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blender-archive/source/blender/freestyle/intern/stroke/BasicStrokeShaders.cpp
Folkert de Vries eeeb845d33 Freestyle: new stroke modifiers
This patch introduces a couple new stroke modifiers. The ones currently implemented are based on prototypes by @kjym3 and myself.

The new modifiers:
  - Tangent
  - Thickness noise
  - Crease Angle
  - Simplification
  - Curvature 3D

The documentation for these new modifier types can be found [[ http://www.blender.org/manual/render/freestyle/parameter_editor/index.html | in the manual ]]:

{F134441}
(left: AnisotropicThicknessShader, right: NoiseThicknessShader)

{F140499}
(left: Curvature 3D, right: Simplification)

Author: Folkert de Vries (flokkievids)

Reviewers: kjym3

Subscribers: #user_interface, plasmasolutions, kjym3

Projects: #bf_blender

Differential Revision: https://developer.blender.org/D963
2015-07-10 23:15:56 +09:00

678 lines
19 KiB
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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
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* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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/** \file blender/freestyle/intern/stroke/BasicStrokeShaders.cpp
* \ingroup freestyle
* \brief Class gathering basic stroke shaders
* \author Stephane Grabli
* \date 17/12/2002
*/
#include <fstream>
#include "AdvancedFunctions0D.h"
#include "AdvancedFunctions1D.h"
#include "BasicStrokeShaders.h"
#include "StrokeIO.h"
#include "StrokeIterators.h"
#include "StrokeRenderer.h"
#include "../system/PseudoNoise.h"
#include "../system/RandGen.h"
#include "../system/StringUtils.h"
#include "../view_map/Functions0D.h"
#include "../view_map/Functions1D.h"
#include "BKE_global.h"
extern "C" {
# include "IMB_imbuf.h"
# include "IMB_imbuf_types.h"
}
namespace Freestyle {
namespace StrokeShaders {
//
// Thickness modifiers
//
//////////////////////////////////////////////////////////
int ConstantThicknessShader::shade(Stroke& stroke) const
{
StrokeInternal::StrokeVertexIterator v, vend;
int i = 0;
int size = stroke.strokeVerticesSize();
for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
// XXX What's the use of i here? And is not the thickness always overriden by the last line of the loop?
if ((1 == i) || (size - 2 == i))
v->attribute().setThickness(_thickness / 4.0, _thickness / 4.0);
if ((0 == i) || (size - 1 == i))
v->attribute().setThickness(0, 0);
v->attribute().setThickness(_thickness / 2.0, _thickness / 2.0);
}
return 0;
}
int ConstantExternThicknessShader::shade(Stroke& stroke) const
{
StrokeInternal::StrokeVertexIterator v, vend;
int i = 0;
int size = stroke.strokeVerticesSize();
for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
// XXX What's the use of i here? And is not the thickness always overriden by the last line of the loop?
if ((1 == i) || (size - 2 == i))
v->attribute().setThickness(_thickness / 2.0, 0);
if ((0 == i) || (size - 1 == i))
v->attribute().setThickness(0, 0);
v->attribute().setThickness(_thickness, 0);
}
return 0;
}
int IncreasingThicknessShader::shade(Stroke& stroke) const
{
int n = stroke.strokeVerticesSize() - 1, i;
StrokeInternal::StrokeVertexIterator v, vend;
for (i = 0, v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd();
v != vend;
++v, ++i)
{
float t;
if (i < (float)n / 2.0f)
t = (1.0 - (float)i / (float)n) * _ThicknessMin + (float)i / (float)n * _ThicknessMax;
else
t = (1.0 - (float)i / (float)n) * _ThicknessMax + (float)i / (float)n * _ThicknessMin;
v->attribute().setThickness(t / 2.0, t / 2.0);
}
return 0;
}
int ConstrainedIncreasingThicknessShader::shade(Stroke& stroke) const
{
float slength = stroke.getLength2D();
float maxT = min(_ratio * slength, _ThicknessMax);
