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-rw-r--r--source/blender/freestyle/intern/application/Controller.h4
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp46
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp79
-rw-r--r--source/blender/freestyle/intern/geometry/FastGrid.h4
-rw-r--r--source/blender/freestyle/intern/geometry/Grid.h2
-rw-r--r--source/blender/freestyle/intern/geometry/HashGrid.h2
-rw-r--r--source/blender/freestyle/intern/view_map/ViewMap.cpp2
7 files changed, 77 insertions, 62 deletions
diff --git a/source/blender/freestyle/intern/application/Controller.h b/source/blender/freestyle/intern/application/Controller.h
index b5ef0fba1f7..8e59b277ff3 100644
--- a/source/blender/freestyle/intern/application/Controller.h
+++ b/source/blender/freestyle/intern/application/Controller.h
@@ -20,6 +20,10 @@
# include "MEM_guardedalloc.h"
#endif
+struct Depsgraph;
+struct Render;
+struct ViewLayer;
+
namespace Freestyle {
class AppCanvas;
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
index e76e74b89e4..c4a633e920e 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
@@ -8,11 +8,14 @@
#include "BLI_utildefines.h"
+#include "BKE_attribute.hh"
#include "BKE_global.h"
#include "BKE_object.h"
#include <sstream>
+using blender::Span;
+
namespace Freestyle {
BlenderFileLoader::BlenderFileLoader(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph)
@@ -77,6 +80,11 @@ NodeGroup *BlenderFileLoader::Load()
continue;
}
+ /* Evaluated metaballs will appear as mesh objects in the iterator. */
+ if (ob->type == OB_MBALL) {
+ continue;
+ }
+
Mesh *mesh = BKE_object_to_mesh(nullptr, ob, false);
if (mesh) {
@@ -372,9 +380,12 @@ int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3
static bool testEdgeMark(Mesh *me, const FreestyleEdge *fed, const MLoopTri *lt, int i)
{
- MLoop *mloop = &me->mloop[lt->tri[i]];
- MLoop *mloop_next = &me->mloop[lt->tri[(i + 1) % 3]];
- MEdge *medge = &me->medge[mloop->e];
+ const Span<MEdge> edges = me->edges();
+ const Span<MLoop> loops = me->loops();
+
+ const MLoop *mloop = &loops[lt->tri[i]];
+ const MLoop *mloop_next = &loops[lt->tri[(i + 1) % 3]];
+ const MEdge *medge = &edges[mloop->e];
if (!ELEM(mloop_next->v, medge->v1, medge->v2)) {
/* Not an edge in the original mesh before triangulation. */
@@ -388,10 +399,15 @@ void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
{
char *name = ob->id.name + 2;
+ const Span<MVert> mesh_verts = me->verts();
+ const Span<MPoly> mesh_polys = me->polys();
+ const Span<MLoop> mesh_loops = me->loops();
+
// Compute loop triangles
int tottri = poly_to_tri_count(me->totpoly, me->totloop);
MLoopTri *mlooptri = (MLoopTri *)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
- BKE_mesh_recalc_looptri(me->mloop, me->mpoly, me->mvert, me->totloop, me->totpoly, mlooptri);
+ BKE_mesh_recalc_looptri(
+ mesh_loops.data(), mesh_polys.data(), mesh_verts.data(), me->totloop, me->totpoly, mlooptri);
// Compute loop normals
BKE_mesh_calc_normals_split(me);
@@ -402,9 +418,6 @@ void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
}
// Get other mesh data
- MVert *mvert = me->mvert;
- MLoop *mloop = me->mloop;
- MPoly *mpoly = me->mpoly;
const FreestyleEdge *fed = (FreestyleEdge *)CustomData_get_layer(&me->edata, CD_FREESTYLE_EDGE);
const FreestyleFace *ffa = (FreestyleFace *)CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE);
@@ -429,9 +442,9 @@ void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
for (int a = 0; a < tottri; a++) {
const MLoopTri *lt = &mlooptri[a];
- copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
- copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
- copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
+ copy_v3_v3(v1, mesh_verts[mesh_loops[lt->tri[0]].v].co);
+ copy_v3_v3(v2, mesh_verts[mesh_loops[lt->tri[1]].v].co);
+ copy_v3_v3(v3, mesh_verts[mesh_loops[lt->tri[2]].v].co);
mul_m4_v3(obmat, v1);
mul_m4_v3(obmat, v2);
@@ -492,16 +505,19 @@ void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
FrsMaterial tmpMat;
+ const blender::VArray<int> material_indices = me->attributes().lookup_or_default<int>(
+ "material_index", ATTR_DOMAIN_FACE, 0);
+
// We parse the vlak nodes again and import meshes while applying the clipping
// by the near and far view planes.
