lineart.usage != OBJECT_LRT_INHERENT);
if (object_has_special_usage) {
return ob->lineart.usage;
}
if (c->children.first == NULL) {
if (BKE_collection_has_object(c, (Object *)(ob->id.orig_id))) {
if (ob->lineart.usage == OBJECT_LRT_INHERENT) {
switch (c->lineart_usage) {
case COLLECTION_LRT_OCCLUSION_ONLY:
return OBJECT_LRT_OCCLUSION_ONLY;
case COLLECTION_LRT_EXCLUDE:
return OBJECT_LRT_EXCLUDE;
case COLLECTION_LRT_INTERSECTION_ONLY:
return OBJECT_LRT_INTERSECTION_ONLY;
case COLLECTION_LRT_NO_INTERSECTION:
return OBJECT_LRT_NO_INTERSECTION;
}
return OBJECT_LRT_INHERENT;
}
return ob->lineart.usage;
}
return OBJECT_LRT_INHERENT;
}
LISTBASE_FOREACH (CollectionChild *, cc, &c->children) {
int result = lineart_usage_check(cc->collection, ob, _rb);
if (result > OBJECT_LRT_INHERENT) {
return result;
}
}
/* Temp solution to speed up calculation in the modifier without cache. See the definition of
* rb->_source_type for details. */
if (_rb->_source_type == LRT_SOURCE_OBJECT) {
if (ob != _rb->_source_object) {
return OBJECT_LRT_OCCLUSION_ONLY;
}
}
else if (_rb->_source_type == LRT_SOURCE_COLLECTION) {
if (_lineart_object_not_in_source_collection(_rb->_source_collection, ob)) {
return OBJECT_LRT_OCCLUSION_ONLY;
}
}
return OBJECT_LRT_INHERENT;
}
static void lineart_main_load_geometries(
Depsgraph *depsgraph,
Scene *scene,
Object *camera /* Still use camera arg for convenience. */,
LineartRenderBuffer *rb,
bool allow_duplicates)
{
double proj[4][4], view[4][4], result[4][4];
float inv[4][4];
Camera *cam = camera->data;
float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
double fov = focallength_to_fov(cam->lens, sensor);
double asp = ((double)rb->w / (double)rb->h);
if (cam->type == CAM_PERSP) {
if (asp < 1) {
fov /= asp;
}
lineart_matrix_perspective_44d(proj, fov, asp, cam->clip_start, cam->clip_end);
}
else if (cam->type == CAM_ORTHO) {
double w = cam->ortho_scale / 2;
lineart_matrix_ortho_44d(proj, -w, w, -w / asp, w / asp, cam->clip_start, cam->clip_end);
}
invert_m4_m4(inv, rb->cam_obmat);
mul_m4db_m4db_m4fl_uniq(result, proj, inv);
copy_m4_m4_db(proj, result);
copy_m4_m4_db(rb->view_projection, proj);
unit_m4_db(view);
BLI_listbase_clear(&rb->triangle_buffer_pointers);
BLI_listbase_clear(&rb->vertex_buffer_pointers);
int flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
DEG_ITER_OBJECT_FLAG_VISIBLE;
/* Instance duplicated & particles. */
if (allow_duplicates) {
flags |= DEG_ITER_OBJECT_FLAG_DUPLI;
}
/* This is to serialize vertex index in the whole scene, so lineart_triangle_share_edge() can
* work properly from the lack of triangle adjacent info. */
int global_i = 0;
DEG_OBJECT_ITER_BEGIN (depsgraph, ob, flags) {
int usage = lineart_usage_check(scene->master_collection, ob, rb);
lineart_geometry_object_load(depsgraph, ob, view, proj, rb, usage, &global_i);
}
DEG_OBJECT_ITER_END;
}
/* Returns the two other verts of the triangle given a vertex. Returns false if the given vertex
* doesn't belong to this triangle. */
static bool lineart_triangle_get_other_verts(const LineartTriangle *rt,
const LineartVert *rv,
LineartVert **l,
LineartVert **r)
{
if (rt->v[0] == rv) {
*l = rt->v[1];
*r = rt->v[2];
return true;
}
if (rt->v[1] == rv) {
*l = rt->v[2];
*r = rt->v[0];
return true;
}
if (rt->v[2] == rv) {
*l = rt->v[0];
*r = rt->v[1];
return true;
}
return false;
}
static bool lineart_edge_from_triangle(const LineartTriangle *rt,
const LineartEdge *e,
bool allow_overlapping_edges)
{
/* Normally we just determine from the pointer address. */
if (e->t1 == rt || e->t2 == rt) {
return true;
}
/* If allows overlapping, then we compare the vertex coordinates one by one to determine if one
* edge is from specific triangle. This is slower but can handle edge split cases very well. */
if (allow_overlapping_edges) {
#define LRT_TRI_SAME_POINT(rt, i, pt) \
((LRT_DOUBLE_CLOSE_ENOUGH(rt->v[i]->gloc[0], pt->gloc[0]) && \
LRT_DOUBLE_CLOSE_ENOUGH(rt->v[i]->gloc[1], pt->gloc[1]) && \
LRT_DOUBLE_CLOSE_ENOUGH(rt->v[i]->gloc[2], pt->gloc[2])) || \
(LRT_DOUBLE_CLOSE_ENOUGH(rt->v[i]->gloc[0], pt->gloc[0]) && \
LRT_DOUBLE_CLOSE_ENOUGH(rt->v[i]->gloc[1], pt->gloc[1]) && \
LRT_DOUBLE_CLOSE_ENOUGH(rt->v[i]->gloc[2], pt->gloc[2])))
if ((LRT_TRI_SAME_POINT(rt, 0, e->v1) || LRT_TRI_SAME_POINT(rt, 1, e->v1) ||
LRT_TRI_SAME_POINT(rt, 2, e->v1)) &&
(LRT_TRI_SAME_POINT(rt, 0, e->v2) || LRT_TRI_SAME_POINT(rt, 1, e->v2) ||
LRT_TRI_SAME_POINT(rt, 2, e->v2))) {
return true;
}
#undef LRT_TRI_SAME_POINT
}
return false;
}
/* Sorting three intersection points from min to max,
* the order for each intersection is set in lst[0] to lst[2].*/
#define INTERSECT_SORT_MIN_TO_MAX_3(ia, ib, ic, lst) \
{ \
lst[0] = LRT_MIN3_INDEX(ia, ib, ic); \
lst[1] = (((ia <= ib && ib <= ic) || (ic <= ib && ib <= ia)) ? \
1 : \
(((ic <= ia && ia <= ib) || (ib < ia && ia <= ic)) ? 0 : 2)); \
lst[2] = LRT_MAX3_INDEX(ia, ib, ic); \
}
/* ia ib ic are ordered. */
#define INTERSECT_JUST_GREATER(is, order, num, index) \
{ \
index = (num < is[order[0]] ? \
order[0] : \
(num < is[order[1]] ? order[1] : (num < is[order[2]] ? order[2] : order[2]))); \
}
/* ia ib ic are ordered. */
#define INTERSECT_JUST_SMALLER(is, order, num, index) \
{ \
index = (num > is[order[2]] ? \
order[2] : \
(num > is[order[1]] ? order[1] : (num > is[order[0]] ? order[0] : order[0]))); \
}
/* This is the main function to calculate
* the occlusion status between 1(one) triangle and 1(one) line.
* if returns true, then from/to will carry the occludded segments
* in ratio from e->v1 to e->v2. The line is later cut with these two values.
