diff options
Diffstat (limited to 'source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h')
-rw-r--r-- | source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h | 302 |
1 files changed, 263 insertions, 39 deletions
diff --git a/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h b/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h index a72ce76d591..ae013a7dd02 100644 --- a/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h +++ b/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h @@ -41,6 +41,12 @@ typedef struct LineartTriangle { uint8_t mat_occlusion; uint8_t flags; /* #eLineartTriangleFlags */ + /* target_reference = (obi->obindex | triangle_index) */ + /* higher 12 bits-------^ ^-----index in object, lower 20 bits */ + uint32_t target_reference; + + uint8_t intersection_priority; + /** * Only use single link list, because we don't need to go back in order. * This variable is also reused to store the pointer to adjacent lines of this triangle before @@ -66,6 +72,7 @@ typedef enum eLineArtElementNodeFlag { LRT_ELEMENT_IS_ADDITIONAL = (1 << 0), LRT_ELEMENT_BORDER_ONLY = (1 << 1), LRT_ELEMENT_NO_INTERSECTION = (1 << 2), + LRT_ELEMENT_INTERSECTION_DATA = (1 << 3), } eLineArtElementNodeFlag; typedef struct LineartElementLinkNode { @@ -75,52 +82,81 @@ typedef struct LineartElementLinkNode { void *object_ref; eLineArtElementNodeFlag flags; + /* For edge element link nodes, used for shadow edge matching. */ + int obindex; + int global_index_offset; + /** Per object value, always set, if not enabled by #ObjectLineArt, then it's set to global. */ float crease_threshold; } LineartElementLinkNode; typedef struct LineartEdgeSegment { struct LineartEdgeSegment *next, *prev; - /** at==0: left at==1: right (this is in 2D projected space) */ - double at; - /** Occlusion level after "at" point */ + /** The point after which a property of the segment is changed, e.g. occlusion/material mask etc. + * ratio==0: v1 ratio==1: v2 (this is in 2D projected space), */ + double ratio; + /** Occlusion level after "ratio" point */ uint8_t occlusion; /* Used to filter line art occlusion edges */ uint8_t material_mask_bits; + + /* Lit/shaded flag for shadow is stored here. + * TODO(Yiming): Transfer material masks from shadow results + * onto here so then we can even filter transparent shadows. */ + uint32_t shadow_mask_bits; } LineartEdgeSegment; +typedef struct LineartShadowEdge { + struct LineartShadowEdge *next, *prev; + /* Two end points in frame-buffer coordinates viewed from the light source. */ + double fbc1[4], fbc2[4]; + double g1[3], g2[3]; + bool orig1, orig2; + struct LineartEdge *e_ref; + struct LineartEdge *e_ref_light_contour; + struct LineartEdgeSegment *es_ref; /* Only for 3rd stage casting. */ + ListBase shadow_segments; +} LineartShadowEdge; + +enum eLineartShadowSegmentFlag { + LRT_SHADOW_CASTED = 1, + LRT_SHADOW_FACING_LIGHT = 2, +}; + +/* Represents a cutting point on a #LineartShadowEdge */ +typedef struct LineartShadowSegment { + struct LineartShadowSegment *next, *prev; + /* eLineartShadowSegmentFlag */ + int flag; + /* The point after which a property of the segment is changed. e.g. shadow mask/target_ref etc. + * Coordinates in NDC during shadow calculation but transformed to global linear before cutting + * onto edges during the loading stage of the "actual" rendering. */ + double ratio; + /* Left and right pos, because when casting shadows at some point there will be + * non-continuous cuts, see #lineart_shadow_edge_cut for detailed explanation. */ + double fbc1[4], fbc2[4]; + /* Global position. */ + double