int n = stroke.strokeVerticesSize() - 1, i;
StrokeInternal::StrokeVertexIterator v, vend;
for (i = 0, v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd();
v != vend;
++v, ++i)
{
// XXX Why not using an if/else here? Else, if last condition is true, everything else is computed for nothing!
float t;
if (i < (float)n / 2.0f)
t = (1.0 - (float)i / (float)n) * _ThicknessMin + (float)i / (float)n * maxT;
else
t = (1.0 - (float)i / (float)n) * maxT + (float)i / (float)n * _ThicknessMin;
v->attribute().setThickness(t / 2.0, t / 2.0);
if (i == n - 1)
v->attribute().setThickness(_ThicknessMin / 2.0, _ThicknessMin / 2.0);
}
return 0;
}
int LengthDependingThicknessShader::shade(Stroke& stroke) const
{
float step = (_maxThickness - _minThickness) / 3.0f;
float l = stroke.getLength2D();
float thickness = 0.0f;
if (l > 300.0f)
thickness = _minThickness + 3.0f * step;
else if ((l < 300.0f) && (l > 100.0f))
thickness = _minThickness + 2.0f * step;
else if ((l < 100.0f) && (l > 50.0f))
thickness = _minThickness + 1.0f * step;
else // else if (l < 50.0f), tsst...
thickness = _minThickness;
StrokeInternal::StrokeVertexIterator v, vend;
int i = 0;
int size = stroke.strokeVerticesSize();
for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
// XXX What's the use of i here? And is not the thickness always overriden by the last line of the loop?
if ((1 == i) || (size - 2 == i))
v->attribute().setThickness(thickness / 4.0, thickness / 4.0);
if ((0 == i) || (size - 1 == i))
v->attribute().setThickness(0, 0);
v->attribute().setThickness(thickness / 2.0, thickness / 2.0);
}
return 0;
}
static const unsigned NB_VALUE_NOISE = 512;
ThicknessNoiseShader::ThicknessNoiseShader() : StrokeShader()
{
_amplitude = 1.0f;
_scale = 1.0f / 2.0f / (float)NB_VALUE_NOISE;
}
ThicknessNoiseShader::ThicknessNoiseShader(float iAmplitude, float iPeriod) : StrokeShader()
{
_amplitude = iAmplitude;
_scale = 1.0f / iPeriod / (float)NB_VALUE_NOISE;
}
int ThicknessNoiseShader::shade(Stroke& stroke) const
{
StrokeInternal::StrokeVertexIterator v = stroke.strokeVerticesBegin(), vend;
real initU1 = v->strokeLength() * real(NB_VALUE_NOISE) + RandGen::drand48() * real(NB_VALUE_NOISE);
real initU2 = v->strokeLength() * real(NB_VALUE_NOISE) + RandGen::drand48() * real(NB_VALUE_NOISE);
real bruit, bruit2;
PseudoNoise mynoise, mynoise2;
for (vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
bruit = mynoise.turbulenceSmooth(_scale * v->curvilinearAbscissa() + initU1, 2); // 2 : nbOctaves
bruit2 = mynoise2.turbulenceSmooth(_scale * v->curvilinearAbscissa() + initU2, 2); // 2 : nbOctaves
const float *originalThickness = v->attribute().getThickness();
float r = bruit * _amplitude + originalThickness[0];
float l = bruit2 * _amplitude + originalThickness[1];
v->attribute().setThickness(r, l);
}
return 0;
}
//
// Color shaders
//
///////////////////////////////////////////////////////////////////////////////
int ConstantColorShader::shade(Stroke& stroke) const
{
StrokeInternal::StrokeVertexIterator v, vend;
for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
v->attribute().setColor(_color[0], _color[1], _color[2]);
v->attribute().setAlpha(_color[3]);
}
return 0;
}
int IncreasingColorShader::shade(Stroke& stroke) const
{
StrokeInternal::StrokeVertexIterator v, vend;
int n = stroke.strokeVerticesSize() - 1, yo;
float newcolor[4];
for (yo = 0, v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd();
v != vend;
++v, ++yo)
{
for (int i = 0; i < 4; ++i) {
newcolor[i] = (1.0 - (float) yo / (float)n) * _colorMin[i] + (float)yo / (float)n * _colorMax[i];
}
v->attribute().setColor(newcolor[0], newcolor[1], newcolor[2]);
v->attribute().setAlpha(newcolor[3]);
}
return 0;
}
int MaterialColorShader::shade(Stroke& stroke) const
{
Interface0DIterator v, vend;