*/
static bool lineart_triangle_edge_image_space_occlusion(SpinLock *UNUSED(spl),
const LineartTriangle *rt,
const LineartEdge *e,
const double *override_camera_loc,
const bool override_cam_is_persp,
const bool allow_overlapping_edges,
const double vp[4][4],
const double *camera_dir,
const float cam_shift_x,
const float cam_shift_y,
double *from,
double *to)
{
double is[3] = {0};
int order[3];
int LCross = -1, RCross = -1;
int a, b, c;
int st_l = 0, st_r = 0;
double Lv[3];
double Rv[3];
double vd4[4];
double Cv[3];
double dot_l, dot_r, dot_la, dot_ra;
double dot_f;
double gloc[4], trans[4];
double cut = -1;
double *LFBC = e->v1->fbcoord, *RFBC = e->v2->fbcoord, *FBC0 = rt->v[0]->fbcoord,
*FBC1 = rt->v[1]->fbcoord, *FBC2 = rt->v[2]->fbcoord;
/* Overlapping not possible, return early. */
if ((MAX3(FBC0[0], FBC1[0], FBC2[0]) < MIN2(LFBC[0], RFBC[0])) ||
(MIN3(FBC0[0], FBC1[0], FBC2[0]) > MAX2(LFBC[0], RFBC[0])) ||
(MAX3(FBC0[1], FBC1[1], FBC2[1]) < MIN2(LFBC[1], RFBC[1])) ||
(MIN3(FBC0[1], FBC1[1], FBC2[1]) > MAX2(LFBC[1], RFBC[1])) ||
(MIN3(FBC0[3], FBC1[3], FBC2[3]) > MAX2(LFBC[3], RFBC[3]))) {
return false;
}
/* If the the line is one of the edge in the triangle, then it's not occludded. */
if (lineart_edge_from_triangle(rt, e, allow_overlapping_edges)) {
return false;
}
/* Check if the line visually crosses one of the edge in the triangle. */
a = lineart_LineIntersectTest2d(LFBC, RFBC, FBC0, FBC1, &is[0]);
b = lineart_LineIntersectTest2d(LFBC, RFBC, FBC1, FBC2, &is[1]);
c = lineart_LineIntersectTest2d(LFBC, RFBC, FBC2, FBC0, &is[2]);
/* Sort the intersection distance. */
INTERSECT_SORT_MIN_TO_MAX_3(is[0], is[1], is[2], order);
sub_v3_v3v3_db(Lv, e->v1->gloc, rt->v[0]->gloc);
sub_v3_v3v3_db(Rv, e->v2->gloc, rt->v[0]->gloc);
copy_v3_v3_db(Cv, camera_dir);
if (override_cam_is_persp) {
copy_v3_v3_db(vd4, override_camera_loc);
}
else {
copy_v4_v4_db(vd4, override_camera_loc);
}
if (override_cam_is_persp) {
sub_v3_v3v3_db(Cv, vd4, rt->v[0]->gloc);
}
dot_l = dot_v3v3_db(Lv, rt->gn);
dot_r = dot_v3v3_db(Rv, rt->gn);
dot_f = dot_v3v3_db(Cv, rt->gn);
if (!dot_f) {
return false;
}
if (!a && !b && !c) {
if (!(st_l = lineart_point_triangle_relation(LFBC, FBC0, FBC1, FBC2)) &&
!(st_r = lineart_point_triangle_relation(RFBC, FBC0, FBC1, FBC2))) {
return 0; /* Intersection point is not inside triangle. */
}
}
st_l = lineart_point_triangle_relation(LFBC, FBC0, FBC1, FBC2);
st_r = lineart_point_triangle_relation(RFBC, FBC0, FBC1, FBC2);
/* Determine the cut position. */
dot_la = fabs(dot_l);
if (dot_la < DBL_EPSILON) {
dot_la = 0;
dot_l = 0;
}
dot_ra = fabs(dot_r);
if (dot_ra < DBL_EPSILON) {
dot_ra = 0;
dot_r = 0;
}
if (dot_l - dot_r == 0) {
cut = 100000;
}
else if (dot_l * dot_r <= 0) {
cut = dot_la / fabs(dot_l - dot_r);
}
else {
cut = fabs(dot_r + dot_l) / fabs(dot_l - dot_r);
cut = dot_ra > dot_la ? 1 - cut : cut;
}
/* Transform the cut from geometry space to image space. */
if (override_cam_is_persp) {
interp_v3_v3v3_db(gloc, e->v1->gloc, e->v2->gloc, cut);
mul_v4_m4v3_db(trans, vp, gloc);
mul_v3db_db(trans, (1 / trans[3]));
}
else {
interp_v3_v3v3_db(trans, e->v1->fbcoord, e->v2->fbcoord, cut);
}
trans[0] -= cam_shift_x * 2;
trans[1] -= cam_shift_y * 2;
/* To accomodate k=0 and k=inf (vertical) lines. here the cut is in image space. */
if (fabs(e->v1->fbcoord[0] - e->v2->fbcoord[0]) > fabs(e->v1->fbcoord[1] - e->v2->fbcoord[1])) {
cut = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], trans[0]);
}
else {
cut = ratiod(e->v1->fbcoord[1], e->v2->fbcoord[1], trans[1]);
}
/* Determine the pair of edges that the line has crossed. */
if (st_l == 2) {
if (st_r == 2) {
INTERSECT_JUST_SMALLER(is, order, DBL_TRIANGLE_LIM, LCross);
INTERSECT_JUST_GREATER(is, order, 1 - DBL_TRIANGLE_LIM, RCross);
}
else if (st_r == 1) {
INTERSECT_JUST_SMALLER(is, order, DBL_TRIANGLE_LIM, LCross);
INTERSECT_JUST_GREATER(is, order, 1 - DBL_TRIANGLE_LIM, RCross);
}
else if (st_r == 0) {
INTERSECT_JUST_SMALLER(is, order, DBL_TRIANGLE_LIM, LCross);
INTERSECT_JUST_GREATER(is, order, 0, RCross);
}
}
else if (st_l == 1) {
if (st_r == 2) {
INTERSECT_JUST_SMALLER(is, order, DBL_TRIANGLE_LIM, LCross);
INTERSECT_JUST_GREATER(is, order, 1 - DBL_TRIANGLE_LIM, RCross);
}
else if (st_r == 1) {
INTERSECT_JUST_SMALLER(is, order, DBL_TRIANGLE_LIM, LCross);
INTERSECT_JUST_GREATER(is, order, 1 - DBL_TRIANGLE_LIM, RCross);
}
else if (st_r == 0) {
INTERSECT_JUST_GREATER(is, order, DBL_TRIANGLE_LIM, RCross);
if (LRT_ABC(RCross) && is[RCross] > (DBL_TRIANGLE_LIM)) {
INTERSECT_JUST_SMALLER(is, order, DBL_TRIANGLE_LIM, LCross);
}
else {
INTERSECT_JUST_SMALLER(is, order, -DBL_TRIANGLE_LIM, LCross);
INTERSECT_JUST_GREATER(is, order, -DBL_TRIANGLE_LIM, RCross);
}
}
}
else if (st_l == 0) {
if (st_r == 2) {
INTERSECT_JUST_SMALLER(is, order, 1 - DBL_TRIANGLE_LIM, LCross);
INTERSECT_JUST_GREATER(is, order, 1 - DBL_TRIANGLE_LIM, RCross);
}
else if (st_r == 1) {
INTERSECT_JUST_SMALLER(is, order, 1 - DBL_TRIANGLE_LIM, LCross);
if (LRT_ABC(LCross) && is[LCross] < (1 - DBL_TRIANGLE_LIM)) {
INTERSECT_JUST_GREATER(is, order, 1 - DBL_TRIANGLE_LIM, RCross);
}
else {
INTERSECT_JUST_SMALLER(is, order, 1 + DBL_TRIANGLE_LIM, LCross);
INTERSECT_JUST_GREATER(is, order, 1 + DBL_TRIANGLE_LIM, RCross);
}
}
else if (st_r == 0) {
INTERSECT_JUST_GREATER(is, order, 0, LCross);
if (LRT_ABC(LCross) && is[LCross] > 0) {
INTERSECT_JUST_GREATER(is, order, is[LCross], RCross);
}
else {
INTERSECT_JUST_GREATER(is, order, is[LCross], LCross);
INTERSECT_JUST_GREATER(is, order, is[LCross], RCross);
}
}
}
double LF = dot_l * dot_f, RF = dot_r * dot_f;
/* Determine the start and end point of image space cut on a line. */
if (LF <= 0 && RF <= 0 && (dot_l || dot_r)) {
*from = MAX2(0, is[LCross]);
*to = MIN2(1, is[RCross]);
if (*from >= *to) {
return false;
}
return true;
}
if (LF >= 0 && RF <= 0 && (dot_l || dot_r)) {
*from = MAX2(cut, is[LCross]);
*to = MIN2(1, is[RCross]);
if (*from >= *to) {
return false;
}
return true;
}
if (LF <= 0 && RF >= 0 && (dot_l || dot_r)) {
*from = MAX2(0, is[LCross]);
*to = MIN2(cut, is[RCross]);
if (*from >= *to) {
return false;
}
return true;
}
/* Unlikely, but here's the default failed value if anything fall through. */
return false;
}
#undef INTERSECT_SORT_MIN_TO_MAX_3
#undef INTERSECT_JUST_GREATER
#undef INTERSECT_JUST_SMALLER
/* At this stage of the computation we don't have triangle adjacent info anymore, so we can only
* compare the global vert index. */
static bool lineart_triangle_share_edge(const LineartTriangle *l, const LineartTriangle *r)
{
if (l->v[0]->index == r->v[0]->index) {
if (l->v[1]->index == r->v[1]->index || l->v[1]->index == r->v[2]->index ||
l->v[2]->index == r->v[2]->index || l->v[2]->index == r->v[1]->index) {
return true;
}
}
if (l->v[0]->index == r->v[1]->index) {
if (l->v[1]->index == r->v[0]->index || l->v[1]->index == r->v[2]->index ||
l->v[2]->index == r->v[2]->index || l->v[2]->index == r->v[0]->index) {
return true;
}
}
if (l->v[0]->index == r->v[2]->index) {
if (l->v[1]->index == r->v[1]->index || l->v[1]->index == r->v[0]->index ||
l->v[2]->index == r->v[0]->index || l->v[2]->index == r->v[1]->index) {
return true;
}
}
if (l->v[1]->index == r->v[0]->index) {
if (l->v[2]->index == r->v[1]->index || l->v[2]->index == r->v[2]->index ||
l->v[0]->index == r->v[2]->index || l->v[0]->index == r->v[1]->index) {
return true;
}
}
if (l->v[1]->index == r->v[1]->index) {
if (l->v[2]->index == r->v[0]->index || l->v[2]->index == r->v[2]->index ||
l->v[0]->index == r->v[2]->index || l->v[0]->index == r->v[0]->index) {
return true;
}
}
if (l->v[1]->index == r->v[2]->index) {
if (l->v[2]->index == r->v[1]->index || l->v[2]->index == r->v[0]->index ||
l->v[0]->index == r->v[0]->index || l->v[0]->index == r->v[1]->index) {
return true;
}
}
/* Otherwise not possible. */
return false;
}
static LineartVert *lineart_triangle_share_point(const LineartTriangle *l,
const LineartTriangle *r)
{
if (l->v[0] == r->v[0]) {
return r->v[0];
}
if (l->v[0] == r->v[1]) {
return r->v[1];
}
if (l->v[0] == r->v[2]) {
return r->v[2];
}
if (l->v[1] == r->v[0]) {
return r->v[0];
}
if (l->v[1] == r->v[1]) {
return r->v[1];
}
if (l->v[1] == r->v[2]) {
return r->v[2];
}
if (l->v[2] == r->v[0]) {
return r->v[0];
}
if (l->v[2] == r->v[1]) {
return r->v[1];
}
if (l->v[2] == r->v[2]) {
return r->v[2];
}
return NULL;
}
/* To save time and prevent overlapping lines when computing intersection lines. */
static bool lineart_vert_already_intersected_2v(LineartVertIntersection *rv,
LineartVertIntersection *v1,
LineartVertIntersection *v2)
{
return ((rv->isec1 == v1->base.index && rv->isec2 == v2->base.index) ||
(rv->isec2 == v2->base.index && rv->isec1 == v1->base.index));
}
static void lineart_vert_set_intersection_2v(LineartVert *rv, LineartVert *v1, LineartVert *v2)
{
LineartVertIntersection *irv = (LineartVertIntersection *)rv;
irv->isec1 = v1->index;
irv->isec2 = v2->index;
}
/* This tests a triangle against a virtual line represented by v1---v2. The vertices returned
* after
* repeated calls to this function is then used to create a triangle/triangle intersection line.
