This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
Tamito Kajiyama d433cd65f7 Merged changes in the trunk up to revision 53146.
Conflicts resolved:
release/datafiles/startup.blend
source/blender/blenkernel/CMakeLists.txt
source/blender/blenlib/intern/bpath.c
source/blender/blenloader/intern/readfile.c
2012-12-19 01:49:58 +00:00

494 lines
14 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.
*
* The Original Code is Copyright (C) 2010 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
* \ingroup freestyle
*/
#include "BlenderStrokeRenderer.h"
#include "BlenderTextureManager.h"
#include "../application/AppConfig.h"
#include "../stroke/Canvas.h"
// XXX Are those "ifdef __cplusplus" useful here?
#ifdef __cplusplus
extern "C" {
#endif
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "BKE_customdata.h"
#include "BKE_global.h"
#include "BKE_library.h" /* free_libblock */
#include "BKE_main.h" /* struct Main */
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "RE_pipeline.h"
#ifdef __cplusplus
}
#endif
BlenderStrokeRenderer::BlenderStrokeRenderer(Render* re, int render_count) : StrokeRenderer()
{
// TEMPORARY - need a texture manager
_textureManager = new BlenderTextureManager;
_textureManager->load();
// for stroke mesh generation
_width = re->winx;
_height = re->winy;
//Scene.New("FreestyleStrokes")
old_scene = re->scene;
char name[22];
BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2);
freestyle_scene = BKE_scene_add(G.main, name);
freestyle_scene->r.cfra = old_scene->r.cfra;
freestyle_scene->r.mode = old_scene->r.mode &
~(R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR | R_BORDER);
freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch
freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch
freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp;
freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp;
freestyle_scene->r.tilex = old_scene->r.tilex;
freestyle_scene->r.tiley = old_scene->r.tiley;
freestyle_scene->r.size = 100; // old_scene->r.size
freestyle_scene->r.maximsize = old_scene->r.maximsize;
freestyle_scene->r.ocres = old_scene->r.ocres;
freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag;
freestyle_scene->r.scemode = old_scene->r.scemode & ~(R_SINGLE_LAYER);
freestyle_scene->r.flag = old_scene->r.flag;
freestyle_scene->r.threads = old_scene->r.threads;
freestyle_scene->r.border.xmin = old_scene->r.border.xmin;
freestyle_scene->r.border.ymin = old_scene->r.border.ymin;
freestyle_scene->r.border.xmax = old_scene->r.border.xmax;
freestyle_scene->r.border.ymax = old_scene->r.border.ymax;
strcpy(freestyle_scene->r.pic, old_scene->r.pic);
freestyle_scene->r.safety.xmin = old_scene->r.safety.xmin;
freestyle_scene->r.safety.ymin = old_scene->r.safety.ymin;
freestyle_scene->r.safety.xmax = old_scene->r.safety.xmax;
freestyle_scene->r.safety.ymax = old_scene->r.safety.ymax;
freestyle_scene->r.osa = old_scene->r.osa;
freestyle_scene->r.filtertype = old_scene->r.filtertype;
freestyle_scene->r.gauss = old_scene->r.gauss;
freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
BLI_strncpy(freestyle_scene->r.engine, old_scene->r.engine, sizeof(freestyle_scene->r.engine));
freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA;
freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG;
BKE_scene_disable_color_management(freestyle_scene);
BKE_scene_set_background(G.main, freestyle_scene);
// Camera
Object* object_camera = BKE_object_add(freestyle_scene, OB_CAMERA);
Camera* camera = (Camera *)object_camera->data;
camera->type = CAM_ORTHO;
camera->ortho_scale = max(re->rectx, re->recty);
camera->clipsta = 0.1f;
camera->clipend = 100.0f;
_z_delta = 0.00001f;
_z = camera->clipsta + _z_delta;
// test
//_z = 999.90f; _z_delta = 0.01f;
object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx;
object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty;
object_camera->loc[2] = 1.0f;
freestyle_scene->camera = object_camera;
// Material
material = BKE_material_add("stroke_material");
material->mode |= MA_VERTEXCOLP;
material->mode |= MA_TRANSP;
material->mode |= MA_SHLESS;
material->vcol_alpha = 1;
}
BlenderStrokeRenderer::~BlenderStrokeRenderer()
{
if (0 != _textureManager) {
delete _textureManager;
_textureManager = NULL;
}
// The freestyle_scene object is not released here. Instead,
// the scene is released in free_all_freestyle_renders() in
// source/blender/render/intern/source/pipeline.c, after the
// compositor has finished.
