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blender-archive/source/blender/freestyle/intern/application/Controller.cpp
Tamito Kajiyama 840ba8e8e7 Fixed the full sample anti-aliasing support in Freestyle.
The render pipeline has been extended to better work with
Freestyle stroke rendering.  Struct Render has a new member
ListBase freestyle_renders to keep Render instances generated
through stroke rendering in Freestyle.  The number of
elements (LinkData instances with LinkData::data pointing to a
Render instance) in freestyle_renders is the same as the scene
render layers of the scene being rendered.  When the k-th scene
render layer has the Freestyle option enabled, the k-th element
of freestyle_renders refers to a Render instance that holds
Freestyle render results for the scene layer.  This association
between the scene render layer and the Render instance is used to
merge the Freestyle render results into the corresponding render
results for the scene render layer.
2010-03-28 17:46:10 +00:00

883 lines
23 KiB
C++
Executable File

//
// Copyright (C) : Please refer to the COPYRIGHT file distributed
// with this source distribution.
//
// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
///////////////////////////////////////////////////////////////////////////////
// Must be included before any QT header, because of moc
#include "../system/PythonInterpreter.h"
#include <string>
#include <fstream>
#include <float.h>
#include "AppView.h"
#include "AppCanvas.h"
#include "AppConfig.h"
#include "../system/StringUtils.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/NodeTransform.h"
#include "../scene_graph/NodeDrawingStyle.h"
#include "../winged_edge/WingedEdgeBuilder.h"
#include "../winged_edge/WEdge.h"
#include "../scene_graph/VertexRep.h"
#include "../winged_edge/WXEdgeBuilder.h"
#include "../scene_graph/ScenePrettyPrinter.h"
#include "../winged_edge/WFillGrid.h"
#include "../view_map/ViewMapTesselator.h"
#include "../stroke/StrokeTesselator.h"
#include "../view_map/ViewMapIO.h"
#include "Controller.h"
#include "../view_map/ViewMap.h"
#include "../winged_edge/Curvature.h"
#include "../image/Image.h"
#include "../view_map/SteerableViewMap.h"
#include "../stroke/PSStrokeRenderer.h"
#include "../stroke/TextStrokeRenderer.h"
#include "../stroke/StyleModule.h"
#include "../system/StringUtils.h"
#include "../blender_interface/BlenderFileLoader.h"
#include "../blender_interface/BlenderStrokeRenderer.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "../../FRS_freestyle.h"
#ifdef __cplusplus
}
#endif
Controller::Controller()
{
const string sep(Config::DIR_SEP.c_str());
//const string filename = Config::Path::getInstance()->getHomeDir() + sep + Config::OPTIONS_DIR + sep + Config::OPTIONS_CURRENT_DIRS_FILE;
//_current_dirs = new ConfigIO(filename, Config::APPLICATION_NAME + "CurrentDirs", true);
_RootNode = new NodeGroup;
_RootNode->addRef();
_SilhouetteNode = NULL;
//_ProjectedSilhouette = NULL;
//_VisibleProjectedSilhouette = NULL;
_DebugNode = new NodeGroup;
_DebugNode->addRef();
_winged_edge = NULL;
_pView = NULL;