Functions0D::MaterialF0D fun;
StrokeVertex *sv;
for (v = stroke.verticesBegin(), vend = stroke.verticesEnd(); v != vend; ++v) {
if (fun(v) < 0)
return -1;
const float *diffuse = fun.result.diffuse();
sv = dynamic_cast<StrokeVertex*>(&(*v));
sv->attribute().setColor(diffuse[0] * _coefficient, diffuse[1] * _coefficient, diffuse[2] * _coefficient);
sv->attribute().setAlpha(diffuse[3]);
}
return 0;
}
ColorNoiseShader::ColorNoiseShader() : StrokeShader()
{
_amplitude = 1.0f;
_scale = 1.0f / 2.0f / (float)NB_VALUE_NOISE;
}
ColorNoiseShader::ColorNoiseShader(float iAmplitude, float iPeriod) : StrokeShader()
{
_amplitude = iAmplitude;
_scale = 1.0f / iPeriod / (float)NB_VALUE_NOISE;
}
int ColorNoiseShader::shade(Stroke& stroke) const
{
StrokeInternal::StrokeVertexIterator v = stroke.strokeVerticesBegin(), vend;
real initU = v->strokeLength() * real(NB_VALUE_NOISE) + RandGen::drand48() * real(NB_VALUE_NOISE);
real bruit;
PseudoNoise mynoise;
for (vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
bruit = mynoise.turbulenceSmooth(_scale * v->curvilinearAbscissa() + initU, 2); // 2 : nbOctaves
const float *originalColor = v->attribute().getColor();
float r = bruit * _amplitude + originalColor[0];
float g = bruit * _amplitude + originalColor[1];
float b = bruit * _amplitude + originalColor[2];
v->attribute().setColor(r, g, b);
}
return 0;
}
//
// Texture Shaders
//
///////////////////////////////////////////////////////////////////////////////
int BlenderTextureShader::shade(Stroke& stroke) const
{
if (_mtex)
return stroke.setMTex(_mtex);
if (_nodeTree) {
stroke.setNodeTree(_nodeTree);
return 0;
}
return -1;
}
int StrokeTextureStepShader::shade(Stroke& stroke) const
{
stroke.setTextureStep(_step);
return 0;
}
//
// Geometry Shaders
//
///////////////////////////////////////////////////////////////////////////////
int BackboneStretcherShader::shade(Stroke& stroke) const
{
float l = stroke.getLength2D();
if (l <= 1.0e-6)
return 0;
StrokeInternal::StrokeVertexIterator v0 = stroke.strokeVerticesBegin();
StrokeInternal::StrokeVertexIterator v1 = v0;
++v1;
StrokeInternal::StrokeVertexIterator vn = stroke.strokeVerticesEnd();
--vn;
StrokeInternal::StrokeVertexIterator vn_1 = vn;
--vn_1;
Vec2d first((v0)->x(), (v0)->y());
Vec2d last((vn)->x(), (vn)->y());
Vec2d d1(first - Vec2d((v1)->x(), (v1)->y()));
d1.normalize();
Vec2d dn(last - Vec2d((vn_1)->x(), (vn_1)->y()));
dn.normalize();
Vec2d newFirst(first + _amount * d1);
(v0)->setPoint(newFirst[0], newFirst[1]);
Vec2d newLast(last + _amount * dn);
(vn)->setPoint(newLast[0], newLast[1]);
stroke.UpdateLength();
return 0;
}
int SamplingShader::shade(Stroke& stroke) const
{
stroke.Resample(_sampling);
stroke.UpdateLength();
return 0;
}
int ExternalContourStretcherShader::shade(Stroke& stroke) const
{
//float l = stroke.getLength2D();
Interface0DIterator it;
Functions0D::Normal2DF0D fun;
StrokeVertex *sv;
for (it = stroke.verticesBegin(); !it.isEnd(); ++it) {
if (fun(it) < 0)
return -1;
Vec2f n(fun.result);
sv = dynamic_cast<StrokeVertex*>(&(*it));
Vec2d newPoint(sv->x() + _amount * n.x(), sv->y() + _amount * n.y());
sv->setPoint(newPoint[0], newPoint[1]);
}
stroke.UpdateLength();
return 0;
}
//!! Bezier curve stroke shader
int BezierCurveShader::shade(Stroke& stroke) const
{
if (stroke.strokeVerticesSize() < 4)
return 0;
// Build the Bezier curve from this set of data points:
vector<Vec2d> data;
StrokeInternal::StrokeVertexIterator v = stroke.strokeVerticesBegin(), vend;
data.push_back(Vec2d(v->x(), v->y())); //first one
StrokeInternal::StrokeVertexIterator previous = v;
++v;
for (vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
if (!((fabs(v->x() - (previous)->x()) < M_EPSILON) && ((fabs(v->y() - (previous)->y()) < M_EPSILON))))
