diff options
Diffstat (limited to 'source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp')
-rw-r--r-- | source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp | 187 |
1 files changed, 149 insertions, 38 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp index 48bfe4ecdaf..93f720fc006 100644 --- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp +++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp @@ -34,7 +34,6 @@ extern "C" { #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" @@ -137,19 +136,31 @@ BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : Str freestyle_scene->camera = object_camera; - // Material - material = BKE_material_add(freestyle_bmain, "stroke_material"); - material->mode |= MA_VERTEXCOLP; - material->mode |= MA_TRANSP; - material->mode |= MA_SHLESS; - material->vcol_alpha = 1; - // Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh()) _mesh_id = 0xffffffff; } BlenderStrokeRenderer::~BlenderStrokeRenderer() { + // release materials + Link *lnk = (Link *)freestyle_bmain->mat.first; + + while (lnk) + { + Material *ma = (Material*)lnk; + // We want to retain the linestyle mtexs, so let's detach them first + for (int a = 0; a < MAX_MTEX; a++) { + if (ma->mtex[a]) { + ma->mtex[a] = NULL; + } + else { + break; // Textures are ordered, no empty slots between two textures + } + } + lnk = lnk->next; + BKE_libblock_free(freestyle_bmain, ma); + } + if (0 != _textureManager) { delete _textureManager; _textureManager = NULL; @@ -185,9 +196,6 @@ BlenderStrokeRenderer::~BlenderStrokeRenderer() } } BLI_freelistN(&freestyle_scene->base); - - // release material - BKE_libblock_free(freestyle_bmain, material); } float BlenderStrokeRenderer::get_stroke_vertex_z(void) const @@ -210,6 +218,55 @@ unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const { + bool has_mat = false; + int a = 0; + + // Look for a good existing material + for (Link *lnk = (Link *)freestyle_bmain->mat.first; lnk; lnk = lnk->next) { + Material *ma = (Material*) lnk; + bool texs_are_good = true; + // as soon as textures differ it's not the right one + for (int a = 0; a < MAX_MTEX; a++) { + if (ma->mtex[a] != iStrokeRep->getMTex(a)) { + texs_are_good = false; + break; + } + } + + if (texs_are_good) { + iStrokeRep->setMaterial(ma); + has_mat = true; + break; // if textures are good, no need to search anymore + } + } + + // If still no material, create one + if (!has_mat) { + Material *ma = BKE_material_add(freestyle_bmain, "stroke_material"); + + ma->mode |= MA_VERTEXCOLP; + ma->mode |= MA_TRANSP; + ma->mode |= MA_SHLESS; + ma->vcol_alpha = 1; + + // Textures + //for (int a = 0; a < MAX_MTEX; a++) { + while (iStrokeRep->getMTex(a)) { + ma->mtex[a] = (MTex *) iStrokeRep->getMTex(a); + + // We'll generate both with tips and without tips + // coordinates, on two different UV layers. + if (ma->mtex[a]->texflag & MTEX_TIPS) { + BLI_strncpy(ma->mtex[a]->uvname, "along_stroke_tips", sizeof(ma->mtex[a]->uvname)); + } + else { + BLI_strncpy(ma->mtex[a]->uvname, "along_stroke", sizeof(ma->mtex[a]->uvname)); + } + a++; + } + iStrokeRep->setMaterial(ma); + } + RenderStrokeRepBasic(iStrokeRep); } @@ -277,7 +334,7 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const #endif Mesh *mesh = (Mesh *)object_mesh->data; mesh->mat = (Material **)MEM_mallocN(1 * sizeof(Material *), "MaterialList"); - mesh->mat[0] = material; + mesh->mat[0] = iStrokeRep->getMaterial(); mesh->totcol = 1; test_object_materials(freestyle_bmain, (ID *)mesh); @@ -309,6 +366,7 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const MPoly *polys = mesh->mpoly; MLoop *loops = mesh->mloop; MLoopCol *colors = mesh->mloopcol; + MLoopUV *loopsuv[2]; v[0] = strip_vertices.begin(); v[1] = v[0] + 1; @@ -317,6 +375,24 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const vertex_index = edge_index = loop_index = 0; visible = false; + // First UV layer + CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke"); + CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke"); + CustomData_set_layer_active(&mesh->pdata, CD_MTEXPOLY, 0); + CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 0); + BKE_mesh_update_customdata_pointers(mesh, true); + + loopsuv[0] = mesh->mloopuv; + + // Second UV layer + CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke_tips"); + CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke_tips"); + CustomData_set_layer_active(&mesh->pdata, CD_MTEXPOLY, 1); + CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1); + BKE_mesh_update_customdata_pointers(mesh, true); + + loopsuv[1] = mesh->mloopuv; + // 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]++) { @@ -394,48 +470,67 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const polys->totloop = 3; ++polys; + // Even and odd loops connect triangles vertices differently + bool is_odd = n % 2; // loops - if (n % 2 == 0) { + if (is_odd) { loops[0].v = vertex_index - 1; - loops[0].e = edge_index - 1; + loops[0].e = edge_index - 2; - loops[1].v = vertex_index - 2; + loops[1].v = vertex_index - 3; loops[1].e = edge_index - 3; - loops[2].v = vertex_index - 3; - loops[2].e = edge_index - 2; + loops[2].v = vertex_index - 2; + loops[2].e = edge_index - 1; } else { loops[0].v = vertex_index - 1; - loops[0].e = edge_index - 2; + loops[0].e = edge_index - 1; - loops[1].v = vertex_index - 3; + loops[1].v = vertex_index - 2; loops[1].e = edge_index - 3; - loops[2].v = vertex_index - 2; - loops[2].e = edge_index - 1; + loops[2].v = vertex_index - 3; + loops[2].e = edge_index - 2; } 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()); + // UV + if (iStrokeRep->getMTex(0)) { + // First UV layer (loopsuv[0]) has no tips (texCoord(0)). + // Second UV layer (loopsuv[1]) has tips: (texCoord(1)). + for (int L = 0; L < 2; L++) { + if (is_odd) { + loopsuv[L][0].uv[0] = svRep[2]->texCoord(L).x(); + loopsuv[L][0].uv[1] = svRep[2]->texCoord(L).y(); + + loopsuv[L][1].uv[0] = svRep[0]->texCoord(L).x(); + loopsuv[L][1].uv[1] = svRep[0]->texCoord(L).y(); + + loopsuv[L][2].uv[0] = svRep[1]->texCoord(L).x(); + loopsuv[L][2].uv[1] = svRep[1]->texCoord(L).y(); + } + else { + loopsuv[L][0].uv[0] = svRep[2]->texCoord(L).x(); + loopsuv[L][0].uv[1] = svRep[2]->texCoord(L).y(); + + loopsuv[L][1].uv[0] = svRep[1]->texCoord(L).x(); + loopsuv[L][1].uv[1] = svRep[1]->texCoord(L).y(); + + loopsuv[L][2].uv[0] = svRep[0]->texCoord(L).x(); + loopsuv[L][2].uv[1] = svRep[0]->texCoord(L).y(); + } + /* freestyle tex-origin is upside-down */ + for (int i = 0; i < 3; i++) { + loopsuv[L][i].uv[1] *= -1; + } + loopsuv[L] += 3; + } } - else { + + // colors + if (is_odd) { 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]); @@ -450,6 +545,22 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const 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()); + } + 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[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()); } colors += 3; } |