_edgeTesselationNature = (Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE);
_ProgressBar = new ProgressBar;
_SceneNumFaces = 0;
_minEdgeSize = DBL_MAX;
_EPSILON = 1e-6;
_bboxDiag = 0;
_ViewMap = 0;
_Canvas = 0;
_VisibilityAlgo = ViewMapBuilder::ray_casting;
//_VisibilityAlgo = ViewMapBuilder::ray_casting_fast;
_Canvas = new AppCanvas;
_inter = new PythonInterpreter();
_EnableQI = true;
_ComputeRidges = true;
_ComputeSteerableViewMap = false;
_ComputeSuggestive = true;
_sphereRadius = 1.0;
init_options();
}
Controller::~Controller()
{
if(NULL != _RootNode)
{
int ref = _RootNode->destroy();
if(0 == ref)
delete _RootNode;
}
if(NULL != _SilhouetteNode)
{
int ref = _SilhouetteNode->destroy();
if(0 == ref)
delete _SilhouetteNode;
}
if(NULL != _DebugNode)
{
int ref = _DebugNode->destroy();
if(0 == ref)
delete _DebugNode;
}
if(_winged_edge) {
delete _winged_edge;
_winged_edge = NULL;
}
if(0 != _ViewMap)
{
delete _ViewMap;
_ViewMap = 0;
}
if(0 != _Canvas)
{
delete _Canvas;
_Canvas = 0;
}
if (_inter) {
delete _inter;
_inter = NULL;
}
//delete _current_dirs;
}
void Controller::setView(AppView *iView)
{
if(NULL == iView)
return;
_pView = iView;
_Canvas->setViewer(_pView);
}
void Controller::setPassDiffuse(float *buf, int width, int height)
{
AppCanvas *app_canvas = dynamic_cast<AppCanvas *>(_Canvas);
assert(app_canvas != 0);
app_canvas->setPassDiffuse(buf, width, height);
}
void Controller::setPassZ(float *buf, int width, int height)
{
AppCanvas *app_canvas = dynamic_cast<AppCanvas *>(_Canvas);
assert(app_canvas != 0);
app_canvas->setPassZ(buf, width, height);
}
void Controller::setContext(bContext *C)
{
PythonInterpreter* py_inter = dynamic_cast<PythonInterpreter*>(_inter);
assert(py_inter != 0);
py_inter->setContext(C);
}
int Controller::LoadMesh(Render *re, SceneRenderLayer* srl)
{
BlenderFileLoader loader(re, srl);
_Chrono.start();
NodeGroup *blenderScene = loader.Load();
if (blenderScene == NULL) {
cout << "Cannot load scene" << endl;
return 1;
}
if( blenderScene->numberOfChildren() < 1) {
cout << "Empty scene" << endl;
blenderScene->destroy();
delete blenderScene;
return 1;
}
cout << "Scene loaded" << endl;
printf("Mesh cleaning : %lf\n", _Chrono.stop());
_SceneNumFaces += loader.numFacesRead();
if(loader.minEdgeSize() < _minEdgeSize)
{
_minEdgeSize = loader.minEdgeSize();
}
// DEBUG
// ScenePrettyPrinter spp;
// blenderScene->accept(spp);
_RootNode->AddChild(blenderScene);
_RootNode->UpdateBBox(); // FIXME: Correct that by making a Renderer to compute the bbox
_pView->setModel(_RootNode);
//_pView->FitBBox();
_Chrono.start();
WXEdgeBuilder wx_builder;
blenderScene->accept(wx_builder);
_winged_edge = wx_builder.getWingedEdge();
printf("WEdge building : %lf\n", _Chrono.stop());
_Chrono.start();
_Grid.clear();
Vec3r size;
for(unsigned int i=0; i<3; i++)
{
size[i] = fabs(_RootNode->bbox().getMax()[i] - _RootNode->bbox().getMin()[i]);
size[i] += size[i]/10.0; // let make the grid 1/10 bigger to avoid numerical errors while computing triangles/cells intersections
if(size[i]==0){
cout << "Warning: the bbox size is 0 in dimension "<<i<<endl;
}
}
_Grid.configure(Vec3r(_RootNode->bbox().getMin() - size / 20.0), size,
