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