g1[4], g2[4]; + uint32_t target_reference; + uint32_t shadow_mask_bits; +} LineartShadowSegment; + typedef struct LineartVert { double gloc[3]; double fbcoord[4]; /* Scene global index. */ int index; - - /** - * Intersection data flag is here, when LRT_VERT_HAS_INTERSECTION_DATA is set, - * size of the struct is extended to include intersection data. - * See #eLineArtVertFlags. - */ - uint8_t flag; - } LineartVert; -typedef struct LineartVertIntersection { - struct LineartVert base; - /** Use vert index because we only use this to check vertex equal. This way we save 8 Bytes. */ - int isec1, isec2; - struct LineartTriangle *intersecting_with; -} LineartVertIntersection; - -typedef enum eLineArtVertFlags { - LRT_VERT_HAS_INTERSECTION_DATA = (1 << 0), - LRT_VERT_EDGE_USED = (1 << 1), -} eLineArtVertFlags; - typedef struct LineartEdge { struct LineartVert *v1, *v2; + + /** These two variables are also used to specify original edge and segment during 3rd stage + * reprojection, So we can easily find out the line which results come from. */ struct LineartTriangle *t1, *t2; + ListBase segments; int8_t min_occ; @@ -128,6 +164,19 @@ typedef struct LineartEdge { uint16_t flags; uint8_t intersection_mask; + /** Matches the shadow result, used to determine whether a line is in the shadow or not. + * #edge_identifier usages: + * - Intersection lines: + * ((e->t1->target_reference << 32) | e->t2->target_reference); + * - Other lines: LRT_EDGE_IDENTIFIER(obi, e); + * - After shadow calculation: (search the shadow result and set reference to that); + */ + uint64_t edge_identifier; + + /** - Light contour: original_e->t1->target_reference | original_e->t2->target_reference. + * - Cast shadow: triangle_projected_onto->target_reference. */ + uint64_t target_reference; + /** * Still need this entry because culled lines will not add to object * #LineartElementLinkNode node (known as `eln` internally). @@ -146,8 +195,8 @@ typedef struct LineartEdgeChain { float length; /** Used when re-connecting and grease-pencil stroke generation. */ - int8_t picked; - int8_t level; + uint8_t picked; + uint8_t level; /** Chain now only contains one type of segments */ int type; @@ -155,8 +204,14 @@ typedef struct LineartEdgeChain { int loop_id; uint8_t material_mask_bits; uint8_t intersection_mask; + uint32_t shadow_mask_bits; + + /* We need local index for correct weight transfer, line art index is global, thus + * local_index=lineart_index-index_offset. */ + uint32_t index_offset; struct Object *object_ref; + struct Object *silhouette_backdrop; } LineartEdgeChain; typedef struct LineartEdgeChainItem { @@ -167,9 +222,10 @@ typedef struct LineartEdgeChainItem { float gpos[3]; float normal[3]; uint16_t line_type; - int8_t occlusion; + uint8_t occlusion; uint8_t material_mask_bits; uint8_t intersection_mask; + uint32_t shadow_mask_bits; size_t index; } LineartEdgeChainItem; @@ -201,6 +257,11 @@ enum eLineArtTileRecursiveLimit { #define LRT_TILE_SPLITTING_TRIANGLE_LIMIT 100 #define LRT_TILE_EDGE_COUNT_INITIAL 32 +enum eLineartShadowCameraType { + LRT_SHADOW_CAMERA_DIRECTIONAL = 1, + LRT_SHADOW_CAMERA_POINT = 2, +}; + typedef struct LineartPendingEdges { LineartEdge **array; int max; @@ -216,6 +277,14 @@ typedef struct LineartData { LineartStaticMemPool render_data_pool; /* A pointer to LineartCache::chain_data_pool, which acts as a cache for edge chains. */ LineartStaticMemPool *chain_data_pool; + /* Reference to LineartCache::shadow_data_pool, stay available until the final round of line art + * calculation is finished. */ + LineartStaticMemPool *shadow_data_pool; + + /* Storing