data.push_back(Vec2d(v->x(), v->y()));
previous = v;
}
// here we build the bezier curve
BezierCurve bcurve(data, _error);
// bad performances are here !!! // FIXME
vector<Vec2d> CurveVertices;
vector<BezierCurveSegment*>& bsegments = bcurve.segments();
vector<BezierCurveSegment*>::iterator s = bsegments.begin(), send;
vector<Vec2d>& segmentsVertices = (*s)->vertices();
vector<Vec2d>::iterator p, pend;
// first point
CurveVertices.push_back(segmentsVertices[0]);
for (send = bsegments.end(); s != send; ++s) {
segmentsVertices = (*s)->vertices();
p = segmentsVertices.begin();
++p;
for (pend = segmentsVertices.end(); p != pend; ++p) {
CurveVertices.push_back((*p));
}
}
// Resample the Stroke depending on the number of vertices of the bezier curve:
int originalSize = CurveVertices.size();
#if 0
float sampling = stroke.ComputeSampling(originalSize);
stroke.Resample(sampling);
#endif
stroke.Resample(originalSize);
int newsize = stroke.strokeVerticesSize();
int nExtraVertex = 0;
if (newsize < originalSize) {
cerr << "Warning: unsufficient resampling" << endl;
}
else {
nExtraVertex = newsize - originalSize;
if (nExtraVertex != 0) {
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Bezier Shader : Stroke " << stroke.getId() << " have not been resampled" << endl;
}
}
}
// assigns the new coordinates:
p = CurveVertices.begin();
vector<Vec2d>::iterator last = p;
int n;
StrokeInternal::StrokeVertexIterator it, itend;
for (n = 0, it = stroke.strokeVerticesBegin(), itend = stroke.strokeVerticesEnd(), pend = CurveVertices.end();
(it != itend) && (p != pend);
++it, ++p, ++n)
{
it->setX(p->x());
it->setY(p->y());
last = p;
}
stroke.UpdateLength();
// Deal with extra vertices:
if (nExtraVertex == 0)
return 0;
// nExtraVertex should stay unassigned
vector<StrokeAttribute> attributes;
vector<StrokeVertex*> verticesToRemove;
for (int i = 0; i < nExtraVertex; ++i, ++it, ++n) {
verticesToRemove.push_back(&(*it));
if (it.isEnd()) {
// XXX Shocking! :P Shouldn't we break in this case???
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "messed up!" << endl;
}
}
}
for (it = stroke.strokeVerticesBegin(); it != itend; ++it) {
attributes.push_back(it->attribute());
}
for (vector<StrokeVertex*>::iterator vr = verticesToRemove.begin(), vrend = verticesToRemove.end();
vr != vrend;
++vr)
{
stroke.RemoveVertex(*vr);
}
vector<StrokeAttribute>::iterator a = attributes.begin(), aend = attributes.end();
int index = 0;
int index1 = (int)floor((float)originalSize / 2.0);
int index2 = index1 + nExtraVertex;
for (it = stroke.strokeVerticesBegin(), itend = stroke.strokeVerticesEnd();
(it != itend) && (a != aend);
++it)
{
(it)->setAttribute(*a);
if ((index <= index1) || (index > index2)) {
++a;
}
++index;
}
return 0;
}
class CurvePiece
{
public:
StrokeInternal::StrokeVertexIterator _begin;
StrokeInternal::StrokeVertexIterator _last;
Vec2d A;
Vec2d B;
int size;
float _error;
CurvePiece(StrokeInternal::StrokeVertexIterator b, StrokeInternal::StrokeVertexIterator l, int iSize)
{
_error = 0.0f;
_begin = b;
_last = l;
A = Vec2d((_begin)->x(), (_begin)->y());
B = Vec2d((_last)->x(), (_last)->y());
size = iSize;
}
float error()
{
float maxE = 0.0f;
for (StrokeInternal::StrokeVertexIterator it = _begin; it != _last; ++it) {
Vec2d P(it->x(), it->y());
float d = GeomUtils::distPointSegment(P, A, B);
if (d > maxE)
maxE = d;
}
_error = maxE;
return maxE;
}
//! Subdivides the curve into two pieces.
// The first piece is this same object (modified)
// The second piece is returned by the method
CurvePiece *subdivide()
{
StrokeInternal::StrokeVertexIterator it = _begin;
int ns = size - 1; // number of segments (ns > 1)
int ns1 = ns / 2;
int ns2 = ns - ns1;
for (int i = 0; i < ns1; ++it, ++i);
CurvePiece *second = new CurvePiece(it, _last, ns2 + 1);
size = ns1 + 1;
