/* * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ /** \file * \ingroup freestyle */ #include "BlenderStrokeRenderer.h" #include "../application/AppConfig.h" #include "../stroke/Canvas.h" #include "MEM_guardedalloc.h" #include "RNA_access.h" #include "RNA_types.h" #include "DNA_camera_types.h" #include "DNA_collection_types.h" #include "DNA_linestyle_types.h" #include "DNA_listBase.h" #include "DNA_material_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "BKE_collection.h" #include "BKE_customdata.h" #include "BKE_global.h" #include "BKE_idprop.h" #include "BKE_layer.h" #include "BKE_lib_id.h" /* free_libblock */ #include "BKE_material.h" #include "BKE_mesh.h" #include "BKE_node.h" #include "BKE_object.h" #include "BKE_scene.h" #include "BLI_ghash.h" #include "BLI_listbase.h" #include "BLI_math_color.h" #include "BLI_math_vector.h" #include "BLI_utildefines.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_build.h" #include "RE_pipeline.h" #include "render_types.h" #include namespace Freestyle { const char *BlenderStrokeRenderer::uvNames[] = {"along_stroke", "along_stroke_tips"}; BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) { freestyle_bmain = BKE_main_new(); /* We use the same window manager for freestyle bmain as * real bmain uses. This is needed because freestyle's * bmain could be used to tag scenes for update, which * implies call of ED_render_scene_update in some cases * and that function requires proper window manager * to present (sergey) */ freestyle_bmain->wm = re->main->wm; // for stroke mesh generation _width = re->winx; _height = re->winy; old_scene = re->scene; char name[MAX_ID_NAME - 2]; BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2); freestyle_scene = BKE_scene_add(freestyle_bmain, name); freestyle_scene->r.cfra = old_scene->r.cfra; freestyle_scene->r.mode = old_scene->r.mode & ~(R_EDGE_FRS | R_BORDER); freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp; freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp; freestyle_scene->r.tilex = old_scene->r.tilex; freestyle_scene->r.tiley = old_scene->r.tiley; freestyle_scene->r.size = 100; // old_scene->r.size freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag; freestyle_scene->r.scemode = (old_scene->r.scemode & ~(R_SINGLE_LAYER | R_NO_FRAME_UPDATE | R_MULTIVIEW)) & (re->r.scemode | ~R_FULL_SAMPLE); freestyle_scene->r.flag = old_scene->r.flag; freestyle_scene->r.threads = old_scene->r.threads; freestyle_scene->r.border.xmin = old_scene->r.border.xmin; freestyle_scene->r.border.ymin = old_scene->r.border.ymin; freestyle_scene->r.border.xmax = old_scene->r.border.xmax; freestyle_scene->r.border.ymax = old_scene->r.border.ymax; strcpy(freestyle_scene->r.pic, old_scene->r.pic); freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity; STRNCPY(freestyle_scene->r.engine, old_scene->r.engine); if (G.debug & G_DEBUG_FREESTYLE) { cout << "Stroke rendering engine : " << freestyle_scene->r.engine << endl; } freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA; freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG; // Copy ID properties, including Cycles render properties if (old_scene->id.properties) { freestyle_scene->id.properties = IDP_CopyProperty_ex(old_scene->id.properties, 0); } // Copy eevee render settings. BKE_scene_copy_data_eevee(freestyle_scene, old_scene); /* Render with transparent background. */ freestyle_scene->r.alphamode = R_ALPHAPREMUL; if (G.debug & G_DEBUG_FREESTYLE) { printf("%s: %d thread(s)\n", __func__, BKE_render_num_threads(&freestyle_scene->r)); } BKE_scene_set_background(freestyle_bmain, freestyle_scene); // Scene layer. ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first; view_layer->layflag = SCE_LAY_SOLID; // Camera Object *object_camera = BKE_object_add(freestyle_bmain, view_layer, OB_CAMERA, nullptr); Camera *camera = (Camera *)object_camera->data; camera->type = CAM_ORTHO; camera->ortho_scale = max(re->rectx, re->recty); camera->clip_start = 0.1f; camera->clip_end = 100.0f; _z_delta = 0.00001f; _z = camera->clip_start + _z_delta; object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx; object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty; object_camera->loc[2] = 1.0f; freestyle_scene->camera = object_camera; // Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh()) _mesh_id = 0xffffffff; // Create a bNodeTree-to-Material hash table _nodetree_hash = BLI_ghash_ptr_new("BlenderStrokeRenderer::_nodetree_hash"); // Depsgraph freestyle_depsgraph = DEG_graph_new( freestyle_bmain, freestyle_scene, view_layer, DAG_EVAL_RENDER); DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &freestyle_scene->id, 0); DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &object_camera->id, 0); DEG_graph_tag_relations_update(freestyle_depsgraph); } BlenderStrokeRenderer::~BlenderStrokeRenderer() { BLI_ghash_free(_nodetree_hash, nullptr, nullptr); DEG_graph_free(freestyle_depsgraph); FreeStrokeGroups(); /* detach the window manager from freestyle bmain (see comments * in add_freestyle() for more detail) */ BLI_listbase_clear(&freestyle_bmain->wm); BKE_main_free(freestyle_bmain); } float BlenderStrokeRenderer::get_stroke_vertex_z() const { float z = _z; BlenderStrokeRenderer *self = const_cast(this); if (!