for (int a = 0; a < tottri; a++) {
const MLoopTri *lt = &mlooptri[a];
- const MPoly *mp = &mpoly[lt->poly];
- Material *mat = BKE_object_material_get(ob, mp->mat_nr + 1);
+ const MPoly *mp = &mesh_polys[lt->poly];
+ Material *mat = BKE_object_material_get(ob, material_indices[lt->poly] + 1);
- copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
- copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
- copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
+ copy_v3_v3(v1, mesh_verts[mesh_loops[lt->tri[0]].v].co);
+ copy_v3_v3(v2, mesh_verts[mesh_loops[lt->tri[1]].v].co);
+ copy_v3_v3(v3, mesh_verts[mesh_loops[lt->tri[2]].v].co);
mul_m4_v3(obmat, v1);
mul_m4_v3(obmat, v2);
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
index 979673fd736..d2fc5a698bc 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
@@ -32,6 +32,7 @@
#include "BKE_idprop.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h" /* free_libblock */
+#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_node.h"
@@ -217,12 +218,12 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
break;
}
}
+ ma->nodetree = ntree;
}
else {
- ntree = ntreeAddTree(nullptr, "stroke_shader", "ShaderNodeTree");
+ ntree = ntreeAddTreeEmbedded(nullptr, &ma->id, "stroke_shader", "ShaderNodeTree");
}
- ma->nodetree = ntree;
- ma->use_nodes = 1;
+ ma->use_nodes = true;
ma->blend_method = MA_BM_HASHED;
bNode *input_attr_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE);
@@ -231,7 +232,7 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
storage = (NodeShaderAttribute *)input_attr_color->storage;
BLI_strncpy(storage->name, "Color", sizeof(storage->name));
- bNode *mix_rgb_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB);
+ bNode *mix_rgb_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB_LEGACY);
mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix
mix_rgb_color->locx = 200.0f;
mix_rgb_color->locy = -200.0f;
@@ -245,7 +246,7 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
storage = (NodeShaderAttribute *)input_attr_alpha->storage;
BLI_strncpy(storage->name, "Alpha", sizeof(storage->name));
- bNode *mix_rgb_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB);
+ bNode *mix_rgb_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB_LEGACY);
mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
mix_rgb_alpha->locx = 600.0f;
mix_rgb_alpha->locy = 300.0f;
@@ -575,43 +576,36 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
mesh->totloop = group->totloop;
mesh->totcol = group->materials.size();
- mesh->mvert = (MVert *)CustomData_add_layer(
- &mesh->vdata, CD_MVERT, CD_CALLOC, nullptr, mesh->totvert);
- mesh->medge = (MEdge *)CustomData_add_layer(
- &mesh->edata, CD_MEDGE, CD_CALLOC, nullptr, mesh->totedge);
- mesh->mpoly = (MPoly *)CustomData_add_layer(
- &mesh->pdata, CD_MPOLY, CD_CALLOC, nullptr, mesh->totpoly);
- mesh->mloop = (MLoop *)CustomData_add_layer(
- &mesh->ldata, CD_MLOOP, CD_CALLOC, nullptr, mesh->totloop);
-
- MVert *vertices = mesh->mvert;
- MEdge *edges = mesh->medge;
- MPoly *polys = mesh->mpoly;
- MLoop *loops = mesh->mloop;
+ MVert *verts = (MVert *)CustomData_add_layer(
+ &mesh->vdata, CD_MVERT, CD_SET_DEFAULT, nullptr, mesh->totvert);
+ MEdge *edges = (MEdge *)CustomData_add_layer(
+ &mesh->edata, CD_MEDGE, CD_SET_DEFAULT, nullptr, mesh->totedge);
+ MPoly *polys = (MPoly *)CustomData_add_layer(
+ &mesh->pdata, CD_MPOLY, CD_SET_DEFAULT, nullptr, mesh->totpoly);
+ MLoop *loops = (MLoop *)CustomData_add_layer(
+ &mesh->ldata, CD_MLOOP, CD_SET_DEFAULT, nullptr, mesh->totloop);
+ int *material_indices = (int *)CustomData_add_layer_named(
+ &mesh->pdata, CD_PROP_INT32, CD_SET_DEFAULT, nullptr, mesh->totpoly, "material_index");
MLoopUV *loopsuv[2] = {nullptr};
if (hasTex) {
// First UV layer
- CustomData_add_layer_named(
- &mesh->ldata, CD_MLOOPUV, CD_CALLOC, nullptr, mesh->totloop, uvNames[0]);
+ loopsuv[0] = static_cast<MLoopUV *>(CustomData_add_layer_named(
+ &mesh->ldata, CD_MLOOPUV, CD_SET_DEFAULT, nullptr, mesh->totloop, uvNames[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->ldata, CD_MLOOPUV, CD_CALLOC, nullptr, mesh->totloop, uvNames[1]);
+ loopsuv[1] = static_cast<MLoopUV *>(CustomData_add_layer_named(
+ &mesh->ldata, CD_MLOOPUV, CD_SET_DEFAULT, nullptr, mesh->totloop, uvNames[1]));
CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1);
- BKE_mesh_update_customdata_pointers(mesh, true);
- loopsuv[1] = mesh->mloopuv;
}