_SceneNumFaces);
// Fill in the grid:
WFillGrid fillGridRenderer(&_Grid, _winged_edge);
fillGridRenderer.fillGrid();
printf("Grid building : %lf\n", _Chrono.stop());
// DEBUG
_Grid.displayDebug();
//
// _pView->setDebug(_DebugNode);
//delete stuff
// if(0 != ws_builder)
// {
// delete ws_builder;
// ws_builder = 0;
// }
//soc QFileInfo qfi(iFileName);
//soc string basename((const char*)qfi.fileName().toAscii().data());
// char cleaned[FILE_MAX];
// BLI_strncpy(cleaned, iFileName, FILE_MAX);
// BLI_cleanup_file(NULL, cleaned);
// string basename = StringUtils::toAscii( string(cleaned) );
_ListOfModels.push_back("Blender_models");
cout << "Triangles nb : " << _SceneNumFaces << endl;
_bboxDiag = (_RootNode->bbox().getMax()-_RootNode->bbox().getMin()).norm();
cout << "Bounding Box : " << _bboxDiag << endl;
return 0;
}
void Controller::CloseFile()
{
WShape::setCurrentId(0);
_pView->DetachModel();
_ListOfModels.clear();
if(NULL != _RootNode)
{
int ref = _RootNode->destroy();
if(0 == ref)
_RootNode->addRef();
_RootNode->clearBBox();
}
_pView->DetachSilhouette();
if (NULL != _SilhouetteNode)
{
int ref = _SilhouetteNode->destroy();
if(0 == ref)
{
delete _SilhouetteNode;
_SilhouetteNode = NULL;
}
}
// if(NULL != _ProjectedSilhouette)
// {
// int ref = _ProjectedSilhouette->destroy();
// if(0 == ref)
// {
// delete _ProjectedSilhouette;
// _ProjectedSilhouette = NULL;
// }
// }
// if(NULL != _VisibleProjectedSilhouette)
// {
// int ref = _VisibleProjectedSilhouette->destroy();
// if(0 == ref)
// {
// delete _VisibleProjectedSilhouette;
// _VisibleProjectedSilhouette = NULL;
// }
// }
_pView->DetachDebug();
if(NULL != _DebugNode)
{
int ref = _DebugNode->destroy();
if(0 == ref)
_DebugNode->addRef();
}
if(_winged_edge) {
delete _winged_edge;
_winged_edge = NULL;
}
// We deallocate the memory:
if(NULL != _ViewMap)
{
delete _ViewMap;
_ViewMap = 0;
}
// clears the canvas
_Canvas->Erase();
// clears the grid
_Grid.clear();
_SceneNumFaces = 0;
_minEdgeSize = DBL_MAX;
// soc: reset passes
setPassDiffuse(NULL, 0, 0);
setPassZ(NULL, 0, 0);
}
void Controller::ComputeViewMap()
{
if (!_ListOfModels.size())
return;
if(NULL != _ViewMap)
{
delete _ViewMap;
_ViewMap = 0;
}
_pView->DetachDebug();
if(NULL != _DebugNode)
{
int ref = _DebugNode->destroy();
if(0 == ref)
_DebugNode->addRef();
}
_pView->DetachSilhouette();
if (NULL != _SilhouetteNode)
{
int ref = _SilhouetteNode->destroy();
if(0 == ref)
delete _SilhouetteNode;
}
// if(NULL != _ProjectedSilhouette)
// {
// int ref = _ProjectedSilhouette->destroy();
// if(0 == ref)
// delete _ProjectedSilhouette;
// }
// if(NULL != _VisibleProjectedSilhouette)
// {
// int ref = _VisibleProjectedSilhouette->destroy();
// if(0 == ref)
// {
// delete _VisibleProjectedSilhouette;
// _VisibleProjectedSilhouette = 0;
// }
// }
// retrieve the 3D viewpoint and transformations information
//----------------------------------------------------------
// Save the viewpoint context at the view level in order
// to be able to restore it later:
// Restore the context of view:
// we need to perform all these operations while the
// 3D context is on.