*/
static LineartVert *lineart_triangle_2v_intersection_test(LineartRenderBuffer *rb,
LineartVert *v1,
LineartVert *v2,
LineartTriangle *rt,
LineartTriangle *testing,
LineartVert *last)
{
double Lv[3];
double Rv[3];
double dot_l, dot_r;
LineartVert *result;
double gloc[3];
LineartVert *l = v1, *r = v2;
for (LinkNode *ln = (void *)testing->intersecting_verts; ln; ln = ln->next) {
LineartVertIntersection *rv = ln->link;
if (rv->intersecting_with == rt &&
lineart_vert_already_intersected_2v(
rv, (LineartVertIntersection *)l, (LineartVertIntersection *)r)) {
return (LineartVert *)rv;
}
}
sub_v3_v3v3_db(Lv, l->gloc, testing->v[0]->gloc);
sub_v3_v3v3_db(Rv, r->gloc, testing->v[0]->gloc);
dot_l = dot_v3v3_db(Lv, testing->gn);
dot_r = dot_v3v3_db(Rv, testing->gn);
if (dot_l * dot_r > 0 || (!dot_l && !dot_r)) {
return 0;
}
dot_l = fabs(dot_l);
dot_r = fabs(dot_r);
interp_v3_v3v3_db(gloc, l->gloc, r->gloc, dot_l / (dot_l + dot_r));
/* Due to precision issue, we might end up with the same point as the one we already detected.
*/
if (last && LRT_DOUBLE_CLOSE_ENOUGH(last->gloc[0], gloc[0]) &&
LRT_DOUBLE_CLOSE_ENOUGH(last->gloc[1], gloc[1]) &&
LRT_DOUBLE_CLOSE_ENOUGH(last->gloc[2], gloc[2])) {
return NULL;
}
if (!(lineart_point_inside_triangle3d(
gloc, testing->v[0]->gloc, testing->v[1]->gloc, testing->v[2]->gloc))) {
return NULL;
}
/* This is an intersection vert, the size is bigger than LineartVert,
* allocated separately. */
result = lineart_mem_aquire(&rb->render_data_pool, sizeof(LineartVertIntersection));
/* Indicate the data structure difference. */
result->flag = LRT_VERT_HAS_INTERSECTION_DATA;
copy_v3_v3_db(result->gloc, gloc);
lineart_prepend_pool(&testing->intersecting_verts, &rb->render_data_pool, result);
return result;
}
/* Test if two triangles intersect. Generates one intersection line if the check succeeds */
static LineartEdge *lineart_triangle_intersect(LineartRenderBuffer *rb,
LineartTriangle *rt,
LineartTriangle *testing)
{
LineartVert *v1 = 0, *v2 = 0;
LineartVert **next = &v1;
LineartEdge *result;
LineartVert *E0T = 0;
LineartVert *E1T = 0;
LineartVert *E2T = 0;
LineartVert *TE0 = 0;
LineartVert *TE1 = 0;
LineartVert *TE2 = 0;
LineartVert *sv1, *sv2;
double cl[3];
double ZMin, ZMax;
ZMax = rb->far_clip;
ZMin = rb->near_clip;
copy_v3_v3_db(cl, rb->camera_pos);
LineartVert *share = lineart_triangle_share_point(testing, rt);
if (share) {
/* If triangles have sharing points like (abc) and (acd), then we only need to detect bc
* against acd or cd against abc.*/
LineartVert *new_share;
lineart_triangle_get_other_verts(rt, share, &sv1, &sv2);
v1 = new_share = lineart_mem_aquire(&rb->render_data_pool, (sizeof(LineartVertIntersection)));
new_share->flag = LRT_VERT_HAS_INTERSECTION_DATA;
copy_v3_v3_db(new_share->gloc, share->gloc);
v2 = lineart_triangle_2v_intersection_test(rb, sv1, sv2, rt, testing, 0);
if (v2 == NULL) {
lineart_triangle_get_other_verts(testing, share, &sv1, &sv2);
v2 = lineart_triangle_2v_intersection_test(rb, sv1, sv2, testing, rt, 0);
if (v2 == NULL) {
return 0;
}
lineart_prepend_pool(&testing->intersecting_verts, &rb->render_data_pool, new_share);
}
else {
lineart_prepend_pool(&rt->intersecting_verts, &rb->render_data_pool, new_share);
}
}
else {
/* If not sharing any points, then we need to try all the possibilities. */
E0T = lineart_triangle_2v_intersection_test(rb, rt->v[0], rt->v[1], rt, testing, 0);
if (E0T && (!(*next))) {
(*next) = E0T;
lineart_vert_set_intersection_2v((*next), rt->v[0], rt->v[1]);
next = &v2;
}
E1T = lineart_triangle_2v_intersection_test(rb, rt->v[1], rt->v[2], rt, testing, v1);
if (E1T && (!(*next))) {
(*next) = E1T;
lineart_vert_set_intersection_2v((*next), rt->v[1], rt->v[2]);
next = &v2;
}
if (!(*next)) {
E2T = lineart_triangle_2v_intersection_test(rb, rt->v[2], rt->v[0], rt, testing, v1);
}
if (E2T && (!(*next))) {
(*next) = E2T;
lineart_vert_set_intersection_2v((*next), rt->v[2], rt->v[0]);
next = &v2;
}
if (!(*next)) {
TE0 = lineart_triangle_2v_intersection_test(
rb, testing->v[0], testing->v[1], testing, rt, v1);
}
if (TE0 && (!(*next))) {
(*next) = TE0;
lineart_vert_set_intersection_2v((*next), testing->v[0], testing->v[1]);
next = &v2;
}
if (!(*next)) {
TE1 = lineart_triangle_2v_intersection_test(
rb, testing->v[1], testing->v[2], testing, rt, v1);
}
if (TE1 && (!(*next))) {
(*next) = TE1;
lineart_vert_set_intersection_2v((*next), testing->v[1], testing->v[2]);
next = &v2;
}
if (!(*next)) {
TE2 = lineart_triangle_2v_intersection_test(
rb, testing->v[2], testing->v[0], testing, rt, v1);
}
if (TE2 && (!(*next))) {
(*next) = TE2;
lineart_vert_set_intersection_2v((*next), testing->v[2], testing->v[0]);
next = &v2;
}
if (!(*next)) {
return 0;
}
}
/* The intersection line has been generated only in geometry space, so we need to transform
* them as well. */
mul_v4_m4v3_db(v1->fbcoord, rb->view_projection, v1->gloc);
mul_v4_m4v3_db(v2->fbcoord, rb->view_projection, v2->gloc);
mul_v3db_db(v1->fbcoord, (1 / v1->fbcoord[3]));
mul_v3db_db(v2->fbcoord, (1 / v2->fbcoord[3]));
v1->fbcoord[0] -= rb->shift_x * 2;
v1->fbcoord[1] -= rb->shift_y * 2;
v2->fbcoord[0] -= rb->shift_x * 2;
v2->fbcoord[1] -= rb->shift_y * 2;
/* This z transformation is not the same as the rest of the part, because the data don't go
* through normal perspective division calls in the pipeline, but this way the 3D result and
* occlution on the generated line is correct, and we don't really use 2D for viewport stroke
* generation anyway.*/
v1->fbcoord[2] = ZMin * ZMax / (ZMax - fabs(v1->fbcoord[2]) * (ZMax - ZMin));
v2->fbcoord[2] = ZMin * ZMax / (ZMax - fabs(v2->fbcoord[2]) * (ZMax - ZMin));
((LineartVertIntersection *)v1)->intersecting_with = rt;
((LineartVertIntersection *)v2)->intersecting_with = testing;
result = lineart_mem_aquire(&rb->render_data_pool, sizeof(LineartEdge));
result->v1 = v1;
result->v2 = v2;
result->t1 = rt;
result->t2 = testing;
LineartLineSegment *rls = lineart_mem_aquire(&rb->render_data_pool, sizeof(LineartLineSegment));
BLI_addtail(&result->segments, rls);
/* Don't need to OR flags right now, just a type mark. */
result->flags = LRT_EDGE_FLAG_INTERSECTION;
lineart_prepend_edge_direct(&rb->intersection_lines, result);
int r1, r2, c1, c2, row, col;
if (lineart_get_edge_bounding_areas(rb, result, &r1, &r2, &c1, &c2)) {
for (row = r1; row != r2 + 1; row++) {
for (col = c1; col != c2 + 1; col++) {
lineart_bounding_area_link_line(
rb, &rb->initial_bounding_areas[row * LRT_BA_ROWS + col], result);
}
}
}
rb->intersection_count++;
return result;
}
static void lineart_triangle_intersect_in_bounding_area(LineartRenderBuffer *rb,
LineartTriangle *rt,
LineartBoundingArea *ba)
{
/* Testing_triangle->testing[0] is used to store pairing triangle reference.