// release objects and data blocks
for (Base *b = (Base*)freestyle_scene->base.first; b; b = b->next) {
Object *ob = b->object;
void *data = ob->data;
char name[24];
strcpy(name, ob->id.name);
//cout << "removing " << name[0] << name[1] << ":" << (name+2) << endl;
switch (ob->type) {
case OB_MESH:
BKE_libblock_free(&G.main->object, ob);
BKE_libblock_free(&G.main->mesh, data);
break;
case OB_CAMERA:
BKE_libblock_free(&G.main->object, ob);
BKE_libblock_free(&G.main->camera, data);
freestyle_scene->camera = NULL;
break;
default:
cerr << "Warning: unexpected object in the scene: " << name[0] << name[1] << ":" << (name+2) << endl;
}
}
BLI_freelistN(&freestyle_scene->base);
// release material
BKE_libblock_free(&G.main->mat, material);
BKE_scene_set_background(G.main, old_scene);
}
float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
{
float z = _z;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
if (!(_z < _z_delta * 100000.0f))
self->_z_delta *= 10.0f;
self->_z += _z_delta;
return -z;
}
void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
{
RenderStrokeRepBasic(iStrokeRep);
}
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
{
////////////////////
// Build up scene
////////////////////
vector<Strip*>& strips = iStrokeRep->getStrips();
Strip::vertex_container::iterator v[3];
StrokeVertexRep *svRep[3];
Vec3r color[3];
unsigned int vertex_index, edge_index, loop_index;
Vec2r p;
for (vector<Strip*>::iterator s = strips.begin(), send = strips.end();
s != send;
++s){
Strip::vertex_container& strip_vertices = (*s)->vertices();
int strip_vertex_count = (*s)->sizeStrip();
int xl, xu, yl, yu, n, visible_faces, visible_segments;
bool visible;
// iterate over all vertices and count visible faces and strip segments
// (note: a strip segment is a series of visible faces, while two strip
// segments are separated by one or more invisible faces)
v[0] = strip_vertices.begin();
v[1] = v[0] + 1;
v[2] = v[0] + 2;
visible_faces = visible_segments = 0;
visible = false;
for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
xl = xu = yl = yu = 0;
for (int j = 0; j < 3; j++) {
p = svRep[j]->point2d();
if (p[0] < 0.0)
xl++;
else if (p[0] > _width)
xu++;
if (p[1] < 0.0)
yl++;
else if (p[1] > _height)
yu++;
}
if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
visible = false;
}
else {
visible_faces++;
if (!visible)
visible_segments++;
visible = true;
}
}
if (visible_faces == 0)
continue;
//me = Mesh.New()
#if 0
Object* object_mesh = BKE_object_add(freestyle_scene, OB_MESH);
#else
Object* object_mesh = NewMesh();
#endif
Mesh* mesh = (Mesh*)object_mesh->data;
#if 0
MEM_freeN(mesh->bb);
mesh->bb = NULL;
mesh->id.us = 0;
#endif
#if 1
//me.materials = [mat]
mesh->mat = (Material**)MEM_mallocN(1 * sizeof(Material*), "MaterialList");
mesh->mat[0] = material;
mesh->totcol = 1;
test_object_materials((ID*)mesh);
#else
assign_material(object_mesh, material, object_mesh->totcol + 1);
object_mesh->actcol = object_mesh->totcol;
#endif
// vertices allocation
mesh->totvert = visible_faces + visible_segments * 2;
mesh->mvert = (MVert*)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
// edges allocation
mesh->totedge = visible_faces * 2 + visible_segments;
mesh->medge = (MEdge*)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);
// faces allocation
mesh->totpoly = visible_faces;
mesh->mpoly = (MPoly*)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);
// loops allocation
mesh->totloop = visible_faces * 3;
mesh->mloop = (MLoop*)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);
// colors allocation
mesh->mloopcol = (MLoopCol*)CustomData_add_layer(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop);
////////////////////
// Data copy
////////////////////
MVert *vertices = mesh->mvert;
MEdge *edges = mesh->medge;
MPoly *polys = mesh->mpoly;
MLoop *loops = mesh->mloop;
MLoopCol *colors = mesh->mloopcol;
v[0] = strip_vertices.begin();
v[1] = v[0] + 1;
v[2] = v[0] + 2;
vertex_index = edge_index = loop_index = 0;
visible = false;
// Note: Mesh generation in the following loop assumes stroke strips
// to be triangle strips.