Vec3r vp( freestyle_viewpoint[0], freestyle_viewpoint[1], freestyle_viewpoint[2]);
//cout << "mv" << endl;
real mv[4][4];
for( int i= 0; i < 4; i++) {
for( int j= 0; j < 4; j++) {
mv[i][j] = freestyle_mv[i][j];
//cout << mv[i][j] << " ";
}
// cout << endl;
}
//cout << "\nproj" << endl;
real proj[4][4];
for( int i= 0; i < 4; i++) {
for( int j= 0; j < 4; j++) {
proj[i][j] = freestyle_proj[i][j];
//cout << proj[i][j] << " ";
}
//cout << endl;
}
int viewport[4];
for( int i= 0; i < 4; i++)
viewport[i] = freestyle_viewport[i];
//cout << "\nfocal:" << _pView->GetFocalLength() << endl << endl;
// Flag the WXEdge structure for silhouette edge detection:
//----------------------------------------------------------
cout << "\n=== Detecting silhouette edges ===" << endl;
_Chrono.start();
edgeDetector.setViewpoint(Vec3r(vp));
edgeDetector.enableOrthographicProjection(proj[3][3] != 0.0);
edgeDetector.enableRidgesAndValleysFlag(_ComputeRidges);
edgeDetector.enableSuggestiveContours(_ComputeSuggestive);
edgeDetector.setSphereRadius(_sphereRadius);
edgeDetector.setSuggestiveContourKrDerivativeEpsilon(_suggestiveContourKrDerivativeEpsilon);
edgeDetector.processShapes(*_winged_edge);
real duration = _Chrono.stop();
printf("Feature lines : %lf\n", duration);
// Builds the view map structure from the flagged WSEdge structure:
//----------------------------------------------------------
ViewMapBuilder vmBuilder;
vmBuilder.setEnableQI(_EnableQI);
vmBuilder.setViewpoint(Vec3r(vp));
vmBuilder.setTransform( mv, proj,viewport, _pView->GetFocalLength(), _pView->GetAspect(), _pView->GetFovyRadian());
vmBuilder.setFrustum(_pView->znear(), _pView->zfar());
vmBuilder.setGrid(&_Grid);
// Builds a tesselated form of the silhouette for display purpose:
//---------------------------------------------------------------
ViewMapTesselator3D sTesselator3d;
//ViewMapTesselator2D sTesselator2d;
//sTesselator2d.setNature(_edgeTesselationNature);
sTesselator3d.setNature(_edgeTesselationNature);
cout << "\n=== Building the view map ===" << endl;
_Chrono.start();
// Build View Map
_ViewMap = vmBuilder.BuildViewMap(*_winged_edge, _VisibilityAlgo, _EPSILON);
_ViewMap->setScene3dBBox(_RootNode->bbox());
printf("ViewMap edge count : %i\n", _ViewMap->viewedges_size() );
//Tesselate the 3D edges:
_SilhouetteNode = sTesselator3d.Tesselate(_ViewMap);
_SilhouetteNode->addRef();
// Tesselate 2D edges
// _ProjectedSilhouette = sTesselator2d.Tesselate(_ViewMap);
// _ProjectedSilhouette->addRef();
duration = _Chrono.stop();
printf("ViewMap building : %lf\n", duration);
_pView->AddSilhouette(_SilhouetteNode);
//_pView->AddSilhouette(_WRoot);
//_pView->Add2DSilhouette(_ProjectedSilhouette);
//_pView->Add2DVisibleSilhouette(_VisibleProjectedSilhouette);
_pView->AddDebug(_DebugNode);
// Draw the steerable density map:
//--------------------------------
if(_ComputeSteerableViewMap){
ComputeSteerableViewMap();
}
// Reset Style modules modification flags
resetModified(true);
}
void Controller::ComputeSteerableViewMap(){
//soc
// if((!_Canvas) || (!_ViewMap))
// return;
//
// // Build 4 nodes containing the edges in the 4 directions
// NodeGroup *ng[Canvas::NB_STEERABLE_VIEWMAP];
// unsigned i;
// real c = 32.f/255.f; // see SteerableViewMap::readSteerableViewMapPixel() for information about this 32.