* See definition of LineartTriangleThread for more info. */
LineartTriangle *testing_triangle;
LineartTriangleThread *rtt;
LinkData *lip, *next_lip;
double *G0 = rt->v[0]->gloc, *G1 = rt->v[1]->gloc, *G2 = rt->v[2]->gloc;
/* If this is not the smallest subdiv bounding area.*/
if (ba->child) {
lineart_triangle_intersect_in_bounding_area(rb, rt, &ba->child[0]);
lineart_triangle_intersect_in_bounding_area(rb, rt, &ba->child[1]);
lineart_triangle_intersect_in_bounding_area(rb, rt, &ba->child[2]);
lineart_triangle_intersect_in_bounding_area(rb, rt, &ba->child[3]);
return;
}
/* If this _is_ the smallest subdiv bounding area, then do the intersections there. */
for (lip = ba->linked_triangles.first; lip; lip = next_lip) {
next_lip = lip->next;
testing_triangle = lip->data;
rtt = (LineartTriangleThread *)testing_triangle;
if (testing_triangle == rt || rtt->testing_e[0] == (LineartEdge *)rt) {
continue;
}
rtt->testing_e[0] = (LineartEdge *)rt;
if ((testing_triangle->flags & LRT_TRIANGLE_NO_INTERSECTION) ||
((testing_triangle->flags & LRT_TRIANGLE_INTERSECTION_ONLY) &&
(rt->flags & LRT_TRIANGLE_INTERSECTION_ONLY))) {
continue;
}
double *RG0 = testing_triangle->v[0]->gloc, *RG1 = testing_triangle->v[1]->gloc,
*RG2 = testing_triangle->v[2]->gloc;
/* Bounding box not overlapping or triangles share edges, not potential of intersecting. */
if ((MIN3(G0[2], G1[2], G2[2]) > MAX3(RG0[2], RG1[2], RG2[2])) ||
(MAX3(G0[2], G1[2], G2[2]) < MIN3(RG0[2], RG1[2], RG2[2])) ||
(MIN3(G0[0], G1[0], G2[0]) > MAX3(RG0[0], RG1[0], RG2[0])) ||
(MAX3(G0[0], G1[0], G2[0]) < MIN3(RG0[0], RG1[0], RG2[0])) ||
(MIN3(G0[1], G1[1], G2[1]) > MAX3(RG0[1], RG1[1], RG2[1])) ||
(MAX3(G0[1], G1[1], G2[1]) < MIN3(RG0[1], RG1[1], RG2[1])) ||
lineart_triangle_share_edge(rt, testing_triangle)) {
continue;
}
/* If we do need to compute intersection, then finally do it. */
lineart_triangle_intersect(rb, rt, testing_triangle);
}
}
/* The calculated view vector will point towards the far-plane from the camera position. */
static void lineart_main_get_view_vector(LineartRenderBuffer *rb)
{
float direction[3] = {0, 0, 1};
float trans[3];
float inv[4][4];
float obmat_no_scale[4][4];
copy_m4_m4(obmat_no_scale, rb->cam_obmat);
normalize_v3(obmat_no_scale[0]);
normalize_v3(obmat_no_scale[1]);
normalize_v3(obmat_no_scale[2]);
invert_m4_m4(inv, obmat_no_scale);
transpose_m4(inv);
mul_v3_mat3_m4v3(trans, inv, direction);
copy_m4_m4(rb->cam_obmat, obmat_no_scale);
copy_v3db_v3fl(rb->view_vector, trans);
}
static void lineart_destroy_render_data(LineartRenderBuffer *rb)
{
if (rb == NULL) {
return;
}
rb->contour_count = 0;
rb->contour_managed = NULL;
rb->intersection_count = 0;
rb->intersection_managed = NULL;
rb->material_line_count = 0;
rb->material_managed = NULL;
rb->crease_count = 0;
rb->crease_managed = NULL;
rb->edge_mark_count = 0;
rb->edge_mark_managed = NULL;
rb->contours = NULL;
rb->intersection_lines = NULL;
rb->crease_lines = NULL;
rb->material_lines = NULL;
rb->edge_marks = NULL;
BLI_listbase_clear(&rb->chains);
BLI_listbase_clear(&rb->wasted_cuts);
BLI_listbase_clear(&rb->vertex_buffer_pointers);
BLI_listbase_clear(&rb->line_buffer_pointers);
BLI_listbase_clear(&rb->triangle_buffer_pointers);
BLI_spin_end(&rb->lock_task);
BLI_spin_end(&rb->lock_cuts);
BLI_spin_end(&rb->render_data_pool.lock_mem);
lineart_mem_destroy(&rb->render_data_pool);
}
void MOD_lineart_destroy_render_data(LineartGpencilModifierData *lmd)
{
LineartRenderBuffer *rb = lmd->render_buffer;
lineart_destroy_render_data(rb);
if (rb) {
MEM_freeN(rb);
lmd->render_buffer = NULL;
}
if (G.debug_value == 4000) {
printf("LRT: Destroyed render data.\n");
}
}
static LineartRenderBuffer *lineart_create_render_buffer(Scene *scene,
LineartGpencilModifierData *lmd)
{
LineartRenderBuffer *rb = MEM_callocN(sizeof(LineartRenderBuffer), "Line Art render buffer");
lmd->render_buffer = rb;
if (!scene || !scene->camera) {
return NULL;
}
Camera *c = scene->camera->data;
double clipping_offset = 0;
if (lmd->calculation_flags & LRT_ALLOW_CLIPPING_BOUNDARIES) {
/* This way the clipped lines are "stablely visible" by prevents depth buffer artefacts. */
clipping_offset = 0.0001;
}
copy_v3db_v3fl(rb->camera_pos, scene->camera->obmat[3]);
copy_m4_m4(rb->cam_obmat, scene->camera->obmat);
rb->cam_is_persp = (c->type == CAM_PERSP);
rb->near_clip = c->clip_start + clipping_offset;
rb->far_clip = c->clip_end - clipping_offset;
rb->w = scene->r.xsch;
rb->h = scene->r.ysch;
double asp = ((double)rb->w / (double)rb->h);
rb->shift_x = (asp >= 1) ? c->shiftx : c->shiftx * asp;
rb->shift_y = (asp <= 1) ? c->shifty : c->shifty * asp;
rb->crease_threshold = cos(M_PI - lmd->crease_threshold);
rb->angle_splitting_threshold = lmd->angle_splitting_threshold;
rb->chaining_image_threshold = lmd->chaining_image_threshold;
rb->chaining_geometry_threshold = lmd->chaining_geometry_threshold;
rb->fuzzy_intersections = (lmd->calculation_flags & LRT_INTERSECTION_AS_CONTOUR) != 0;
rb->fuzzy_everything = (lmd->calculation_flags & LRT_EVERYTHING_AS_CONTOUR) != 0;
rb->allow_boundaries = (lmd->calculation_flags & LRT_ALLOW_CLIPPING_BOUNDARIES) != 0;
rb->remove_doubles = (lmd->calculation_flags & LRT_REMOVE_DOUBLES) != 0;
/* See lineart_edge_from_triangle() for how this option may impact performance. */
rb->allow_overlapping_edges = (lmd->calculation_flags & LRT_ALLOW_OVERLAPPING_EDGES) != 0;
rb->use_contour = (lmd->edge_types & LRT_EDGE_FLAG_CONTOUR) != 0;
rb->use_crease = (lmd->edge_types & LRT_EDGE_FLAG_CREASE) != 0;
rb->use_material = (lmd->edge_types & LRT_EDGE_FLAG_MATERIAL) != 0;
rb->use_edge_marks = (lmd->edge_types & LRT_EDGE_FLAG_EDGE_MARK) != 0;
rb->use_intersections = (lmd->edge_types & LRT_EDGE_FLAG_INTERSECTION) != 0;
BLI_spin_init(&rb->lock_task);
BLI_spin_init(&rb->lock_cuts);
BLI_spin_init(&rb->render_data_pool.lock_mem);
return rb;
}
static int lineart_triangle_size_get(const Scene *scene, LineartRenderBuffer *rb)
{
if (rb->thread_count == 0) {
rb->thread_count = BKE_render_num_threads(&scene->r);
}
return sizeof(LineartTriangle) + (sizeof(LineartEdge *) * (rb->thread_count));
}
static void lineart_main_bounding_area_make_initial(LineartRenderBuffer *rb)
{
/* Initial tile split is defined as 4 (subdivided as 4*4), increasing the value allows the
* algorithm to build the acceleration structure for bigger scenes a little faster but not as
* efficient at handling medium to small scenes. */
int sp_w = LRT_BA_ROWS;
int sp_h = LRT_BA_ROWS;
int row, col;
LineartBoundingArea *ba;
/* Because NDC (Normalized Device Coordinates) range is (-1,1),
* so the span for each initial tile is double of that in the (0,1) range. */
double span_w = (double)1 / sp_w * 2.0;
double span_h = (double)1 / sp_h * 2.0;
rb->tile_count_x = sp_w;
rb->tile_count_y = sp_h;
rb->width_per_tile = span_w;
rb->height_per_tile = span_h;
rb->bounding_area_count = sp_w * sp_h;
rb->initial_bounding_areas = lineart_mem_aquire(
&rb->render_data_pool, sizeof(LineartBoundingArea) * rb->bounding_area_count);
/* Initialize tiles. */
for (row = 0; row < sp_h; row++) {
for (col = 0; col < sp_w; col++) {
ba = &rb->initial_bounding_areas[row * LRT_BA_ROWS + col];
/* Set the four direction limits. */
ba->l = span_w * col - 1.0;
ba->r = (col == sp_w - 1) ? 1.0 : (span_w * (col + 1) - 1.0);
ba->u = 1.0 - span_h * row;
ba->b = (row == sp_h - 1) ? -1.0 : (1.0 - span_h * (row + 1));
ba->cx = (ba->l + ba->r) / 2;
ba->cy = (ba->u + ba->b) / 2;
/* Link adjacent ones. */
if (row) {
lineart_list_append_pointer_pool(
&ba->up,
&rb->render_data_pool,
&rb->initial_bounding_areas[(row - 1) * LRT_BA_ROWS + col]);
}
if (col) {
lineart_list_append_pointer_pool(&ba->lp,
&rb->render_data_pool,
&rb->initial_bounding_areas[row * LRT_BA_ROWS + col - 1]);
}
if (row != sp_h - 1) {
lineart_list_append_pointer_pool(
&ba->bp,
&rb->render_data_pool,
&rb->initial_bounding_areas[(row + 1) * LRT_BA_ROWS + col]);
}
if (col != sp_w - 1) {
lineart_list_append_pointer_pool(&ba->rp,
&rb->render_data_pool,
&rb->initial_bounding_areas[row * LRT_BA_ROWS + col + 1]);
}
}
}
}
/* Re-link adjacent tiles after one gets subdivided. */
static void lineart_bounding_areas_connect_new(LineartRenderBuffer *rb, LineartBoundingArea *root)
{
LineartBoundingArea *ba = root->child, *tba;
LinkData *lip2, *next_lip;
LineartStaticMemPool *mph = &rb->render_data_pool;
/* Inter-connection with newly created 4 child bounding areas. */
lineart_list_append_pointer_pool(&ba[1].rp, mph, &ba[0]);
lineart_list_append_pointer_pool(&ba[0].lp, mph, &ba[1]);
lineart_list_append_pointer_pool(&ba[1].bp, mph, &ba[2]);