for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
xl = xu = yl = yu = 0;
for (int j = 0; j < 3; j++) {
p = svRep[j]->point2d();
if (p[0] < 0.0)
xl++;
else if (p[0] > _width)
xu++;
if (p[1] < 0.0)
yl++;
else if (p[1] > _height)
yu++;
}
if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
visible = false;
}
else {
if (!visible) {
// first vertex
vertices->co[0] = svRep[0]->point2d()[0];
vertices->co[1] = svRep[0]->point2d()[1];
vertices->co[2] = get_stroke_vertex_z();
++vertices;
++vertex_index;
// second vertex
vertices->co[0] = svRep[1]->point2d()[0];
vertices->co[1] = svRep[1]->point2d()[1];
vertices->co[2] = get_stroke_vertex_z();
++vertices;
++vertex_index;
// first edge
edges->v1 = vertex_index - 2;
edges->v2 = vertex_index - 1;
++edges;
++edge_index;
}
visible = true;
// vertex
vertices->co[0] = svRep[2]->point2d()[0];
vertices->co[1] = svRep[2]->point2d()[1];
vertices->co[2] = get_stroke_vertex_z();
++vertices;
++vertex_index;
// edges
edges->v1 = vertex_index - 1;
edges->v2 = vertex_index - 3;
++edges;
++edge_index;
edges->v1 = vertex_index - 1;
edges->v2 = vertex_index - 2;
++edges;
++edge_index;
// poly
polys->loopstart = loop_index;
polys->totloop = 3;
++polys;
// loops
if (n % 2 == 0) {
loops[0].v = vertex_index - 1;
loops[0].e = edge_index - 1;
loops[1].v = vertex_index - 2;
loops[1].e = edge_index - 3;
loops[2].v = vertex_index - 3;
loops[2].e = edge_index - 2;
}
else {
loops[0].v = vertex_index - 1;
loops[0].e = edge_index - 2;
loops[1].v = vertex_index - 3;
loops[1].e = edge_index - 3;
loops[2].v = vertex_index - 2;
loops[2].e = edge_index - 1;
}
loops += 3;
loop_index += 3;
// colors
if (n % 2 == 0) {
colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
colors[0].b = (short)(255.0f * svRep[2]->color()[2]);
colors[0].a = (short)(255.0f * svRep[2]->alpha());
colors[1].r = (short)(255.0f * svRep[1]->color()[0]);
colors[1].g = (short)(255.0f * svRep[1]->color()[1]);
colors[1].b = (short)(255.0f * svRep[1]->color()[2]);
colors[1].a = (short)(255.0f * svRep[1]->alpha());
colors[2].r = (short)(255.0f * svRep[0]->color()[0]);
colors[2].g = (short)(255.0f * svRep[0]->color()[1]);
colors[2].b = (short)(255.0f * svRep[0]->color()[2]);
colors[2].a = (short)(255.0f * svRep[0]->alpha());
}
else {
colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
colors[0].b = (short)(255.0f * svRep[2]->color()[2]);
colors[0].a = (short)(255.0f * svRep[2]->alpha());
colors[1].r = (short)(255.0f * svRep[0]->color()[0]);
colors[1].g = (short)(255.0f * svRep[0]->color()[1]);
colors[1].b = (short)(255.0f * svRep[0]->color()[2]);
colors[1].a = (short)(255.0f * svRep[0]->alpha());
colors[2].r = (short)(255.0f * svRep[1]->color()[0]);
colors[2].g = (short)(255.0f * svRep[1]->color()[1]);
colors[2].b = (short)(255.0f * svRep[1]->color()[2]);
colors[2].a = (short)(255.0f * svRep[1]->alpha());
}
colors += 3;
}
} // loop over strip vertices
#if 0
BKE_mesh_validate(mesh, TRUE);
#endif
} // loop over strips
}
// A replacement of BKE_object_add() for better performance.
Object *BlenderStrokeRenderer::NewMesh() const
{
Object *ob;
Base *base;
char name[MAX_ID_NAME];
static unsigned int mesh_id = 0xffffffff;
BLI_snprintf(name, MAX_ID_NAME, "0%08xOB", mesh_id);
ob = BKE_object_add_only_object(OB_MESH, name);
BLI_snprintf(name, MAX_ID_NAME, "0%08xME", mesh_id);
ob->data = BKE_mesh_add(name);
ob->lay = 1;
base = BKE_scene_base_add(freestyle_scene, ob);
#if 0
BKE_scene_base_deselect_all(scene);
BKE_scene_base_select(scene, base);
#endif
ob->recalc |= OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME;
--mesh_id;
return ob;
}
Render* BlenderStrokeRenderer::RenderScene(Render *re)
{
Camera *camera = (Camera*)freestyle_scene->camera->data;
if (camera->clipend < _z)
camera->clipend = _z + _z_delta * 100.0f;
//cout << "clipsta " << camera->clipsta << ", clipend " << camera->clipend << endl;
Render *freestyle_render = RE_NewRender(freestyle_scene->id.name);
RE_RenderFreestyleStrokes(freestyle_render, G.main, freestyle_scene);
return freestyle_render;
}