// colors and transparency (the latter represented by grayscale colors)
MLoopCol *colors = (MLoopCol *)CustomData_add_layer_named(
- &mesh->ldata, CD_PROP_BYTE_COLOR, CD_CALLOC, nullptr, mesh->totloop, "Color");
+ &mesh->ldata, CD_PROP_BYTE_COLOR, CD_SET_DEFAULT, nullptr, mesh->totloop, "Color");
MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named(
- &mesh->ldata, CD_PROP_BYTE_COLOR, CD_CALLOC, nullptr, mesh->totloop, "Alpha");
- mesh->mloopcol = colors;
+ &mesh->ldata, CD_PROP_BYTE_COLOR, CD_SET_DEFAULT, nullptr, mesh->totloop, "Alpha");
+ CustomData_set_layer_active(&mesh->ldata, CD_PROP_BYTE_COLOR, 0);
mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
for (const auto item : group->materials.items()) {
@@ -669,19 +663,19 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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();
+ verts->co[0] = svRep[0]->point2d()[0];
+ verts->co[1] = svRep[0]->point2d()[1];
+ verts->co[2] = get_stroke_vertex_z();
- ++vertices;
+ ++verts;
++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();
+ verts->co[0] = svRep[1]->point2d()[0];
+ verts->co[1] = svRep[1]->point2d()[1];
+ verts->co[2] = get_stroke_vertex_z();
- ++vertices;
+ ++verts;
++vertex_index;
// first edge
@@ -693,10 +687,10 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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;
+ verts->co[0] = svRep[2]->point2d()[0];
+ verts->co[1] = svRep[2]->point2d()[1];
+ verts->co[2] = get_stroke_vertex_z();
+ ++verts;
++vertex_index;
// edges
@@ -713,7 +707,8 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
// poly
polys->loopstart = loop_index;
polys->totloop = 3;
- polys->mat_nr = matnr;
+ *material_indices = matnr;
+ ++material_indices;
++polys;
// Even and odd loops connect triangles vertices differently
diff --git a/source/blender/freestyle/intern/geometry/FastGrid.h b/source/blender/freestyle/intern/geometry/FastGrid.h
index 3d9ec6a64ca..b835e109faa 100644
--- a/source/blender/freestyle/intern/geometry/FastGrid.h
+++ b/source/blender/freestyle/intern/geometry/FastGrid.h
@@ -12,7 +12,7 @@
namespace Freestyle {
/** Class to define a regular grid used for ray casting computations
- * We don't use a hashtable here. The grid is explicitly stored for faster computations.
+ * We don't use a hash-table here. The grid is explicitly stored for faster computations.
* However, this might result in significant increase in memory usage
* (compared to the regular grid).
*/
@@ -31,7 +31,7 @@ class FastGrid : public Grid {
/**
* clears the grid
- * Deletes all the cells, clears the hashtable, resets size, size of cell, number of cells.
+ * Deletes all the cells, clears the hash-table, resets size, size of cell, number of cells.
*/
virtual void clear();
diff --git a/source/blender/freestyle/intern/geometry/Grid.h b/source/blender/freestyle/intern/geometry/Grid.h
index c25594e620f..d66982eef52 100644
--- a/source/blender/freestyle/intern/geometry/Grid.h
+++ b/source/blender/freestyle/intern/geometry/Grid.h
@@ -187,7 +187,7 @@ class Grid {
}
/** clears the grid
- * Deletes all the cells, clears the hashtable, resets size, size of cell, number of cells.
+ * Deletes all the cells, clears the hash-table, resets size, size of cell, number of cells.
*/
virtual void clear();
diff --git a/source/blender/freestyle/intern/geometry/HashGrid.h b/source/blender/freestyle/intern/geometry/HashGrid.h
index b08334d3474..18eeb579d07 100644
--- a/source/blender/freestyle/intern/geometry/HashGrid.h
+++ b/source/blender/freestyle/intern/geometry/HashGrid.h
@@ -52,7 +52,7 @@ class HashGrid : public Grid {
}
/** clears the grid
- * Deletes all the cells, clears the hashtable, resets size, size of cell, number of cells.
+ * Deletes all the cells, clears the hash-table, resets size, size of cell, number of cells.
*/
virtual void clear();
diff --git a/source/blender/freestyle/intern/view_map/ViewMap.cpp b/source/blender/freestyle/intern/view_map/ViewMap.cpp
index b26a833b32e..d918cfec2ae 100644
--- a/source/blender/freestyle/intern/view_map/ViewMap.cpp
+++ b/source/blender/freestyle/intern/view_map/ViewMap.cpp
@@ -398,7 +398,7 @@ void TVertex::setBackEdgeB(ViewEdge *iBackEdgeB, bool incoming)
void TVertex::Replace(ViewEdge *iOld, ViewEdge *iNew)
{
- // theoritically, we only replace edges for which this
+ // theoretically, we only replace edges for which this
// view vertex is the B vertex
if ((iOld == _FrontEdgeA.first) && (_FrontEdgeA.first->B() == this)) {
_FrontEdgeA.first = iNew;