lineart_list_append_pointer_pool(&ba[2].up, mph, &ba[1]);
lineart_list_append_pointer_pool(&ba[2].rp, mph, &ba[3]);
lineart_list_append_pointer_pool(&ba[3].lp, mph, &ba[2]);
lineart_list_append_pointer_pool(&ba[3].up, mph, &ba[0]);
lineart_list_append_pointer_pool(&ba[0].bp, mph, &ba[3]);
/* Connect 4 child bounding areas to other areas that are
* adjacent to their original parents. */
LISTBASE_FOREACH (LinkData *, lip, &root->lp) {
/* For example, we are dealing with parent's left side
* "tba" represents each adjacent neighbor of the parent. */
tba = lip->data;
/* if this neighbor is adjacent to
* the two new areas on the left side of the parent,
* then add them to the adjacent list as well. */
if (ba[1].u > tba->b && ba[1].b < tba->u) {
lineart_list_append_pointer_pool(&ba[1].lp, mph, tba);
lineart_list_append_pointer_pool(&tba->rp, mph, &ba[1]);
}
if (ba[2].u > tba->b && ba[2].b < tba->u) {
lineart_list_append_pointer_pool(&ba[2].lp, mph, tba);
lineart_list_append_pointer_pool(&tba->rp, mph, &ba[2]);
}
}
LISTBASE_FOREACH (LinkData *, lip, &root->rp) {
tba = lip->data;
if (ba[0].u > tba->b && ba[0].b < tba->u) {
lineart_list_append_pointer_pool(&ba[0].rp, mph, tba);
lineart_list_append_pointer_pool(&tba->lp, mph, &ba[0]);
}
if (ba[3].u > tba->b && ba[3].b < tba->u) {
lineart_list_append_pointer_pool(&ba[3].rp, mph, tba);
lineart_list_append_pointer_pool(&tba->lp, mph, &ba[3]);
}
}
LISTBASE_FOREACH (LinkData *, lip, &root->up) {
tba = lip->data;
if (ba[0].r > tba->l && ba[0].l < tba->r) {
lineart_list_append_pointer_pool(&ba[0].up, mph, tba);
lineart_list_append_pointer_pool(&tba->bp, mph, &ba[0]);
}
if (ba[1].r > tba->l && ba[1].l < tba->r) {
lineart_list_append_pointer_pool(&ba[1].up, mph, tba);
lineart_list_append_pointer_pool(&tba->bp, mph, &ba[1]);
}
}
LISTBASE_FOREACH (LinkData *, lip, &root->bp) {
tba = lip->data;
if (ba[2].r > tba->l && ba[2].l < tba->r) {
lineart_list_append_pointer_pool(&ba[2].bp, mph, tba);
lineart_list_append_pointer_pool(&tba->up, mph, &ba[2]);
}
if (ba[3].r > tba->l && ba[3].l < tba->r) {
lineart_list_append_pointer_pool(&ba[3].bp, mph, tba);
lineart_list_append_pointer_pool(&tba->up, mph, &ba[3]);
}
}
/* Then remove the parent bounding areas from
* their original adjacent areas. */
LISTBASE_FOREACH (LinkData *, lip, &root->lp) {
for (lip2 = ((LineartBoundingArea *)lip->data)->rp.first; lip2; lip2 = next_lip) {
next_lip = lip2->next;
tba = lip2->data;
if (tba == root) {
lineart_list_remove_pointer_item_no_free(&((LineartBoundingArea *)lip->data)->rp, lip2);
if (ba[1].u > tba->b && ba[1].b < tba->u) {
lineart_list_append_pointer_pool(&tba->rp, mph, &ba[1]);
}
if (ba[2].u > tba->b && ba[2].b < tba->u) {
lineart_list_append_pointer_pool(&tba->rp, mph, &ba[2]);
}
}
}
}
LISTBASE_FOREACH (LinkData *, lip, &root->rp) {
for (lip2 = ((LineartBoundingArea *)lip->data)->lp.first; lip2; lip2 = next_lip) {
next_lip = lip2->next;
tba = lip2->data;
if (tba == root) {
lineart_list_remove_pointer_item_no_free(&((LineartBoundingArea *)lip->data)->lp, lip2);
if (ba[0].u > tba->b && ba[0].b < tba->u) {
lineart_list_append_pointer_pool(&tba->lp, mph, &ba[0]);
}
if (ba[3].u > tba->b && ba[3].b < tba->u) {
lineart_list_append_pointer_pool(&tba->lp, mph, &ba[3]);
}
}
}
}
LISTBASE_FOREACH (LinkData *, lip, &root->up) {
for (lip2 = ((LineartBoundingArea *)lip->data)->bp.first; lip2; lip2 = next_lip) {
next_lip = lip2->next;
tba = lip2->data;
if (tba == root) {
lineart_list_remove_pointer_item_no_free(&((LineartBoundingArea *)lip->data)->bp, lip2);
if (ba[0].r > tba->l && ba[0].l < tba->r) {
lineart_list_append_pointer_pool(&tba->up, mph, &ba[0]);
}
if (ba[1].r > tba->l && ba[1].l < tba->r) {
lineart_list_append_pointer_pool(&tba->up, mph, &ba[1]);
}
}
}
}
LISTBASE_FOREACH (LinkData *, lip, &root->bp) {
for (lip2 = ((LineartBoundingArea *)lip->data)->up.first; lip2; lip2 = next_lip) {
next_lip = lip2->next;
tba = lip2->data;
if (tba == root) {
lineart_list_remove_pointer_item_no_free(&((LineartBoundingArea *)lip->data)->up, lip2);
if (ba[2].r > tba->l && ba[2].l < tba->r) {
lineart_list_append_pointer_pool(&tba->bp, mph, &ba[2]);
}
if (ba[3].r > tba->l && ba[3].l < tba->r) {
lineart_list_append_pointer_pool(&tba->bp, mph, &ba[3]);
}
}
}
}
/* Finally clear parent'scene adjacent list. */
BLI_listbase_clear(&root->lp);
BLI_listbase_clear(&root->rp);
BLI_listbase_clear(&root->up);
BLI_listbase_clear(&root->bp);
}
/* Subdivide a tile after one tile contains too many triangles. */
static void lineart_bounding_area_split(LineartRenderBuffer *rb,
LineartBoundingArea *root,
int recursive_level)
{
LineartBoundingArea *ba = lineart_mem_aquire(&rb->render_data_pool,
sizeof(LineartBoundingArea) * 4);
LineartTriangle *rt;
LineartEdge *e;
ba[0].l = root->cx;
ba[0].r = root->r;
ba[0].u = root->u;
ba[0].b = root->cy;
ba[0].cx = (ba[0].l + ba[0].r) / 2;
ba[0].cy = (ba[0].u + ba[0].b) / 2;
ba[1].l = root->l;
ba[1].r = root->cx;
ba[1].u = root->u;
ba[1].b = root->cy;
ba[1].cx = (ba[1].l + ba[1].r) / 2;
ba[1].cy = (ba[1].u + ba[1].b) / 2;
ba[2].l = root->l;
ba[2].r = root->cx;
ba[2].u = root->cy;
ba[2].b = root->b;
ba[2].cx = (ba[2].l + ba[2].r) / 2;
ba[2].cy = (ba[2].u + ba[2].b) / 2;
ba[3].l = root->cx;
ba[3].r = root->r;
ba[3].u = root->cy;
ba[3].b = root->b;
ba[3].cx = (ba[3].l + ba[3].r) / 2;
ba[3].cy = (ba[3].u + ba[3].b) / 2;
root->child = ba;
lineart_bounding_areas_connect_new(rb, root);
while ((rt = lineart_list_pop_pointer_no_free(&root->linked_triangles)) != NULL) {
LineartBoundingArea *cba = root->child;
double b[4];
b[0] = MIN3(rt->v[0]->fbcoord[0], rt->v[1]->fbcoord[0], rt->v[2]->fbcoord[0]);
b[1] = MAX3(rt->v[0]->fbcoord[0], rt->v[1]->fbcoord[0], rt->v[2]->fbcoord[0]);
b[2] = MAX3(rt->v[0]->fbcoord[1], rt->v[1]->fbcoord[1], rt->v[2]->fbcoord[1]);
b[3] = MIN3(rt->v[0]->fbcoord[1], rt->v[1]->fbcoord[1], rt->v[2]->fbcoord[1]);
if (LRT_BOUND_AREA_CROSSES(b, &cba[0].l)) {
lineart_bounding_area_link_triangle(rb, &cba[0], rt, b, 0, recursive_level + 1, false);
}
if (LRT_BOUND_AREA_CROSSES(b, &cba[1].l)) {
lineart_bounding_area_link_triangle(rb, &cba[1], rt, b, 0, recursive_level + 1, false);
}
if (LRT_BOUND_AREA_CROSSES(b, &cba[2].l)) {
lineart_bounding_area_link_triangle(rb, &cba[2], rt, b, 0, recursive_level + 1, false);
}
if (LRT_BOUND_AREA_CROSSES(b, &cba[3].l)) {
lineart_bounding_area_link_triangle(rb, &cba[3], rt, b, 0, recursive_level + 1, false);
}
}
while ((e = lineart_list_pop_pointer_no_free(&root->linked_lines)) != NULL) {
lineart_bounding_area_link_line(rb, root, e);
}
rb->bounding_area_count += 3;
}
static bool lineart_bounding_area_line_intersect(LineartRenderBuffer *UNUSED(fb),
const double l[2],
const double r[2],
LineartBoundingArea *ba)
{
double vx, vy;
double converted[4];
double c1, c;
if (((converted[0] = (double)ba->l) > MAX2(l[0], r[0])) ||
((converted[1] = (double)ba->r) < MIN2(l[0], r[0])) ||
((converted[2] = (double)ba->b) > MAX2(l[1], r[1])) ||
((converted[3] = (double)ba->u) < MIN2(l[1], r[1]))) {
return false;
}
vx = l[0] - r[0];
vy = l[1] - r[1];
c1 = vx * (converted[2] - l[1]) - vy * (converted[0] - l[0]);
c = c1;
c1 = vx * (converted[2] - l[1]) - vy * (converted[1] - l[0]);
if (c1 * c <= 0) {
return true;
}
c = c1;
c1 = vx * (converted[3] - l[1]) - vy * (converted[0] - l[0]);
if (c1 * c <= 0) {
return true;
}
c = c1;
c1 = vx * (converted[3] - l[1]) - vy * (converted[1] - l[0]);
if (c1 * c <= 0) {
return true;
}
c = c1;
return false;
}
static bool lineart_bounding_area_triangle_intersect(LineartRenderBuffer *fb,
LineartTriangle *rt,
LineartBoundingArea *ba)
{
double p1[2], p2[2], p3[2], p4[2];
double *FBC1 = rt->v[0]->fbcoord, *FBC2 = rt->v[1]->fbcoord, *FBC3 = rt->v[2]->fbcoord;
p3[0] = p1[0] = (double)ba->l;
p2[1] = p1[1] = (double)ba->b;
p2[0] = p4[0] = (double)ba->r;
p3[1] = p4[1] = (double)ba->u;
if ((FBC1[0] >= p1[0] && FBC1[0] <= p2[0] && FBC1[1] >= p1[1] && FBC1[1] <= p3[1]) ||
(FBC2[0] >= p1[0] && FBC2[0] <= p2[0] && FBC2[1] >= p1[1] && FBC2[1] <= p3[1]) ||
(FBC3[0] >= p1[0] && FBC3[0] <= p2[0] && FBC3[1] >= p1[1] && FBC3[1] <= p3[1])) {
return true;
}
if (lineart_point_inside_triangle(p1, FBC1, FBC2, FBC3) ||
lineart_point_inside_triangle(p2, FBC1, FBC2, FBC3) ||
lineart_point_inside_triangle(p3, FBC1, FBC2, FBC3) ||
lineart_point_inside_triangle(p4, FBC1, FBC2, FBC3)) {
return true;
}
if ((lineart_bounding_area_line_intersect(fb, FBC1, FBC2, ba)) ||
(lineart_bounding_area_line_intersect(fb, FBC2, FBC3, ba)) ||
(lineart_bounding_area_line_intersect(fb, FBC3, FBC1, ba))) {
return true;
}
return false;
}
/* 1) Link triangles with bounding areas for later occlusion test.