_last = it;
B = Vec2d((_last)->x(), (_last)->y());
return second;
}
};
int PolygonalizationShader::shade(Stroke& stroke) const
{
vector<CurvePiece*> _pieces;
vector<CurvePiece*> _results;
vector<CurvePiece*>::iterator cp, cpend;
// Compute first approx:
StrokeInternal::StrokeVertexIterator a = stroke.strokeVerticesBegin();
StrokeInternal::StrokeVertexIterator b = stroke.strokeVerticesEnd();
--b;
int size = stroke.strokeVerticesSize();
CurvePiece *piece = new CurvePiece(a, b, size);
_pieces.push_back(piece);
while (!_pieces.empty()) {
piece = _pieces.back();
_pieces.pop_back();
if (piece->size > 2 && piece->error() > _error) {
CurvePiece *second = piece->subdivide();
_pieces.push_back(second);
_pieces.push_back(piece);
}
else {
_results.push_back(piece);
}
}
// actually modify the geometry for each piece:
for (cp = _results.begin(), cpend = _results.end(); cp != cpend; ++cp) {
a = (*cp)->_begin;
b = (*cp)->_last;
Vec2d u = (*cp)->B - (*cp)->A;
Vec2d n(u[1], -u[0]);
n.normalize();
//Vec2d n(0, 0);
float offset = ((*cp)->_error);
StrokeInternal::StrokeVertexIterator v;
for (v = a; v != b; ++v) {
v->setPoint((*cp)->A.x() + v->u() * u.x() + n.x() * offset,
(*cp)->A.y() + v->u() * u.y() + n.y() * offset);
}
#if 0
u.normalize();
(*a)->setPoint((*a)->x() - u.x() * 10, (*a)->y() - u.y() * 10);
#endif
}
stroke.UpdateLength();
// delete stuff
for (cp = _results.begin(), cpend = _results.end(); cp != cpend; ++cp) {
delete (*cp);
}
_results.clear();
return 0;
}
int GuidingLinesShader::shade(Stroke& stroke) const
{
Functions1D::Normal2DF1D norm_fun;
StrokeInternal::StrokeVertexIterator a = stroke.strokeVerticesBegin();
StrokeInternal::StrokeVertexIterator b = stroke.strokeVerticesEnd();
--b;
int size = stroke.strokeVerticesSize();
CurvePiece piece(a, b, size);
Vec2d u = piece.B - piece.A;
Vec2f n(u[1], -u[0]);
n.normalize();
if (norm_fun(stroke) < 0)
return -1;
Vec2f strokeN(norm_fun.result);
if (n * strokeN < 0) {
n[0] = -n[0];
n[1] = -n[1];
}
float offset = (piece.error()) / 2.0f * _offset;
StrokeInternal::StrokeVertexIterator v, vend;
for (v = a, vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
v->setPoint(piece.A.x() + v->u() * u.x() + n.x() * offset,
piece.A.y() + v->u() * u.y() + n.y() * offset);
}
stroke.UpdateLength();
return 0;
}
/////////////////////////////////////////
//
// Tip Remover
//
/////////////////////////////////////////
TipRemoverShader::TipRemoverShader(real tipLength) : StrokeShader()
{
_tipLength = tipLength;
}
int TipRemoverShader::shade(Stroke& stroke) const
{
int originalSize = stroke.strokeVerticesSize();
if (originalSize < 4)
return 0;
StrokeInternal::StrokeVertexIterator v, vend;
vector<StrokeVertex*> verticesToRemove;
vector<StrokeAttribute> oldAttributes;
for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
if ((v->curvilinearAbscissa() < _tipLength) || (v->strokeLength() - v->curvilinearAbscissa() < _tipLength)) {
verticesToRemove.push_back(&(*v));
}
oldAttributes.push_back(v->attribute());
}
if (originalSize - verticesToRemove.size() < 2)
return 0;
vector<StrokeVertex*>::iterator sv, svend;
for (sv = verticesToRemove.begin(), svend = verticesToRemove.end(); sv != svend; ++sv) {
stroke.RemoveVertex((*sv));
}
// Resample so that our new stroke have the same number of vertices than before
stroke.Resample(originalSize);
if ((int)stroke.strokeVerticesSize() != originalSize) //soc
cerr << "Warning: resampling problem" << endl;
// assign old attributes to new stroke vertices:
vector<StrokeAttribute>::iterator a = oldAttributes.begin(), aend = oldAttributes.end();
for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd();
(v != vend) && (a != aend);
++v, ++a)
{
v->setAttribute(*a);
}
// we're done!
return 0;
}
} // end of namespace StrokeShaders
} /* namespace Freestyle */