// for(i=0; i<Canvas::NB_STEERABLE_VIEWMAP; ++i){
// ng[i] = new NodeGroup;
// }
// NodeShape *completeNS = new NodeShape;
// completeNS->material().setDiffuse(c,c,c,1);
// ng[Canvas::NB_STEERABLE_VIEWMAP-1]->AddChild(completeNS);
// SteerableViewMap * svm = _Canvas->getSteerableViewMap();
// svm->Reset();
//
// ViewMap::fedges_container& fedges = _ViewMap->FEdges();
// LineRep * fRep;
// NodeShape *ns;
// for(ViewMap::fedges_container::iterator f=fedges.begin(), fend=fedges.end();
// f!=fend;
// ++f){
// if((*f)->viewedge()->qi() != 0)
// continue;
// fRep = new LineRep((*f)->vertexA()->point2d(),(*f)->vertexB()->point2d()) ;
// completeNS->AddRep(fRep); // add to the complete map anyway
// double *oweights = svm->AddFEdge(*f);
// for(i=0; i<Canvas::NB_STEERABLE_VIEWMAP-1; ++i){
// ns = new NodeShape;
// double wc = oweights[i]*c;
// if(oweights[i] == 0)
// continue;
// ns->material().setDiffuse(wc, wc, wc, 1);
// ns->AddRep(fRep);
// ng[i]->AddChild(ns);
// }
// }
//
// GrayImage *img[Canvas::NB_STEERABLE_VIEWMAP];
// //#ifdef WIN32
// QGLBasicWidget offscreenBuffer(_pView, "SteerableViewMap", _pView->width(), _pView->height());
// QPixmap pm;
// QImage qimg;
// for(i=0; i<Canvas::NB_STEERABLE_VIEWMAP; ++i){
// offscreenBuffer.AddNode(ng[i]);
// //img[i] = new GrayImage(_pView->width(), _pView->height());
// //offscreenBuffer.readPixels(0,0,_pView->width(), _pView->height(), img[i]->getArray());
// pm = offscreenBuffer.renderPixmap(_pView->width(), _pView->height());
//
// if(pm.isNull())
// cout << "BuildViewMap Warning: couldn't render the steerable ViewMap" << endl;
// //pm.save(QString("steerable")+QString::number(i)+QString(".bmp"), "BMP");
// // FIXME!! Lost of time !
// qimg = pm.toImage();
// // FIXME !! again!
// img[i] = new GrayImage(_pView->width(), _pView->height());
// for(unsigned y=0;y<img[i]->height();++y){
// for(unsigned x=0;x<img[i]->width();++x){
// //img[i]->setPixel(x,y,(float)qGray(qimg.pixel(x,y))/255.f);
// img[i]->setPixel(x,y,(float)qGray(qimg.pixel(x,y)));
// // float c = qGray(qimg.pixel(x,y));
// // img[i]->setPixel(x,y,qGray(qimg.pixel(x,y)));
// }
// }
// offscreenBuffer.DetachNode(ng[i]);
// ng[i]->destroy();
// delete ng[i];
// // check
// // qimg = QImage(_pView->width(), _pView->height(), 32);
// // for(y=0;y<img[i]->height();++y){
// // for(unsigned x=0;x<img[i]->width();++x){
// // float v = img[i]->pixel(x,y);
// // qimg.setPixel(x,y,qRgb(v,v,v));
// // }
// // }
// // qimg.save(QString("newsteerable")+QString::number(i)+QString(".bmp"), "BMP");
// }
//
//
// svm->buildImagesPyramids(img,false,0,1.f);
}
void Controller::saveSteerableViewMapImages(){
SteerableViewMap * svm = _Canvas->getSteerableViewMap();
if(!svm){
cerr << "the Steerable ViewMap has not been computed yet" << endl;
return;
}
svm->saveSteerableViewMap();
}
void Controller::toggleVisibilityAlgo()
{
if(_VisibilityAlgo == ViewMapBuilder::ray_casting) {
_VisibilityAlgo = ViewMapBuilder::ray_casting_fast;
}
else if (_VisibilityAlgo == ViewMapBuilder::ray_casting_fast) {
_VisibilityAlgo = ViewMapBuilder::ray_casting_very_fast;
}
else {