* 2) Test triangles with existing(added previously) triangles for intersection lines. */
static void lineart_bounding_area_link_triangle(LineartRenderBuffer *rb,
LineartBoundingArea *root_ba,
LineartTriangle *rt,
double *LRUB,
int recursive,
int recursive_level,
bool do_intersection)
{
if (!lineart_bounding_area_triangle_intersect(rb, rt, root_ba)) {
return;
}
if (root_ba->child == NULL) {
lineart_list_append_pointer_pool(&root_ba->linked_triangles, &rb->render_data_pool, rt);
root_ba->triangle_count++;
/* If splitting doesn't improve triangle separation, then shouldn't allow splitting anymore.
* Here we use recursive limit. This is espetially useful in ortho render, where a lot of
* faces could easily line up perfectly in image space, which can not be separated by simply
* slicing the image tile. */
if (root_ba->triangle_count > 200 && recursive && recursive_level < 10) {
lineart_bounding_area_split(rb, root_ba, recursive_level);
}
if (recursive && do_intersection && rb->use_intersections) {
lineart_triangle_intersect_in_bounding_area(rb, rt, root_ba);
}
}
else {
LineartBoundingArea *ba = root_ba->child;
double *B1 = LRUB;
double b[4];
if (!LRUB) {
b[0] = MIN3(rt->v[0]->fbcoord[0], rt->v[1]->fbcoord[0], rt->v[2]->fbcoord[0]);
b[1] = MAX3(rt->v[0]->fbcoord[0], rt->v[1]->fbcoord[0], rt->v[2]->fbcoord[0]);
b[2] = MAX3(rt->v[0]->fbcoord[1], rt->v[1]->fbcoord[1], rt->v[2]->fbcoord[1]);
b[3] = MIN3(rt->v[0]->fbcoord[1], rt->v[1]->fbcoord[1], rt->v[2]->fbcoord[1]);
B1 = b;
}
if (LRT_BOUND_AREA_CROSSES(B1, &ba[0].l)) {
lineart_bounding_area_link_triangle(
rb, &ba[0], rt, B1, recursive, recursive_level + 1, do_intersection);
}
if (LRT_BOUND_AREA_CROSSES(B1, &ba[1].l)) {
lineart_bounding_area_link_triangle(
rb, &ba[1], rt, B1, recursive, recursive_level + 1, do_intersection);
}
if (LRT_BOUND_AREA_CROSSES(B1, &ba[2].l)) {
lineart_bounding_area_link_triangle(
rb, &ba[2], rt, B1, recursive, recursive_level + 1, do_intersection);
}
if (LRT_BOUND_AREA_CROSSES(B1, &ba[3].l)) {
lineart_bounding_area_link_triangle(
rb, &ba[3], rt, B1, recursive, recursive_level + 1, do_intersection);
}
}
}
static void lineart_bounding_area_link_line(LineartRenderBuffer *rb,
LineartBoundingArea *root_ba,
LineartEdge *e)
{
if (root_ba->child == NULL) {
lineart_list_append_pointer_pool(&root_ba->linked_lines, &rb->render_data_pool, e);
}
else {
if (lineart_bounding_area_line_intersect(
rb, e->v1->fbcoord, e->v2->fbcoord, &root_ba->child[0])) {
lineart_bounding_area_link_line(rb, &root_ba->child[0], e);
}
if (lineart_bounding_area_line_intersect(
rb, e->v1->fbcoord, e->v2->fbcoord, &root_ba->child[1])) {
lineart_bounding_area_link_line(rb, &root_ba->child[1], e);
}
if (lineart_bounding_area_line_intersect(
rb, e->v1->fbcoord, e->v2->fbcoord, &root_ba->child[2])) {
lineart_bounding_area_link_line(rb, &root_ba->child[2], e);
}
if (lineart_bounding_area_line_intersect(
rb, e->v1->fbcoord, e->v2->fbcoord, &root_ba->child[3])) {
lineart_bounding_area_link_line(rb, &root_ba->child[3], e);
}
}
}
/* Link lines to their respective bounding areas. */
static void lineart_main_link_lines(LineartRenderBuffer *rb)
{
LRT_ITER_ALL_LINES_BEGIN
{
int r1, r2, c1, c2, row, col;
if (lineart_get_edge_bounding_areas(rb, e, &r1, &r2, &c1, &c2)) {
for (row = r1; row != r2 + 1; row++) {
for (col = c1; col != c2 + 1; col++) {
lineart_bounding_area_link_line(
rb, &rb->initial_bounding_areas[row * LRT_BA_ROWS + col], e);
}
}
}
}
LRT_ITER_ALL_LINES_END
}
static bool lineart_get_triangle_bounding_areas(LineartRenderBuffer *rb,
LineartTriangle *rt,
int *rowbegin,
int *rowend,
int *colbegin,
int *colend)
{
double sp_w = rb->width_per_tile, sp_h = rb->height_per_tile;
double b[4];
if (!rt->v[0] || !rt->v[1] || !rt->v[2]) {
return false;
}
b[0] = MIN3(rt->v[0]->fbcoord[0], rt->v[1]->fbcoord[0], rt->v[2]->fbcoord[0]);
b[1] = MAX3(rt->v[0]->fbcoord[0], rt->v[1]->fbcoord[0], rt->v[2]->fbcoord[0]);
b[2] = MIN3(rt->v[0]->fbcoord[1], rt->v[1]->fbcoord[1], rt->v[2]->fbcoord[1]);
b[3] = MAX3(rt->v[0]->fbcoord[1], rt->v[1]->fbcoord[1], rt->v[2]->fbcoord[1]);
if (b[0] > 1 || b[1] < -1 || b[2] > 1 || b[3] < -1) {
return false;
}
(*colbegin) = (int)((b[0] + 1.0) / sp_w);
(*colend) = (int)((b[1] + 1.0) / sp_w);
(*rowend) = rb->tile_count_y - (int)((b[2] + 1.0) / sp_h) - 1;
(*rowbegin) = rb->tile_count_y - (int)((b[3] + 1.0) / sp_h) - 1;
if ((*colend) >= rb->tile_count_x) {
(*colend) = rb->tile_count_x - 1;
}
if ((*rowend) >= rb->tile_count_y) {
(*rowend) = rb->tile_count_y - 1;
}
if ((*colbegin) < 0) {
(*colbegin) = 0;
}
if ((*rowbegin) < 0) {
(*rowbegin) = 0;
}
return true;
}
static bool lineart_get_edge_bounding_areas(LineartRenderBuffer *rb,
LineartEdge *e,
int *rowbegin,
int *rowend,
int *colbegin,
int *colend)
{
double sp_w = rb->width_per_tile, sp_h = rb->height_per_tile;
double b[4];
if (!e->v1 || !e->v2) {
return false;
}
if (e->v1->fbcoord[0] != e->v1->fbcoord[0] || e->v2->fbcoord[0] != e->v2->fbcoord[0]) {
return false;
}
b[0] = MIN2(e->v1->fbcoord[0], e->v2->fbcoord[0]);
b[1] = MAX2(e->v1->fbcoord[0], e->v2->fbcoord[0]);
b[2] = MIN2(e->v1->fbcoord[1], e->v2->fbcoord[1]);
b[3] = MAX2(e->v1->fbcoord[1], e->v2->fbcoord[1]);
if (b[0] > 1 || b[1] < -1 || b[2] > 1 || b[3] < -1) {
return false;
}
(*colbegin) = (int)((b[0] + 1.0) / sp_w);
(*colend) = (int)((b[1] + 1.0) / sp_w);
(*rowend) = rb->tile_count_y - (int)((b[2] + 1.0) / sp_h) - 1;
(*rowbegin) = rb->tile_count_y - (int)((b[3] + 1.0) / sp_h) - 1;
/* It'scene possible that the line stretches too much out to the side, resulting negative value
. */
if ((*rowend) < (*rowbegin)) {
(*rowend) = rb->tile_count_y - 1;
}
if ((*colend) < (*colbegin)) {
(*colend) = rb->tile_count_x - 1;
}
CLAMP((*colbegin), 0, rb->tile_count_x - 1);
CLAMP((*rowbegin), 0, rb->tile_count_y - 1);
CLAMP((*colend), 0, rb->tile_count_x - 1);
CLAMP((*rowend), 0, rb->tile_count_y - 1);
return true;
}
/* This only gets initial "biggest" tile. */
LineartBoundingArea *MOD_lineart_get_parent_bounding_area(LineartRenderBuffer *rb,
double x,
double y)
{
double sp_w = rb->width_per_tile, sp_h = rb->height_per_tile;
int col, row;
if (x > 1 || x < -1 || y > 1 || y < -1) {
return 0;
}
col = (int)((x + 1.0) / sp_w);
row = rb->tile_count_y - (int)((y + 1.0) / sp_h) - 1;
if (col >= rb->tile_count_x) {
col = rb->tile_count_x - 1;
}
if (row >= rb->tile_count_y) {
row = rb->tile_count_y - 1;
}
if (col < 0) {
col = 0;
}
if (row < 0) {
row = 0;
}
return &rb->initial_bounding_areas[row * LRT_BA_ROWS + col];
}
static LineartBoundingArea *lineart_get_bounding_area(LineartRenderBuffer *rb, double x, double y)
{
LineartBoundingArea *iba;
double sp_w = rb->width_per_tile, sp_h = rb->height_per_tile;
int c = (int)((x + 1.0) / sp_w);
int r = rb->tile_count_y - (int)((y + 1.0) / sp_h) - 1;
if (r < 0) {
r = 0;
}
if (c < 0) {
c = 0;
}
if (r >= rb->tile_count_y) {
r = rb->tile_count_y - 1;
}
if (c >= rb->tile_count_x) {
c = rb->tile_count_x - 1;
}
iba = &rb->initial_bounding_areas[r * LRT_BA_ROWS + c];
while (iba->child) {
if (x > iba->cx) {
if (y > iba->cy) {
iba = &iba->child[0];
}
else {
iba = &iba->child[3];
}
}
else {
if (y > iba->cy) {
iba = &iba->child[1];
}
else {
iba = &iba->child[2];
}
}
}
return iba;
}
/* Wrapper for more convenience. */
LineartBoundingArea *MOD_lineart_get_bounding_area(LineartRenderBuffer *rb, double x, double y)
{
LineartBoundingArea *ba;
if ((ba = MOD_lineart_get_parent_bounding_area(rb, x, y)) != NULL) {
return lineart_get_bounding_area(rb, x, y);
}
return NULL;
}
/* Sequentially add triangles into render buffer. This also does intersection along the way. */
static void lineart_main_add_triangles(LineartRenderBuffer *rb)
{
LineartTriangle *rt;
int i, lim;
int x1, x2, y1, y2;
int r, co;
LISTBASE_FOREACH (LineartElementLinkNode *, reln, &rb->triangle_buffer_pointers) {
rt = reln->pointer;
lim = reln->element_count;
for (i = 0; i < lim; i++) {
if ((rt->flags & LRT_CULL_USED) || (rt->flags & LRT_CULL_DISCARD)) {
rt = (void *)(((unsigned char *)rt) + rb->triangle_size);
continue;
}
if (lineart_get_triangle_bounding_areas(rb, rt, &y1, &y2, &x1, &x2)) {
for (co = x1; co <= x2; co++) {
for (r = y1; r <= y2; r++) {
lineart_bounding_area_link_triangle(rb,
