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blender-archive/source/blender/freestyle/intern/application/Controller.h
Tamito Kajiyama c8e9832be3 Fix T48320: Freestyle renders wrong edges of objects which in the other RenderLayer.
FSAA sample files in EXR format are no longer always updated (after some
changes between 2.73 and 2.74 releases), and the reported bug was caused
by old samples from a previous frame that were being merged by mistake.

The present revision addresses the documented issue by entirely skipping
the rendering of auto-generated scenes when there are no Freestyle strokes
to render, which suppresses sample merging of the render layers that were
not rendered.
2016-05-05 23:15:52 +09:00

259 lines
6.5 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __CONTROLLER_H__
#define __CONTROLLER_H__
/** \file blender/freestyle/intern/application/Controller.h
* \ingroup freestyle
* \brief The spinal tap of the system.
* \author Stephane Grabli
* \date 01/07/2002
*/
#include <string>
#include "../geometry/FastGrid.h"
#include "../scene_graph/SceneHash.h"
#include "../system/Precision.h"
#include "../system/TimeUtils.h"
#include "../view_map/FEdgeXDetector.h"
#include "../view_map/ViewMapBuilder.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
namespace Freestyle {
class AppCanvas;
class AppView;
class Interpreter;
class NodeGroup;
class ProgressBar;
class RenderMonitor;
class SShape;
class ViewEdge;
class ViewMap;
class Controller
{
public:
Controller();
~Controller();
void setView(AppView *iView);
void setRenderMonitor(RenderMonitor *iRenderMonitor);
void setPassDiffuse(float *buf, int width, int height);
void setPassZ(float *buf, int width, int height);
void setContext(bContext *C);
//soc
void init_options();
int LoadMesh(Render *re, SceneRenderLayer *srl);
int Load3DSFile(const char *iFileName);
void CloseFile();
void ComputeViewMap();
void ComputeSteerableViewMap();
void saveSteerableViewMapImages();
void toggleEdgeTesselationNature(Nature::EdgeNature iNature);
int DrawStrokes();
void ResetRenderCount();
Render *RenderStrokes(Render *re, bool render);
void SwapStyleModules(unsigned i1, unsigned i2);
void InsertStyleModule(unsigned index, const char *iFileName);
void InsertStyleModule(unsigned index, const char *iName, const char *iBuffer);
void InsertStyleModule(unsigned index, const char *iName, struct Text *iText);
void AddStyleModule(const char *iFileName);
void RemoveStyleModule(unsigned index);
void ReloadStyleModule(unsigned index, const char * iFileName);
void Clear();
void ClearRootNode();
void DeleteWingedEdge();
void DeleteViewMap(bool freeCache = false);
void toggleLayer(unsigned index, bool iDisplay);
void setModified(unsigned index, bool iMod);
void resetModified(bool iMod=false);
void updateCausalStyleModules(unsigned index);
void displayDensityCurves(int x, int y);
ViewEdge *SelectViewEdge(real x, real y);
FEdge *SelectFEdge(real x, real y);
NodeGroup *BuildRep(vector<ViewEdge*>::iterator vedges_begin, vector<ViewEdge*>::iterator vedges_end) ;
#if 0
NodeGroup *debugNode() {return _DebugNode;}
AppView *view() {return _pView;}
NodeGroup *debugScene() {return _DebugNode;}
Grid& grid() {return _Grid;}
#endif
void toggleVisibilityAlgo();
void setVisibilityAlgo(int algo);
int getVisibilityAlgo();
void setViewMapCache(bool iBool);
bool getViewMapCache() const;
void setQuantitativeInvisibility(bool iBool); // if true, we compute quantitativeInvisibility
bool getQuantitativeInvisibility() const;
void setFaceSmoothness(bool iBool);
bool getFaceSmoothness() const;
void setComputeRidgesAndValleysFlag(bool b);
bool getComputeRidgesAndValleysFlag() const;
void setComputeSuggestiveContoursFlag(bool b);
bool getComputeSuggestiveContoursFlag() const;
void setComputeMaterialBoundariesFlag(bool b);
bool getComputeMaterialBoundariesFlag() const;
void setComputeSteerableViewMapFlag(bool iBool);
bool getComputeSteerableViewMapFlag() const;
void setCreaseAngle(float angle) {_creaseAngle = angle;}
float getCreaseAngle() const {return _creaseAngle;}
void setSphereRadius(float s) {_sphereRadius = s;}
float getSphereRadius() const {return _sphereRadius;}
void setSuggestiveContourKrDerivativeEpsilon(float dkr) {_suggestiveContourKrDerivativeEpsilon = dkr;}
float getSuggestiveContourKrDerivativeEpsilon() const {return _suggestiveContourKrDerivativeEpsilon;}
void setModelsDir(const string& dir);
string getModelsDir() const;
void setModulesDir(const string& dir);
string getModulesDir() const;
bool hitViewMapCache();
void resetInterpreter();
public:
// Viewmap data structure
ViewMap *_ViewMap;
// Canvas
AppCanvas *_Canvas;
private:
// Main Window:
//AppMainWindow *_pMainWindow;
// List of models currently loaded
vector<string> _ListOfModels;
// Current directories
//ConfigIO* _current_dirs;
//View
// 3D
AppView *_pView;
// 2D
#if 0
Viewer2DWindow *_pView2DWindow;
Viewer2D *_pView2D;
#endif
RenderMonitor *_pRenderMonitor;
//Model
// Drawing Structure
NodeGroup *_RootNode;
// Winged-Edge structure
WingedEdge *_winged_edge;
#if 0
// Silhouette structure:
std::vector<SShape*> _SShapes;
NodeGroup *_SRoot;
// Silhouette
NodeGroup *_SilhouetteNode;
NodeGroup *_ProjectedSilhouette;
NodeGroup *_VisibleProjectedSilhouette;
// more Debug info
NodeGroup *_DebugNode;
#endif
// debug
//NodeUser<ViewMap> *_ViewMapNode; // FIXME
// Chronometer:
Chronometer _Chrono;
// Progress Bar
ProgressBar *_ProgressBar;
// edges tesselation nature
int _edgeTesselationNature;
FastGrid _Grid;
//HashGrid _Grid;
BBox<Vec3r> _Scene3dBBox;
unsigned int _SceneNumFaces;
#if 0
real _minEdgeSize;
#endif
real _EPSILON;
real _bboxDiag;
int _render_count;
//AppStyleWindow *_pStyleWindow;
//AppOptionsWindow *_pOptionsWindow;
//AppDensityCurvesWindow *_pDensityCurvesWindow;
ViewMapBuilder::visibility_algo _VisibilityAlgo;
// Script Interpreter
Interpreter *_inter;
string _help_index;
string _browser_cmd;
bool _EnableViewMapCache;
bool _EnableQI;
bool _EnableFaceSmoothness;
bool _ComputeRidges;
bool _ComputeSuggestive;
bool _ComputeMaterialBoundaries;
float _creaseAngle;
float _sphereRadius;
float _suggestiveContourKrDerivativeEpsilon;
bool _ComputeSteerableViewMap;
FEdgeXDetector edgeDetector;
SceneHash sceneHashFunc;
real prevSceneHash;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:Controller")
#endif
};
extern Controller *g_pController;
} /* namespace Freestyle */
#endif // __CONTROLLER_H__