_VisibilityAlgo = ViewMapBuilder::ray_casting;
}
}
void Controller::setQuantitativeInvisibility(bool iBool)
{
_EnableQI = iBool;
}
bool Controller::getQuantitativeInvisibility() const
{
return _EnableQI;
}
void Controller::setComputeRidgesAndValleysFlag(bool iBool){
_ComputeRidges = iBool;
}
bool Controller::getComputeRidgesAndValleysFlag() const {
return _ComputeRidges;
}
void Controller::setComputeSuggestiveContoursFlag(bool b){
_ComputeSuggestive = b;
}
bool Controller::getComputeSuggestiveContoursFlag() const {
return _ComputeSuggestive;
}
void Controller::setComputeSteerableViewMapFlag(bool iBool){
_ComputeSteerableViewMap = iBool;
}
bool Controller::getComputeSteerableViewMapFlag() const {
return _ComputeSteerableViewMap;
}
void Controller::DrawStrokes()
{
if(_ViewMap == 0)
return;
cout << "\n=== Stroke drawing ===" << endl;
_Chrono.start();
_Canvas->Draw();
real d = _Chrono.stop();
cout << "Strokes generation : " << d << endl;
cout << "Stroke count : " << _Canvas->stroke_count << endl;
resetModified();
}
void Controller::ResetRenderCount()
{
_render_count = 0;
}
Render* Controller::RenderStrokes(Render *re) {
BlenderStrokeRenderer* blenderRenderer = new BlenderStrokeRenderer(re, ++_render_count);
_Canvas->Render( blenderRenderer );
Render* freestyle_render = blenderRenderer->RenderScene(re);
delete blenderRenderer;
return freestyle_render;
}
void Controller::InsertStyleModule(unsigned index, const char *iFileName)
{
if( !BLI_testextensie(iFileName, ".py") ) {
cerr << "Error: Cannot load \"" << StringUtils::toAscii( string(iFileName) )
<< "\", unknown extension" << endl;
return;
}
StyleModule* sm = new StyleModule(iFileName, _inter);
_Canvas->InsertStyleModule(index, sm);
}
void Controller::AddStyleModule(const char *iFileName)
{
//_pStyleWindow->Add(iFileName);
}
void Controller::RemoveStyleModule(unsigned index)
{
_Canvas->RemoveStyleModule(index);
}
void Controller::Clear()
{
_Canvas->Clear();
}
void Controller::ReloadStyleModule(unsigned index, const char * iFileName)
{
StyleModule* sm = new StyleModule(iFileName, _inter);
_Canvas->ReplaceStyleModule(index, sm);
}
void Controller::SwapStyleModules(unsigned i1, unsigned i2)
{
_Canvas->SwapStyleModules(i1, i2);
}
void Controller::toggleLayer(unsigned index, bool iDisplay)
{
_Canvas->setVisible(index, iDisplay);
}
void Controller::setModified(unsigned index, bool iMod)
{
//_pStyleWindow->setModified(index, iMod);
_Canvas->setModified(index, iMod);
updateCausalStyleModules(index + 1);
}
void Controller::updateCausalStyleModules(unsigned index) {
vector<unsigned> vec;
_Canvas->causalStyleModules(vec, index);
for (vector<unsigned>::const_iterator it = vec.begin(); it != vec.end(); it++) {
//_pStyleWindow->setModified(*it, true);
_Canvas->setModified(*it, true);
}
}
void Controller::resetModified(bool iMod)
{
//_pStyleWindow->resetModified(iMod);
_Canvas->resetModified(iMod);
}
NodeGroup * Controller::BuildRep(vector<ViewEdge*>::iterator vedges_begin,
vector<ViewEdge*>::iterator vedges_end)
{
ViewMapTesselator2D tesselator2D;
FrsMaterial mat;
mat.setDiffuse(1,1,0.3,1);