&rb->initial_bounding_areas[r * LRT_BA_ROWS + co],
rt,
0,
1,
0,
(!(rt->flags & LRT_TRIANGLE_NO_INTERSECTION)));
}
}
} /* Else throw away. */
rt = (void *)(((unsigned char *)rt) + rb->triangle_size);
}
}
}
/* This function gets the tile for the point e->v1, and later use lineart_bounding_area_next() to
* get next along the way. */
static LineartBoundingArea *lineart_edge_first_bounding_area(LineartRenderBuffer *rb,
LineartEdge *e)
{
double data[2] = {e->v1->fbcoord[0], e->v1->fbcoord[1]};
double LU[2] = {-1, 1}, RU[2] = {1, 1}, LB[2] = {-1, -1}, RB[2] = {1, -1};
double r = 1, sr = 1;
if (data[0] > -1 && data[0] < 1 && data[1] > -1 && data[1] < 1) {
return lineart_get_bounding_area(rb, data[0], data[1]);
}
if (lineart_LineIntersectTest2d(e->v1->fbcoord, e->v2->fbcoord, LU, RU, &sr) && sr < r &&
sr > 0) {
r = sr;
}
if (lineart_LineIntersectTest2d(e->v1->fbcoord, e->v2->fbcoord, LB, RB, &sr) && sr < r &&
sr > 0) {
r = sr;
}
if (lineart_LineIntersectTest2d(e->v1->fbcoord, e->v2->fbcoord, LB, LU, &sr) && sr < r &&
sr > 0) {
r = sr;
}
if (lineart_LineIntersectTest2d(e->v1->fbcoord, e->v2->fbcoord, RB, RU, &sr) && sr < r &&
sr > 0) {
r = sr;
}
interp_v2_v2v2_db(data, e->v1->fbcoord, e->v2->fbcoord, r);
return lineart_get_bounding_area(rb, data[0], data[1]);
}
/* This march along one render line in image space and
* get the next bounding area the line is crossing. */
static LineartBoundingArea *lineart_bounding_area_next(LineartBoundingArea *this,
LineartEdge *e,
double x,
double y,
double k,
int positive_x,
int positive_y,
double *next_x,
double *next_y)
{
double rx, ry, ux, uy, lx, ly, bx, by;
double r1, r2;
LineartBoundingArea *ba;
/* If we are marching towards the right. */
if (positive_x > 0) {
rx = this->r;
ry = y + k * (rx - x);
/* If we are marching towards the top. */
if (positive_y > 0) {
uy = this->u;
ux = x + (uy - y) / k;
r1 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], rx);
r2 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], ux);
if (MIN2(r1, r2) > 1) {
return 0;
}
/* We reached the right side before the top side. */
if (r1 <= r2) {
LISTBASE_FOREACH (LinkData *, lip, &this->rp) {
ba = lip->data;
if (ba->u >= ry && ba->b < ry) {
*next_x = rx;
*next_y = ry;
return ba;
}
}
}
/* We reached the top side before the right side. */
else {
LISTBASE_FOREACH (LinkData *, lip, &this->up) {
ba = lip->data;
if (ba->r >= ux && ba->l < ux) {
*next_x = ux;
*next_y = uy;
return ba;
}
}
}
}
/* If we are marching towards the bottom. */
else if (positive_y < 0) {
by = this->b;
bx = x + (by - y) / k;
r1 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], rx);
r2 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], bx);
if (MIN2(r1, r2) > 1) {
return 0;
}
if (r1 <= r2) {
LISTBASE_FOREACH (LinkData *, lip, &this->rp) {
ba = lip->data;
if (ba->u >= ry && ba->b < ry) {
*next_x = rx;
*next_y = ry;
return ba;
}
}
}
else {
LISTBASE_FOREACH (LinkData *, lip, &this->bp) {
ba = lip->data;
if (ba->r >= bx && ba->l < bx) {
*next_x = bx;
*next_y = by;
return ba;
}
}
}
}
/* If the line is compeletely horizontal, in which Y diffence == 0. */
else {
r1 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], this->r);
if (r1 > 1) {
return 0;
}
LISTBASE_FOREACH (LinkData *, lip, &this->rp) {
ba = lip->data;
if (ba->u >= y && ba->b < y) {
*next_x = this->r;
*next_y = y;
return ba;
}
}
}
}
/* If we are marching towards the left. */
else if (positive_x < 0) {
lx = this->l;
ly = y + k * (lx - x);
/* If we are marching towards the top. */
if (positive_y > 0) {
uy = this->u;
ux = x + (uy - y) / k;
r1 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], lx);
r2 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], ux);
if (MIN2(r1, r2) > 1) {
return 0;
}
if (r1 <= r2) {
LISTBASE_FOREACH (LinkData *, lip, &this->lp) {
ba = lip->data;
if (ba->u >= ly && ba->b < ly) {
*next_x = lx;
*next_y = ly;
return ba;
}
}
}
else {
LISTBASE_FOREACH (LinkData *, lip, &this->up) {
ba = lip->data;
if (ba->r >= ux && ba->l < ux) {
*next_x = ux;
*next_y = uy;
return ba;
}
}
}
}
/* If we are marching towards the bottom. */
else if (positive_y < 0) {
by = this->b;
bx = x + (by - y) / k;
r1 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], lx);
r2 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], bx);
if (MIN2(r1, r2) > 1) {
return 0;
}
if (r1 <= r2) {
LISTBASE_FOREACH (LinkData *, lip, &this->lp) {
ba = lip->data;
if (ba->u >= ly && ba->b < ly) {
*next_x = lx;
*next_y = ly;
return ba;
}
}
}
else {
LISTBASE_FOREACH (LinkData *, lip, &this->bp) {
ba = lip->data;
if (ba->r >= bx && ba->l < bx) {
*next_x = bx;
*next_y = by;
return ba;
}
}
}
}
/* Again, horizontal. */
else {
r1 = ratiod(e->v1->fbcoord[0], e->v2->fbcoord[0], this->l);
if (r1 > 1) {
return 0;
}
LISTBASE_FOREACH (LinkData *, lip, &this->lp) {
ba = lip->data;
if (ba->u >= y && ba->b < y) {
*next_x = this->l;
*next_y = y;
return ba;
}
}
}
}
/* If the line is completely vertical, hence X difference == 0. */
else {
if (positive_y > 0) {
r1 = ratiod(e->v1->fbcoord[1], e->v2->fbcoord[1], this->u);
if (r1 > 1) {
return 0;
}
LISTBASE_FOREACH (LinkData *, lip, &this->up) {
ba = lip->data;
if (ba->r > x && ba->l <= x) {
*next_x = x;
*next_y = this->u;
return ba;
}
}
}
else if (positive_y < 0) {
r1 = ratiod(e->v1->fbcoord[1], e->v2->fbcoord[1], this->b);
if (r1 > 1) {
return 0;
}
LISTBASE_FOREACH (LinkData *, lip, &this->bp) {
ba = lip->data;
if (ba->r > x && ba->l <= x) {
*next_x = x;
*next_y = this->b;
return ba;
}
}
}
else {
/* egment has no length. */
return 0;
}
}
return 0;
}
/* This is the entry point of all line art calculations. */
int MOD_lineart_compute_feature_lines(Depsgraph *depsgraph, LineartGpencilModifierData *lmd)
{
LineartRenderBuffer *rb;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
int intersections_only = 0; /* Not used right now, but preserve for future. */
if (!scene->camera) {
return OPERATOR_CANCELLED;
}
rb = lineart_create_render_buffer(scene, lmd);
/* Triangle thread testing data size varies depending on the thread count.
* See definition of LineartTriangleThread for details. */
rb->triangle_size = lineart_triangle_size_get(scene, rb);
/* This is used to limit calculation to a certain level to save time, lines who have higher
* occlusion levels will get ignored. */
rb->max_occlusion_level = MAX2(lmd->level_start, lmd->level_end);
/* FIXME: (Yiming) See definition of int LineartRenderBuffer::_source_type for detailes. */
rb->_source_type = lmd->source_type;
rb->_source_collection = lmd->source_collection;
rb->_source_object = lmd->source_object;
/* Get view vector before loading geometries, because we detect feature lines there. */
lineart_main_get_view_vector(rb);
lineart_main_load_geometries(
depsgraph, scene, scene->camera, rb, lmd->calculation_flags & LRT_ALLOW_DUPLI_OBJECTS);
if (!rb->vertex_buffer_pointers.first) {
/* No geometry loaded, return early. */
return OPERATOR_FINISHED;
}
/* Initialize the bounding box acceleration structure, it's a lot like BVH in 3D. */
lineart_main_bounding_area_make_initial(rb);
/* We need to get cut into triangles that are crossing near/far plans, only this way can we get
* correct coordinates of those clipped lines. Done in two steps,
* setting clip_far==false for near plane. */
lineart_main_cull_triangles(rb, false);
/* clip_far==true for far plane. */
lineart_main_cull_triangles(rb, true);
/* At this point triangle adjacent info pointers is no longer needed, free them. */
lineart_main_free_adjacent_data(rb);
/* Do the perspective division after clipping is done. */
lineart_main_perspective_division(rb);
/* Triangle intersections are done here during sequential adding of them. Only after this,
* triangles and lines are all linked with acceleration structure, and the 2D occlusion stage
* can do its job. */
lineart_main_add_triangles(rb);
/* Link lines to acceleration structure, this can only be done after perspective division, if
* we do it after triangles being added, the acceleration structure has already been
* subdivided, this way we do less list manipulations. */
lineart_main_link_lines(rb);
/* "intersection_only" is preserved for being called in a standalone fashion.
