/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is Copyright (C) 2010 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp * \ingroup freestyle */ #include "BlenderStrokeRenderer.h" #include "BlenderTextureManager.h" #include "../application/AppConfig.h" #include "../stroke/Canvas.h" #include "BKE_global.h" // XXX Are those "ifdef __cplusplus" useful here? #ifdef __cplusplus extern "C" { #endif #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" #include "DNA_object_types.h" #include "DNA_screen_types.h" #include "BKE_customdata.h" #include "BKE_global.h" #include "BKE_library.h" /* free_libblock */ #include "BKE_main.h" /* struct Main */ #include "BKE_material.h" #include "BKE_mesh.h" #include "BKE_object.h" #include "BKE_scene.h" #include "RE_pipeline.h" #ifdef __cplusplus } #endif BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : StrokeRenderer() { // TEMPORARY - need a texture manager _textureManager = new BlenderTextureManager; _textureManager->load(); // for stroke mesh generation _width = re->winx; _height = re->winy; //Scene.New("FreestyleStrokes") old_scene = re->scene; char name[22]; BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2); freestyle_scene = BKE_scene_add(G.main, name); freestyle_scene->r.cfra = old_scene->r.cfra; freestyle_scene->r.mode = old_scene->r.mode & ~(R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR | 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.maximsize = old_scene->r.maximsize; freestyle_scene->r.ocres = old_scene->r.ocres; freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag; freestyle_scene->r.scemode = old_scene->r.scemode & ~(R_SINGLE_LAYER); 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.safety.xmin = old_scene->r.safety.xmin; freestyle_scene->r.safety.ymin = old_scene->r.safety.ymin; freestyle_scene->r.safety.xmax = old_scene->r.safety.xmax; freestyle_scene->r.safety.ymax = old_scene->r.safety.ymax; freestyle_scene->r.osa = old_scene->r.osa; freestyle_scene->r.filtertype = old_scene->r.filtertype; freestyle_scene->r.gauss = old_scene->r.gauss; freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity; BLI_strncpy(freestyle_scene->r.engine, old_scene->r.engine, sizeof(freestyle_scene->r.engine)); freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA; freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG; BKE_scene_disable_color_management(freestyle_scene); if (G.debug & G_DEBUG_FREESTYLE) { printf("%s: %d threads\n", __func__, freestyle_scene->r.threads); } // Render layer SceneRenderLayer *srl = (SceneRenderLayer *)freestyle_scene->r.layers.first; srl->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA; BKE_scene_set_background(G.main, freestyle_scene); // Camera Object *object_camera = BKE_object_add(freestyle_scene, OB_CAMERA); Camera *camera = (Camera *)object_camera->data; camera->type = CAM_ORTHO; camera->ortho_scale = max(re->rectx, re->recty); camera->clipsta = 0.1f; camera->clipend = 100.0f; _z_delta = 0.00001f; _z = camera->clipsta + _z_delta; // test //_z = 999.90f; _z_delta = 0.01f; 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; // Material material = BKE_material_add(G.main, "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() { if (0 != _textureManager) { delete _textureManager; _textureManager = NULL; } // The freestyle_scene object is not released here. Instead, // the scene is released in free_all_freestyle_renders() in // source/blender/render/intern/source/pipeline.c, after the // compositor has finished. // release objects and data blocks for (Base *b = (Base *)freestyle_scene->base.first; b; b = b->next) { Object *ob = b->object; void *data = ob->data; char *name = ob->id.name; #if 0 if (G.debug & G_DEBUG_FREESTYLE) { cout << "removing " << name[0] << name[1] << ":" << (name+2) << endl; } #endif switch (ob->type) { case OB_MESH: BKE_libblock_free(&G.main->object, ob); BKE_libblock_free(&G.main->mesh, data); break; case OB_CAMERA: BKE_libblock_free(&G.main->object, ob); BKE_libblock_free(&G.main->camera, data); freestyle_scene->camera = NULL; break; default: cerr << "Warning: unexpected object in the scene: " << name[0] << name[1] << ":" << (name + 2) << endl; } } BLI_freelistN(&freestyle_scene->base); // release material BKE_libblock_free(&G.main->mat, material); BKE_scene_set_background(G.main, old_scene); } float BlenderStrokeRenderer::get_stroke_vertex_z(void) 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(void) const { unsigned mesh_id = _mesh_id; BlenderStrokeRenderer *self = const_cast(this); self->_mesh_id--; return mesh_id; } void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const { RenderStrokeRepBasic(iStrokeRep); } void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const { //////////////////// // Build up scene //////////////////// vector& strips = iStrokeRep->getStrips(); Strip::vertex_container::iterator v[3]; StrokeVertexRep *svRep[3]; /* Vec3r color[3]; */ /* UNUSED */ unsigned int vertex_index, edge_index, loop_index; Vec2r p; for (vector::iterator s = strips.begin(), send = strips.end(); s != send; ++s) { Strip::vertex_container& strip_vertices = (*s)->vertices(); int strip_vertex_count = (*s)->sizeStrip(); int xl, xu, yl, yu, n, visible_faces, visible_segments; 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 (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]); xl = xu = yl = yu = 0; for (int j = 0; j < 3; j++) { p = svRep[j]->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++; } if (xl == 3 || xu == 3 || yl == 3 || yu == 3) { visible = false; } else { visible_faces++; if (!visible) visible_segments++; visible = true; } } if (visible_faces == 0) continue; //me = Mesh.New() #if 0 Object *object_mesh = BKE_object_add(freestyle_scene, OB_MESH); #else Object *object_mesh = NewMesh(); #endif Mesh *mesh = (Mesh *)object_mesh->data; #if 0 MEM_freeN(mesh->bb); mesh->bb = NULL; mesh->id.us = 0; #endif #if 1 //me.materials = [mat] mesh->mat = (Material **)MEM_mallocN(1 * sizeof(Material *), "MaterialList"); mesh->mat[0] = material; mesh->totcol = 1; test_object_materials((ID *)mesh); #else assign_material(object_mesh, material, object_mesh->totcol + 1); object_mesh->actcol = object_mesh->totcol; #endif // vertices allocation mesh->totvert = visible_faces + visible_segments * 2; mesh->mvert = (MVert *)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert); // edges allocation mesh->totedge = visible_faces * 2 + visible_segments; mesh->medge = (MEdge *)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge); // faces allocation mesh->totpoly = visible_faces; mesh->mpoly = (MPoly *)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly); // loops allocation mesh->totloop = visible_faces * 3; mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop); // colors allocation mesh->mloopcol = (MLoopCol *)CustomData_add_layer(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop); //////////////////// // Data copy //////////////////// MVert *vertices = mesh->mvert; MEdge *edges = mesh->medge; MPoly *polys = mesh->mpoly; MLoop *loops = mesh->mloop; MLoopCol *colors = mesh->mloopcol; v[0] = strip_vertices.begin(); v[1] = v[0] + 1; v[2] = v[0] + 2; vertex_index = edge_index = loop_index = 0; visible = false; // 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]++) { svRep[0] = *(v[0]); svRep[1] = *(v[1]); svRep[2] = *(v[2]); xl = xu = yl = yu = 0; for (int j = 0; j < 3; j++) { p = svRep[j]->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++; } if (xl == 3 || xu == 3 || yl == 3 || yu == 3) { 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; ++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; ++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; ++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; // loops if (n % 2 == 0) { 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; } else { 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; } 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()); } 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[0]->color()[0]); colors[1].g = (short)(255.0f * svRep[0]->color()[1]); colors[1].b = (short)(255.0f * svRep[0]->color()[2]); colors[1].a = (short)(255.0f * svRep[0]->alpha()); colors[2].r = (short)(255.0f * svRep[1]->color()[0]); 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()); } colors += 3; } } // loop over strip vertices #if 0 BKE_mesh_validate(mesh, TRUE); #endif } // loop over strips } // A replacement of BKE_object_add() for better performance. Object *BlenderStrokeRenderer::NewMesh() const { Object *ob; Base *base; 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(G.main, OB_MESH, name); BLI_snprintf(name, MAX_ID_NAME, "0%08xME", mesh_id); ob->data = BKE_mesh_add(G.main, name); ob->lay = 1; base = BKE_scene_base_add(freestyle_scene, ob); #if 0 BKE_scene_base_deselect_all(scene); BKE_scene_base_select(scene, base); #else (void)base; #endif ob->recalc |= OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME; return ob; } Render *BlenderStrokeRenderer::RenderScene(Render *re) { Camera *camera = (Camera *)freestyle_scene->camera->data; if (camera->clipend < _z) camera->clipend = _z + _z_delta * 100.0f; #if 0 if (G.debug & G_DEBUG_FREESTYLE) { cout << "clipsta " << camera->clipsta << ", clipend " << camera->clipend << endl; } #endif Render *freestyle_render = RE_NewRender(freestyle_scene->id.name); RE_RenderFreestyleStrokes(freestyle_render, G.main, freestyle_scene); return freestyle_render; }