shadow edge eln, array, and cuts for shadow information, so it's available when line + * art runs the second time for occlusion. Either a reference to LineartCache::shadow_data_pool + * (shadow stage) or a reference to LineartData::render_data_pool (final stage). */ + LineartStaticMemPool *edge_data_pool; struct _qtree { @@ -230,7 +299,7 @@ typedef struct LineartData { struct LineartBoundingArea *initials; - uint32_t tile_count; + uint32_t initial_tile_count; } qtree; @@ -267,6 +336,14 @@ typedef struct LineartData { bool use_edge_marks; bool use_intersections; bool use_loose; + bool use_light_contour; + bool use_shadow; + bool use_contour_secondary; /* From viewing camera, during shadow calculation. */ + + int shadow_selection; /* Needs to be numeric because it's not just on/off. */ + bool shadow_enclose_shapes; + bool shadow_use_silhouette; + bool fuzzy_intersections; bool fuzzy_everything; bool allow_boundaries; @@ -289,13 +366,22 @@ typedef struct LineartData { bool chain_preserve_details; + bool do_shadow_cast; + bool light_reference_available; + /* Keep an copy of these data so when line art is running it's self-contained. */ bool cam_is_persp; + /* "Secondary" ones are from viewing camera + * (as opposed to shadow camera), during shadow calculation. */ + bool cam_is_persp_secondary; float cam_obmat[4][4]; + float cam_obmat_secondary[4][4]; double camera_pos[3]; + double camera_pos_secondary[3]; double active_camera_pos[3]; /* Stroke offset calculation may use active or selected camera. */ double near_clip, far_clip; float shift_x, shift_y; + float crease_threshold; float chaining_image_threshold; float angle_splitting_threshold; @@ -303,34 +389,44 @@ typedef struct LineartData { float chain_smooth_tolerance; double view_vector[3]; - + double view_vector_secondary[3]; /* For shadow. */ } conf; LineartElementLinkNode *isect_scheduled_up_to; int isect_scheduled_up_to_index; - /* Note: Data inside #pending_edges are allocated with MEM_xxx call instead of in pool. */ + /* NOTE: Data inside #pending_edges are allocated with MEM_xxx call instead of in pool. */ struct LineartPendingEdges pending_edges; int scheduled_count; + /* Intermediate shadow results, list of LineartShadowEdge */ + LineartShadowEdge *shadow_edges; + int shadow_edges_count; + ListBase chains; ListBase wasted_cuts; + ListBase wasted_shadow_cuts; SpinLock lock_cuts; SpinLock lock_task; } LineartData; typedef struct LineartCache { - /** Separate memory pool for chain data, this goes to the cache, so when we free the main pool, - * chains will still be available. */ + /** Separate memory pool for chain data and shadow, this goes to the cache, so when we free the + * main pool, chains and shadows will still be available. */ LineartStaticMemPool chain_data_pool; + LineartStaticMemPool shadow_data_pool; /** A copy of ld->chains so we have that data available after ld has been destroyed. */ ListBase chains; + /** Shadow-computed feature lines from original meshes to be matched with the second load of + * meshes thus providing lit/shade info in the second run of line art. */ + ListBase shadow_elns; + /** Cache only contains edge types specified in this variable. */ - int8_t rb_edge_types; + uint16_t all_enabled_edge_types; } LineartCache; #define DBL_TRIANGLE_LIM 1e-8 @@ -348,6 +444,19 @@ typedef enum eLineartTriangleFlags { LRT_TRIANGLE_MAT_BACK_FACE_CULLING = (1 << 5), } eLineartTriangleFlags; +#define LRT_SHADOW_MASK_UNDEFINED 0 +#define LRT_SHADOW_MASK_ILLUMINATED (1 << 0) +#define LRT_SHADOW_MASK_SHADED (1 << 1) +#define LRT_SHADOW_MASK_ENCLOSED_SHAPE (1 << 2) +#define LRT_SHADOW_MASK_INHIBITED (1 << 3) +#define LRT_SHADOW_SILHOUETTE_ERASED_GROUP (1 << 4) +#define LRT_SHADOW_SILHOUETTE_ERASED_OBJECT (1 << 5) +#define LRT_SHADOW_MASK_ILLUMINATED_SHAPE (1 << 6) + +#define LRT_SHADOW_TEST_SHAPE_BITS \ + (LRT_SHADOW_MASK_ILLUMINATED | LRT_SHADOW_MASK_SHADED | LRT_SHADOW_MASK_INHIBITED | \ + LRT_SHADOW_MASK_ILLUMINATED_SHAPE) + /** * Controls how many edges a worker thread is processing at one request. * There's no significant performance impact on choosing different values. @@ -368,9 +477,18 @@ typedef struct LineartRenderTaskInfo { } LineartRenderTaskInfo; +#define LRT_OBINDEX_SHIFT 20 +#define LRT_OBINDEX_LOWER 0x0FFFFF /* Lower 20 bits. */ +#define LRT_OBINDEX_HIGHER 0xFFF00000 /* Higher 12 bits. */ +#define LRT_EDGE_IDENTIFIER(obi, e) \ + (((uint64_t)(obi->obindex | (e->v1->index & LRT_OBINDEX_LOWER)) << 32) | \ + (obi->obindex | (e->v2->index & LRT_OBINDEX_LOWER))) +#define LRT_LIGHT_CONTOUR_TARGET 0xFFFFFFFF + typedef struct LineartObjectInfo { struct LineartObjectInfo *next; struct Object *original_ob; + struct Object *original_ob_eval; /* For evaluated materials */ struct Mesh *original_me; double model_view_proj[4][4]; double model_view[4][4]; @@ -378,11 +496,15 @@ typedef struct LineartObjectInfo { LineartElementLinkNode *v_eln; int usage; uint8_t override_intersection_mask; + uint8_t intersection_priority; int global_i_offset; + /* Shifted LRT_OBINDEX_SHIFT bits to be combined with object triangle index. */ + int obindex; + bool free_use_mesh; - /* Note: Data inside #pending_edges are allocated with MEM_xxx call instead of in pool. */ + /** NOTE: Data inside #pending_edges are allocated with MEM_xxx call instead of in pool. */ struct LineartPendingEdges pending_edges; } LineartObjectInfo; @@ -394,6 +516,7 @@ typedef struct LineartObjectLoadTaskInfo { LineartObjectInfo *pending; /* Used to spread the load across several threads. This can not overflow. */ uint64_t total_faces; + ListBase *shadow_elns; } LineartObjectLoadTaskInfo; /** @@ -438,7 +561,7 @@ typedef struct LineartBoundingArea { uint32_t max_triangle_count; uint32_t line_count; uint32_t max_line_count; - uint32_t user_count; + uint32_t insider_triangle_count; /* Use array for speeding up multiple accesses. */ struct LineartTriangle **linked_triangles; @@ -466,6 +589,10 @@ typedef struct LineartBoundingArea { #define LRT_DOUBLE_CLOSE_ENOUGH_TRI(a, b) \ (((a) + DBL_TRIANGLE_LIM) >= (b) && ((a)-DBL_TRIANGLE_LIM) <= (b)) +#define LRT_CLOSE_LOOSER_v3(a, b) \ + (LRT_DOUBLE_CLOSE_LOOSER(a[0], b[0]) && LRT_DOUBLE_CLOSE_LOOSER(a[1], b[1]) && \ + LRT_DOUBLE_CLOSE_LOOSER(a[2], b[2])) + /* Notes on this function: * * r_ratio: The ratio on segment a1-a2. When r_ratio is very close to zero or one, it @@ -478,10 +605,10 @@ typedef struct LineartBoundingArea { * segment a is shared with segment b. If it's a1 then r_ratio is 0, else then r_ratio is 1. This * extra information is needed for line art occlusion stage to work correctly in such cases. */ -BLI_INLINE int lineart_intersect_seg_seg(const double *a1, - const double *a2, - const double *b1, - const double *b2, +BLI_INLINE int lineart_intersect_seg_seg(const double a1[2], + const double a2[2], + const double b1[2], + const double b2[2], double *r_ratio, bool *r_aligned) { @@ -622,6 +749,99 @@ BLI_INLINE int lineart_intersect_seg_seg(const double *a1, #endif } +/* This is a special convenience function to lineart_intersect_seg_seg which will return true when + * the intersection point falls in the range of a1-a2 but not necessarily in the range of b1-b2. */ +BLI_INLINE int