* If so the data will already be available at the stage. Otherwise we do the occlusion and
* chaining etc.*/
if (!intersections_only) {
/* Occlusion is work-and-wait. This call will not return before work is completed. */
lineart_main_occlusion_begin(rb);
/* Chaining is all single threaded. See lineart_chain.c
* In this particular call, only lines that are geometrically connected (share the _exact_
* same end point) will be chained together. */
MOD_lineart_chain_feature_lines(rb);
/* We are unable to take care of occlusion if we only connect end points, so here we do a
* spit, where the splitting point could be any cut in e->segments. */
MOD_lineart_chain_split_for_fixed_occlusion(rb);
/* Then we connect chains based on the _proximity_ of their end points in geometry or image
* space, here's the place threashold value gets involved. */
/* If both chaining thresholds are zero, then we allow at least image space chaining to do a
* little bit of work so we don't end up in fragmented strokes. */
float *t_image = &lmd->chaining_image_threshold;
float *t_geom = &lmd->chaining_geometry_threshold;
if (*t_image < FLT_EPSILON && *t_geom < FLT_EPSILON) {
*t_geom = 0.0f;
*t_image = 0.001f;
}
/* do_geometry_space = true. */
MOD_lineart_chain_connect(rb, true);
/* After chaining, we need to clear flags so we can do another round in image space. */
MOD_lineart_chain_clear_picked_flag(rb);
/* do_geometry_space = false (it's image_space). */
MOD_lineart_chain_connect(rb, false);
/* Clear again so we don't confuse GPencil generation calls. */
MOD_lineart_chain_clear_picked_flag(rb);
/* This configuration ensures there won't be accidental lost of short unchained segments. */
MOD_lineart_chain_discard_short(rb, MIN3(*t_image, *t_geom, 0.001f) - FLT_EPSILON);
if (rb->angle_splitting_threshold > FLT_EPSILON) {
MOD_lineart_chain_split_angle(rb, rb->angle_splitting_threshold);
}
}
if (G.debug_value == 4000) {
lineart_count_and_print_render_buffer_memory(rb);
}
return OPERATOR_FINISHED;
}
static int lineart_rb_edge_types(LineartRenderBuffer *rb)
{
int types = 0;
types |= rb->use_contour ? LRT_EDGE_FLAG_CONTOUR : 0;
types |= rb->use_crease ? LRT_EDGE_FLAG_CREASE : 0;
types |= rb->use_material ? LRT_EDGE_FLAG_MATERIAL : 0;
types |= rb->use_edge_marks ? LRT_EDGE_FLAG_EDGE_MARK : 0;
types |= rb->use_intersections ? LRT_EDGE_FLAG_INTERSECTION : 0;
return types;
}
static void lineart_gpencil_generate(LineartRenderBuffer *rb,
Depsgraph *depsgraph,
Object *gpencil_object,
float (*gp_obmat_inverse)[4],
bGPDlayer *UNUSED(gpl),
bGPDframe *gpf,
int level_start,
int level_end,
int material_nr,
Object *source_object,
Collection *source_collection,
int types,
unsigned char transparency_flags,
unsigned char transparency_mask,
short thickness,
float opacity,
float resample_length,
const char *source_vgname,
const char *vgname,
int modifier_flags)
{
if (rb == NULL) {
if (G.debug_value == 4000) {
printf("NULL Lineart rb!\n");
}
return;
}
int stroke_count = 0;
int color_idx = 0;
Object *orig_ob = NULL;
if (source_object) {
orig_ob = source_object->id.orig_id ? (Object *)source_object->id.orig_id : source_object;
}
Collection *orig_col = NULL;
if (source_collection) {
orig_col = source_collection->id.orig_id ? (Collection *)source_collection->id.orig_id :
source_collection;
}
/* (!orig_col && !orig_ob) means the whole scene is selected. */
float mat[4][4];
unit_m4(mat);
int enabled_types = lineart_rb_edge_types(rb);
bool invert_input = modifier_flags & LRT_GPENCIL_INVERT_SOURCE_VGROUP;
bool match_output = modifier_flags & LRT_GPENCIL_MATCH_OUTPUT_VGROUP;
bool preserve_weight = modifier_flags & LRT_GPENCIL_SOFT_SELECTION;
LISTBASE_FOREACH (LineartLineChain *, rlc, &rb->chains) {
if (rlc->picked) {
continue;
}
if (!(rlc->type & (types & enabled_types))) {
continue;
}
if (rlc->level > level_end || rlc->level < level_start) {
continue;
}
if (orig_ob && orig_ob != rlc->object_ref) {
continue;
}
if (orig_col && rlc->object_ref) {
if (!BKE_collection_has_object_recursive_instanced(orig_col, (Object *)rlc->object_ref)) {
continue;
}
}
if (transparency_flags & LRT_GPENCIL_TRANSPARENCY_ENABLE) {
if (transparency_flags & LRT_GPENCIL_TRANSPARENCY_MATCH) {
if (rlc->transparency_mask != transparency_mask) {
continue;
}
}
else {
if (!(rlc->transparency_mask & transparency_mask)) {
continue;
}
}
}
/* Preserved: If we ever do async generation, this picked flag should be set here. */
/* rlc->picked = 1;. */
int array_idx = 0;
int count = MOD_lineart_chain_count(rlc);
bGPDstroke *gps = BKE_gpencil_stroke_add(gpf, color_idx, count, thickness, false);
float *stroke_data = MEM_callocN(sizeof(float) * count * GP_PRIM_DATABUF_SIZE,
"line art add stroke");
LISTBASE_FOREACH (LineartLineChainItem *, rlci, &rlc->chain) {
stroke_data[array_idx] = rlci->gpos[0];
stroke_data[array_idx + 1] = rlci->gpos[1];
stroke_data[array_idx + 2] = rlci->gpos[2];
mul_m4_v3(gp_obmat_inverse, &stroke_data[array_idx]);
stroke_data[array_idx + 3] = 1; /* thickness. */
stroke_data[array_idx + 4] = opacity; /* hardness?. */
array_idx += 5;
}
BKE_gpencil_stroke_add_points(gps, stroke_data, count, mat);
BKE_gpencil_dvert_ensure(gps);
gps->mat_nr = material_nr;
MEM_freeN(stroke_data);
if (source_vgname && vgname) {
Object *eval_ob = DEG_get_evaluated_object(depsgraph, rlc->object_ref);
int gpdg = -1;
if ((match_output || (gpdg = BKE_object_defgroup_name_index(gpencil_object, vgname)) >= 0)) {
if (eval_ob && eval_ob->type == OB_MESH) {
int dindex = 0;
Mesh *me = (Mesh *)eval_ob->data;
if (me->dvert) {
LISTBASE_FOREACH (bDeformGroup *, db, &eval_ob->defbase) {
if ((!source_vgname) || strstr(db->name, source_vgname) == db->name) {
if (match_output) {
gpdg = BKE_object_defgroup_name_index(gpencil_object, db->name);
if (gpdg < 0) {
continue;
}
}
int sindex = 0, vindex;
LISTBASE_FOREACH (LineartLineChainItem *, rlci, &rlc->chain) {
vindex = rlci->index;
if (vindex >= me->totvert) {
break;
}
MDeformWeight *mdw = BKE_defvert_ensure_index(&me->dvert[vindex], dindex);
MDeformWeight *gdw = BKE_defvert_ensure_index(&gps->dvert[sindex], gpdg);
if (preserve_weight) {
float use_weight = mdw->weight;
if (invert_input) {
use_weight = 1 - use_weight;
}
gdw->weight = MAX2(use_weight, gdw->weight);
}
else {
if (mdw->weight > 0.999f) {
gdw->weight = 1.0f;
}
}
sindex++;
}
}
dindex++;
}
}
}
}
}
if (resample_length > 0.0001) {
BKE_gpencil_stroke_sample(gpencil_object->data, gps, resample_length, false);
}
if (G.debug_value == 4000) {
BKE_gpencil_stroke_set_random_color(gps);
}
BKE_gpencil_stroke_geometry_update(gpencil_object->data, gps);
stroke_count++;
}
if (G.debug_value == 4000) {
printf("LRT: Generated %d strokes.\n", stroke_count);
}
}
/* Wrapper for external calls. */
void MOD_lineart_gpencil_generate(LineartRenderBuffer *rb,
Depsgraph *depsgraph,
Object *ob,
bGPDlayer *gpl,
bGPDframe *gpf,
char source_type,
void *source_reference,
int level_start,
int level_end,
int mat_nr,
short edge_types,
unsigned char transparency_flags,
unsigned char transparency_mask,
short thickness,
float opacity,
float resample_length,
const char *source_vgname,
const char *vgname,
int modifier_flags)
{
if (!gpl || !gpf || !ob) {
return;
}
Object *source_object = NULL;
Collection *source_collection = NULL;
short use_types = 0;
if (source_type == LRT_SOURCE_OBJECT) {
if (!source_reference) {
return;
}
source_object = (Object *)source_reference;
/* Note that intersection lines will only be in collection. */
use_types = edge_types & (~LRT_EDGE_FLAG_INTERSECTION);
}
else if (source_type == LRT_SOURCE_COLLECTION) {
if (!source_reference) {
return;
}
source_collection = (Collection *)source_reference;
use_types = edge_types;
}
else {
/* Whole scene. */
use_types = edge_types;
}
float gp_obmat_inverse[4][4];
invert_m4_m4(gp_obmat_inverse, ob->obmat);
lineart_gpencil_generate(rb,
depsgraph,
ob,
gp_obmat_inverse,
gpl,
gpf,
level_start,
level_end,
mat_nr,
source_object,
source_collection,
use_types,
transparency_flags,
transparency_mask,
thickness,
opacity,
resample_length,
source_vgname,
vgname,
modifier_flags);
}