(_z < _z_delta * 100000.0f)) { self->_z_delta *= 10.0f; } self->_z += _z_delta; return -z; } unsigned int BlenderStrokeRenderer::get_stroke_mesh_id() const { unsigned mesh_id = _mesh_id; BlenderStrokeRenderer *self = const_cast(this); self->_mesh_id--; return mesh_id; } Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user) { Material *ma = BKE_material_add(bmain, "stroke_shader"); bNodeTree *ntree; bNode *output_linestyle = nullptr; bNodeSocket *fromsock, *tosock; PointerRNA fromptr, toptr; NodeShaderAttribute *storage; id_us_min(&ma->id); if (iNodeTree) { // make a copy of linestyle->nodetree ntree = ntreeCopyTree_ex(iNodeTree, bmain, do_id_user); // find the active Output Line Style node for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) { if (node->type == SH_NODE_OUTPUT_LINESTYLE && (node->flag & NODE_DO_OUTPUT)) { output_linestyle = node; break; } } } else { ntree = ntreeAddTree(nullptr, "stroke_shader", "ShaderNodeTree"); } ma->nodetree = ntree; ma->use_nodes = 1; ma->blend_method = MA_BM_HASHED; bNode *input_attr_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE); input_attr_color->locx = 0.0f; input_attr_color->locy = -200.0f; 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); mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix mix_rgb_color->locx = 200.0f; mix_rgb_color->locy = -200.0f; tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr); RNA_float_set(&toptr, "default_value", 0.0f); bNode *input_attr_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE); input_attr_alpha->locx = 400.0f; input_attr_alpha->locy = 300.0f; 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); mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix mix_rgb_alpha->locx = 600.0f; mix_rgb_alpha->locy = 300.0f; tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr); RNA_float_set(&toptr, "default_value", 0.0f); bNode *shader_emission = nodeAddStaticNode(nullptr, ntree, SH_NODE_EMISSION); shader_emission->locx = 400.0f; shader_emission->locy = -200.0f; bNode *input_light_path = nodeAddStaticNode(nullptr, ntree, SH_NODE_LIGHT_PATH); input_light_path->locx = 400.0f; input_light_path->locy = 100.0f; bNode *mix_shader_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER); mix_shader_color->locx = 600.0f; mix_shader_color->locy = -100.0f; bNode *shader_transparent = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_TRANSPARENT); shader_transparent->locx = 600.0f; shader_transparent->locy = 100.0f; bNode *mix_shader_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER); mix_shader_alpha->locx = 800.0f; mix_shader_alpha->locy = 100.0f; bNode *output_material = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL); output_material->locx = 1000.0f; output_material->locy = 100.0f; fromsock = (bNodeSocket *)BLI_findlink(&input_attr_color->outputs, 0); // Color tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 1); // Color1 nodeAddLink(ntree, input_attr_color, fromsock, mix_rgb_color, tosock); fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->outputs, 0); // Color tosock = (bNodeSocket *)BLI_findlink(&shader_emission->inputs, 0); // Color nodeAddLink(ntree, mix_rgb_color, fromsock, shader_emission, tosock); fromsock = (bNodeSocket *)BLI_findlink(&shader_emission->outputs, 0); // Emission tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 2); // Shader (second) nodeAddLink(ntree, shader_emission, fromsock, mix_shader_color, tosock); fromsock = (bNodeSocket *)BLI_findlink(&input_light_path->outputs, 0); // In Camera Ray tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 0); // Fac nodeAddLink(ntree, input_light_path, fromsock, mix_shader_color, tosock); fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->outputs, 0); // Color tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 0); // Fac nodeAddLink(ntree, mix_rgb_alpha, fromsock, mix_shader_alpha, tosock); fromsock = (bNodeSocket *)BLI_findlink(&input_attr_alpha->outputs, 0); // Color tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 1); // Color1 nodeAddLink(ntree, input_attr_alpha, fromsock, mix_rgb_alpha, tosock); fromsock = (bNodeSocket *)BLI_findlink(&shader_transparent->outputs, 0); // BSDF tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 1); // Shader (first) nodeAddLink(ntree, shader_transparent, fromsock, mix_shader_alpha, tosock); fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_color->outputs, 0); // Shader tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 2); // Shader (second) nodeAddLink(ntree, mix_shader_color, fromsock, mix_shader_alpha, tosock); fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->outputs, 0); // Shader tosock = (bNodeSocket *)BLI_findlink(&output_material->inputs, 0); // Surface nodeAddLink(ntree, mix_shader_alpha, fromsock, output_material, tosock); if (output_linestyle) { bNodeSocket *outsock; bNodeLink *link; mix_rgb_color->custom1 = output_linestyle->custom1; // blend_type mix_rgb_color->custom2 = output_linestyle->custom2; // use_clamp outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 0); // Color tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 2); // Color2 link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock)); if (link) { nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock); } else { float color[4]; RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr); RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr); RNA_float_get_array(&fromptr, "default_value", color); RNA_float_set_array(&toptr, "default_value", color); } outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 1); // Color Fac tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock)); if (link) { nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock); } else { RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr); RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr); RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value")); } outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 2); // Alpha tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 2); // Color2 link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock)); if (link) { nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock); } else { float color[4]; RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr); RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr); color[0] = color[1] = color[2] = RNA_float_get(&fromptr, "default_value"); color[3] = 1.0f; RNA_float_set_array(&toptr, "default_value", color); } outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 3); // Alpha Fac tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock)); if (link) { nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock); } else { RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr); RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr); RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value")); } for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) { if (node->type == SH_NODE_UVALONGSTROKE) { // UV output of the UV Along Stroke node bNodeSocket *sock = (bNodeSocket *)BLI_findlink(&node->outputs, 0); // add new UV Map node bNode *input_uvmap = nodeAddStaticNode(nullptr, ntree, SH_NODE_UVMAP); input_uvmap->locx = node->locx - 200.0f; input_uvmap->locy = node->locy; NodeShaderUVMap *storage = (NodeShaderUVMap *)input_uvmap->storage; if (node->custom1 & 1) { // use_tips BLI_strncpy(storage->uv_map, uvNames[1], sizeof(storage->uv_map)); } else { BLI_strncpy(storage->uv_map, uvNames[0], sizeof(storage->uv_map)); } fromsock = (bNodeSocket *)BLI_findlink(&input_uvmap->outputs, 0); // UV // replace links from the UV Along Stroke node by links from the UV Map node for (bNodeLink *link = (bNodeLink *)ntree->links.first; link; link = link->next) { if (link->fromnode == node && link->fromsock == sock) { nodeAddLink(ntree, input_uvmap, fromsock, link->tonode, link->tosock); } } nodeRemSocketLinks(ntree, sock); } } } nodeSetActive(ntree, output_material); ntreeUpdateTree(bmain, ntree); return ma; } void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const { RenderStrokeRepBasic(iStrokeRep); } void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const { bNodeTree *nt = iStrokeRep->getNodeTree(); Material *ma = (Material *)BLI_ghash_lookup(_nodetree_hash, nt); if (!ma) { ma = BlenderStrokeRenderer::GetStrokeShader(freestyle_bmain, nt, false); BLI_ghash_insert(_nodetree_hash, nt, ma); } iStrokeRep->setMaterial(ma); const vector &strips = iStrokeRep->getStrips(); const bool hasTex = iStrokeRep->hasTex(); int totvert = 0, totedge = 0, totpoly = 0, totloop = 0; int visible_faces, visible_segments; for (vector::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) { Strip::vertex_container &strip_vertices = (*s)->vertices(); // count visible faces and strip segments test_strip_visibility(strip_vertices, &visible_faces, &visible_segments); if (visible_faces == 0) { continue; } totvert += visible_faces + visible_segments * 2; totedge += visible_faces * 2 + visible_segments; totpoly += visible_faces; totloop += visible_faces * 3; } BlenderStrokeRenderer *self = const_cast(this); // FIXME vector *groups = hasTex ? &self->texturedStrokeGroups : &self->strokeGroups; StrokeGroup *group; if (groups->empty() || !