// // 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 #include #include #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(_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(_Canvas); assert(app_canvas != 0); app_canvas->setPassZ(buf, width, height); } void Controller::setContext(bContext *C) { PythonInterpreter* py_inter = dynamic_cast(_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 "<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; imaterial().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; imaterial().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; iwidth(), _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;yheight();++y){ // for(unsigned x=0;xwidth();++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;yheight();++y){ // // for(unsigned x=0;xwidth();++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 vec; _Canvas->causalStyleModules(vec, index); for (vector::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::iterator vedges_begin, vector::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 densityCurve; vector curves(svm->getNumberOfOrientations()+1); vector 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;ireadSteerableViewMapPixel(i, j, x, y), 0)); } } // build the density/nbOrientations curves for each level for(i=0;ireadSteerableViewMapPixel(j, i, x, y), 0)); } } // display the curves // for(i=0; isetOrientationCurve(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); }