lineart_line_isec_2d_ignore_line2pos(const double a1[2], + const double a2[2], + const double b1[2], + const double b2[2], + double *r_a_ratio) +{ + /* The define here is used to check how vector or slope method handles boundary cases. The result + * of `lim(div->0)` and `lim(k->0)` could both produce some unwanted flickers in line art, the + * influence of which is still not fully understood, so keep the switch there for further + * investigations. */ +#define USE_VECTOR_LINE_INTERSECTION_IGN +#ifdef USE_VECTOR_LINE_INTERSECTION_IGN + + /* from isect_line_line_v2_point() */ + + double s10[2], s32[2]; + double div; + + sub_v2_v2v2_db(s10, a2, a1); + sub_v2_v2v2_db(s32, b2, b1); + + div = cross_v2v2_db(s10, s32); + if (div != 0.0f) { + const double u = cross_v2v2_db(a2, a1); + const double v = cross_v2v2_db(b2, b1); + + const double rx = ((s32[0] * u) - (s10[0] * v)) / div; + const double ry = ((s32[1] * u) - (s10[1] * v)) / div; + + if (fabs(a2[0] - a1[0]) > fabs(a2[1] - a1[1])) { + *r_a_ratio = ratiod(a1[0], a2[0], rx); + if ((*r_a_ratio) >= -DBL_EDGE_LIM && (*r_a_ratio) <= 1 + DBL_EDGE_LIM) { + return 1; + } + return 0; + } + + *r_a_ratio = ratiod(a1[1], a2[1], ry); + if ((*r_a_ratio) >= -DBL_EDGE_LIM && (*r_a_ratio) <= 1 + DBL_EDGE_LIM) { + return 1; + } + return 0; + } + return 0; + +#else + double k1, k2; + double x; + double y; + double ratio; + double x_diff = (a2[0] - a1[0]); + double x_diff2 = (b2[0] - b1[0]); + + if (LRT_DOUBLE_CLOSE_ENOUGH(x_diff, 0)) { + if (LRT_DOUBLE_CLOSE_ENOUGH(x_diff2, 0)) { + *r_a_ratio = 0; + return 0; + } + double r2 = ratiod(b1[0], b2[0], a1[0]); + x = interpd(b2[0], b1[0], r2); + y = interpd(b2[1], b1[1], r2); + *r_a_ratio = ratio = ratiod(a1[1], a2[1], y); + } + else { + if (LRT_DOUBLE_CLOSE_ENOUGH(x_diff2, 0)) { + ratio = ratiod(a1[0], a2[0], b1[0]); + x = interpd(a2[0], a1[0], ratio); + *r_a_ratio = ratio; + } + else { + k1 = (a2[1] - a1[1]) / x_diff; + k2 = (b2[1] - b1[1]) / x_diff2; + + if ((k1 == k2)) + return 0; + + x = (a1[1] - b1[1] - k1 * a1[0] + k2 * b1[0]) / (k2 - k1); + + ratio = (x - a1[0]) / x_diff; + + *r_a_ratio = ratio; + } + } + + if (ratio <= 0 || ratio >= 1) + return 0; + + return 1; +#endif +} + struct Depsgraph; struct LineartGpencilModifierData; struct LineartData; @@ -637,7 +857,7 @@ void MOD_lineart_chain_split_for_fixed_occlusion(LineartData *ld); * implemented yet. */ void MOD_lineart_chain_connect(LineartData *ld); -void MOD_lineart_chain_discard_short(LineartData *ld, float threshold); +void MOD_lineart_chain_discard_unused(LineartData *ld, float threshold, uint8_t max_occlusion); void MOD_lineart_chain_clip_at_border(LineartData *ld); /** * This should always be the last stage!, see the end of @@ -646,9 +866,11 @@ void MOD_lineart_chain_clip_at_border(LineartData *ld); void MOD_lineart_chain_split_angle(LineartData *ld, float angle_threshold_rad); void MOD_lineart_smooth_chains(LineartData *ld, float tolerance); void MOD_lineart_chain_offset_towards_camera(LineartData *ld, float dist, bool use_custom_camera); +void MOD_lineart_chain_find_silhouette_backdrop_objects(LineartData *ld); int MOD_lineart_chain_count(const LineartEdgeChain *ec); void MOD_lineart_chain_clear_picked_flag(LineartCache *lc); +void MOD_lineart_finalize_chains(LineartData *ld); /** * This is the entry point of all line art calculations. @@ -694,6 +916,8 @@ void MOD_lineart_gpencil_generate(LineartCache *cache, uint8_t intersection_mask, int16_t thickness, float opacity, + uint8_t shadow_selection, + uint8_t silhouette_mode, const char *source_vgname, const char *vgname, int modifier_flags); |