(groups->back()->totvert + totvert < MESH_MAX_VERTS && groups->back()->materials.size() + 1 < MAXMAT)) { group = new StrokeGroup; groups->push_back(group); } else { group = groups->back(); } group->strokes.push_back(iStrokeRep); group->totvert += totvert; group->totedge += totedge; group->totpoly += totpoly; group->totloop += totloop; if (!group->materials.contains(ma)) { group->materials.add_new(ma, group->materials.size()); } } // Check if the triangle is visible (i.e., within the render image boundary) bool BlenderStrokeRenderer::test_triangle_visibility(StrokeVertexRep *svRep[3]) const { int xl, xu, yl, yu; Vec2r p; xl = xu = yl = yu = 0; for (int i = 0; i < 3; i++) { p = svRep[i]->point2d(); if (p[0] < 0.0) { xl++; } else if (p[0] > _width) { xu++; } if (p[1] < 0.0) { yl++; } else if (p[1] > _height) { yu++; } } return !(xl == 3 || xu == 3 || yl == 3 || yu == 3); } // Check the visibility of faces and strip segments. void BlenderStrokeRenderer::test_strip_visibility(Strip::vertex_container &strip_vertices, int *visible_faces, int *visible_segments) const { const int strip_vertex_count = strip_vertices.size(); Strip::vertex_container::iterator v[3]; StrokeVertexRep *svRep[3]; bool visible; // iterate over all vertices and count visible faces and strip segments // (note: a strip segment is a series of visible faces, while two strip // segments are separated by one or more invisible faces) v[0] = strip_vertices.begin(); v[1] = v[0] + 1; v[2] = v[0] + 2; *visible_faces = *visible_segments = 0; visible = false; for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) { svRep[0] = *(v[0]); svRep[1] = *(v[1]); svRep[2] = *(v[2]); if (test_triangle_visibility(svRep)) { (*visible_faces)++; if (!visible) { (*visible_segments)++; } visible = true; } else { visible = false; } } } // Release allocated memory for stroke groups void BlenderStrokeRenderer::FreeStrokeGroups() { vector::const_iterator it, itend; for (it = strokeGroups.begin(), itend = strokeGroups.end(); it != itend; ++it) { delete (*it); } for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end(); it != itend; ++it) { delete (*it); } } // Build a scene populated by mesh objects representing stylized strokes int BlenderStrokeRenderer::GenerateScene() { vector::const_iterator it, itend; for (it = strokeGroups.begin(), itend = strokeGroups.end(); it != itend; ++it) { GenerateStrokeMesh(*it, false); } for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end(); it != itend; ++it) { GenerateStrokeMesh(*it, true); } return get_stroke_count(); } // Return the number of strokes int BlenderStrokeRenderer::get_stroke_count() const { return strokeGroups.size() + texturedStrokeGroups.size(); } // Build a mesh object representing a group of stylized strokes void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex) { #if 0 Object *object_mesh = BKE_object_add( freestyle_bmain, (ViewLayer *)freestyle_scene->view_layers.first, OB_MESH); DEG_relations_tag_update(freestyle_bmain); #else Object *object_mesh = NewMesh(); #endif Mesh *mesh = (Mesh *)object_mesh->data; mesh->totvert = group->totvert; mesh->totedge = group->totedge; mesh->totpoly = group->totpoly; 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; MLoopUV *loopsuv[2] = {nullptr}; if (hasTex) { // First UV layer CustomData_add_layer_named( &mesh->ldata, CD_MLOOPUV, CD_CALLOC, 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]); 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_MLOOPCOL, CD_CALLOC, nullptr, mesh->totloop, "Color"); MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named( &mesh->ldata, CD_MLOOPCOL, CD_CALLOC, nullptr, mesh->totloop, "Alpha"); mesh->mloopcol = colors; mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList"); for (const auto item : group->materials.items()) { Material *material = item.key; const int matnr = item.value; mesh->mat[matnr] = material; if (material) { id_us_plus(&material->id); } } //////////////////// // Data copy //////////////////// int vertex_index = 0, edge_index = 0, loop_index = 0; int visible_faces, visible_segments; bool visible; Strip::vertex_container::iterator v[3]; StrokeVertexRep *svRep[3]; Vec2r p; for (vector::const_iterator it = group->strokes.begin(), itend = group->strokes.end(); it != itend; ++it) { const int matnr = group->materials.lookup_default((*it)->getMaterial(), 0); vector &strips = (*it)->getStrips(); for (vector::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) { Strip::vertex_container &strip_vertices = (*s)->vertices(); int strip_vertex_count = strip_vertices.size(); // count visible faces and strip segments test_strip_visibility(strip_vertices, &visible_faces, &visible_segments); if (visible_faces == 0) { continue; } v[0] = strip_vertices.begin(); v[1] = v[0] + 1; v[2] = v[0] + 2; visible = false; // NOTE: Mesh generation in the following loop assumes stroke strips // to be triangle strips. for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) { svRep[0] = *(v[0]); svRep[1] = *(v[1]); svRep[2] = *(v[2]); if (!test_triangle_visibility(svRep)) { visible = false; } 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(); vertices->no[0] = 0; vertices->no[1] = 0; vertices->no[2] = SHRT_MAX; ++vertices; ++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(); vertices->no[0] = 0; vertices->no[1] = 0; vertices->no[2] = SHRT_MAX; ++vertices; ++vertex_index; // first edge edges->v1 = vertex_index - 2; edges->v2 = vertex_index - 1; ++edges; ++edge_index; } 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->no[0] = 0; vertices->no[1] = 0; vertices->no[2] = SHRT_MAX; ++vertices; ++vertex_index; // edges edges->v1 = vertex_index - 1; edges->v2 = vertex_index - 3; ++edges; ++edge_index; edges->v1 = vertex_index - 1; edges->v2 = vertex_index - 2; ++edges; ++edge_index; // poly polys->loopstart = loop_index; polys->totloop = 3; polys->mat_nr = matnr; ++polys; // Even and odd loops connect triangles vertices differently bool is_odd = n % 2; // loops if (is_odd) { loops[0].v = vertex_index - 1; loops[0].e = edge_index - 2; loops[1].v = vertex_index - 3; loops[1].e = edge_index - 3; loops[2].v = vertex_index - 2; loops[2].e = edge_index - 1; } else { loops[0].v = vertex_index - 1; loops[0].e = edge_index - 1; loops[1].v = vertex_index - 2; loops[1].e = edge_index - 3; loops[2].v = vertex_index - 3; loops[2].e = edge_index - 2; } loops += 3; loop_index += 3; // UV if (hasTex) { // 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(); } loopsuv[L] += 3; } } // colors and alpha transparency. vertex colors are in sRGB // space by convention, so convert from linear float rgba[3][4]; for (int i = 0; i < 3; i++) { copy_v3fl_v3db(rgba[i], &svRep[i]->color()[0]); rgba[i][3] = svRep[i]->alpha(); } if (is_odd) { linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]); linearrgb_to_srgb_uchar4(&colors[1].r, rgba[0]); linearrgb_to_srgb_uchar4(&colors[2].r, rgba[1]); } else { linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]); linearrgb_to_srgb_uchar4(&colors[1].r, rgba[1]); linearrgb_to_srgb_uchar4(&colors[2].r, rgba[0]); } transp[0].r = transp[0].g = transp[0].b = colors[0].a; transp[1].r = transp[1].g = transp[1].b = colors[1].a; transp[2].r = transp[2].g = transp[2].b = colors[2].a; colors += 3; transp += 3; } } // loop over strip vertices } // loop over strips } // loop over strokes BKE_object_materials_test(freestyle_bmain, object_mesh, (ID *)mesh); #if 0 // XXX BLI_assert(mesh->totvert == vertex_index); BLI_assert(mesh->totedge == edge_index); BLI_assert(mesh->totloop == loop_index); BKE_mesh_validate(mesh, true, true); #endif } // A replacement of BKE_object_add() for better performance. Object *BlenderStrokeRenderer::NewMesh() const { Object *ob; char name[MAX_ID_NAME]; unsigned int mesh_id = get_stroke_mesh_id(); BLI_snprintf(name, MAX_ID_NAME, "0%08xOB", mesh_id); ob = BKE_object_add_only_object(freestyle_bmain, OB_MESH, name); BLI_snprintf(name, MAX_ID_NAME, "0%08xME", mesh_id); ob->data = BKE_mesh_add(freestyle_bmain, name); Collection *collection_master = freestyle_scene->master_collection; BKE_collection_object_add(freestyle_bmain, collection_master, ob); DEG_graph_tag_relations_update(freestyle_depsgraph); DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION); return ob; } Render *BlenderStrokeRenderer::RenderScene(Render * /*re*/, bool render) { Camera *camera = (Camera *)freestyle_scene->camera->data; if (camera->clip_end < _z) { camera->clip_end = _z + _z_delta * 100.0f; } #if 0 if (G.debug & G_DEBUG_FREESTYLE) { cout << "clip_start " << camera->clip_start << ", clip_end " << camera->clip_end << endl; } #endif Render *freestyle_render = RE_NewSceneRender(freestyle_scene); DEG_graph_relations_update(freestyle_depsgraph); RE_RenderFreestyleStrokes( freestyle_render, freestyle_bmain, freestyle_scene, render && get_stroke_count() > 0); return freestyle_render; } } /* namespace Freestyle */