tesselator2D.setFrsMaterial(mat);
return (tesselator2D.Tesselate(vedges_begin, vedges_end));
}
void Controller::toggleEdgeTesselationNature(Nature::EdgeNature iNature)
{
_edgeTesselationNature ^= (iNature);
ComputeViewMap();
}
void Controller::setModelsDir(const string& dir) {
//_current_dirs->setValue("models/dir", dir);
}
string Controller::getModelsDir() const {
string dir = ".";
//_current_dirs->getValue("models/dir", dir);
return dir;
}
void Controller::setModulesDir(const string& dir) {
//_current_dirs->setValue("modules/dir", dir);
}
string Controller::getModulesDir() const {
string dir = ".";
//_current_dirs->getValue("modules/dir", dir);
return dir;
}
void Controller::setHelpIndex(const string& index) {
_help_index = index;
}
string Controller::getHelpIndex() const {
return _help_index;
}
void Controller::setBrowserCmd(const string& cmd) {
_browser_cmd = cmd;
}
string Controller::getBrowserCmd() const {
return _browser_cmd;
}
void Controller::resetInterpreter() {
if (_inter)
_inter->reset();
}
void Controller::displayDensityCurves(int x, int y){
SteerableViewMap * svm = _Canvas->getSteerableViewMap();
if(!svm)
return;
unsigned i,j;
typedef vector<Vec3r> densityCurve;
vector<densityCurve> curves(svm->getNumberOfOrientations()+1);
vector<densityCurve> curvesDirection(svm->getNumberOfPyramidLevels());
// collect the curves values
unsigned nbCurves = svm->getNumberOfOrientations()+1;
unsigned nbPoints = svm->getNumberOfPyramidLevels();
if(!nbPoints)
return;
// build the density/nbLevels curves for each orientation
for(i=0;i<nbCurves; ++i){
for(j=0; j<nbPoints; ++j){
curves[i].push_back(Vec3r(j, svm->readSteerableViewMapPixel(i, j, x, y), 0));
}
}
// build the density/nbOrientations curves for each level
for(i=0;i<nbPoints; ++i){
for(j=0; j<nbCurves; ++j){
curvesDirection[i].push_back(Vec3r(j, svm->readSteerableViewMapPixel(j, i, x, y), 0));
}
}
// display the curves
// for(i=0; i<nbCurves; ++i)
// _pDensityCurvesWindow->setOrientationCurve(i, Vec2d(0,0), Vec2d(nbPoints, 1), curves[i], "scale", "density");
// for(i=1; i<=8; ++i)
// _pDensityCurvesWindow->setLevelCurve(i, Vec2d(0,0), Vec2d(nbCurves, 1), curvesDirection[i], "orientation", "density");
// _pDensityCurvesWindow->show();
}
void Controller::init_options(){
// from AppOptionsWindow.cpp
// Default init options
Config::Path * cpath = Config::Path::getInstance();
// Directories
ViewMapIO::Options::setModelsPath( StringUtils::toAscii( cpath->getModelsPath() ) );
PythonInterpreter::Options::setPythonPath( StringUtils::toAscii( cpath->getPythonPath() ) );
TextureManager::Options::setPatternsPath( StringUtils::toAscii( cpath->getPatternsPath() ) );
TextureManager::Options::setBrushesPath( StringUtils::toAscii( cpath->getModelsPath() ) );
// ViewMap Format
ViewMapIO::Options::rmFlags(ViewMapIO::Options::FLOAT_VECTORS);
ViewMapIO::Options::rmFlags(ViewMapIO::Options::NO_OCCLUDERS);
setComputeSteerableViewMapFlag( false );
// Visibility
setQuantitativeInvisibility(true);
// soc: initialize canvas
_Canvas->init();
// soc: initialize passes
setPassDiffuse(NULL, 0, 0);
setPassZ(NULL, 0, 0);
}