/* SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup freestyle * \brief Class gathering basic stroke shaders */ #include #include "AdvancedFunctions0D.h" #include "AdvancedFunctions1D.h" #include "BasicStrokeShaders.h" #include "StrokeIO.h" #include "StrokeIterators.h" #include "StrokeRenderer.h" #include "../system/PseudoNoise.h" #include "../system/RandGen.h" #include "../system/StringUtils.h" #include "../view_map/Functions0D.h" #include "../view_map/Functions1D.h" #include "BKE_global.h" #include "BLI_sys_types.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" namespace Freestyle::StrokeShaders { // // Thickness modifiers // ////////////////////////////////////////////////////////// int ConstantThicknessShader::shade(Stroke &stroke) const { StrokeInternal::StrokeVertexIterator v, vend; int i = 0; int size = stroke.strokeVerticesSize(); for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) { // XXX What's the use of i here? And is not the thickness always overridden by the last line of // the loop? if ((1 == i) || (size - 2 == i)) { v->attribute().setThickness(_thickness / 4.0, _thickness / 4.0); } if ((0 == i) || (size - 1 == i)) { v->attribute().setThickness(0, 0); } v->attribute().setThickness(_thickness / 2.0, _thickness / 2.0); } return 0; } int ConstantExternThicknessShader::shade(Stroke &stroke) const { StrokeInternal::StrokeVertexIterator v, vend; int i = 0; int size = stroke.strokeVerticesSize(); for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) { // XXX What's the use of i here? And is not the thickness always overridden by the last line of // the loop? if ((1 == i) || (size - 2 == i)) { v->attribute().setThickness(_thickness / 2.0, 0); } if ((0 == i) || (size - 1 == i)) { v->attribute().setThickness(0, 0); } v->attribute().setThickness(_thickness, 0); } return 0; } int IncreasingThicknessShader::shade(Stroke &stroke) const { int n = stroke.strokeVerticesSize() - 1, i; StrokeInternal::StrokeVertexIterator v, vend; for (i = 0, v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v, ++i) { float t; if (i < float(n) / 2.0f) { t = (1.0 - float(i) / float(n)) * _ThicknessMin + float(i) / float(n) * _ThicknessMax; } else { t = (1.0 - float(i) / float(n)) * _ThicknessMax + float(i) / float(n) * _ThicknessMin; } v->attribute().setThickness(t / 2.0, t / 2.0); } return 0; } int ConstrainedIncreasingThicknessShader::shade(Stroke &stroke) const { float slength = stroke.getLength2D(); float maxT = min(_ratio * slength, _ThicknessMax); int n = stroke.strokeVerticesSize() - 1, i; StrokeInternal::StrokeVertexIterator v, vend; for (i = 0, v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v, ++i) { // XXX Why not using an if/else here? Else, if last condition is true, everything else is // computed for nothing! float t; if (i < float(n) / 2.0f) { t = (1.0 - float(i) / float(n)) * _ThicknessMin + float(i) / float(n) * maxT; } else { t = (1.0 - float(i) / float(n)) * maxT + float(i) / float(n) * _ThicknessMin; } v->attribute().setThickness(t / 2.0, t / 2.0); if (i == n - 1) { v->attribute().setThickness(_ThicknessMin / 2.0, _ThicknessMin / 2.0); } } return 0; } int LengthDependingThicknessShader::shade(Stroke &stroke) const { float step = (_maxThickness - _minThickness) / 3.0f; float l = stroke.getLength2D(); float thickness = 0.0f; if (l > 300.0f) { thickness = _minThickness + 3.0f * step; } else if ((l < 300.0f) && (l > 100.0f)) { thickness = _minThickness + 2.0f * step; } else if ((l < 100.0f) && (l > 50.0f)) { thickness = _minThickness + 1.0f * step; } else { // else if (l < 50.0f), tsst... thickness = _minThickness; } StrokeInternal::StrokeVertexIterator v, vend; int i = 0; int size = stroke.strokeVerticesSize(); for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) { // XXX What's the use of i here? And is not the thickness always overridden by the last line of // the loop? if ((1 == i) || (size - 2 == i)) { v->attribute().setThickness(thickness / 4.0, thickness / 4.0); } if ((0 == i) || (size - 1 == i)) { v->attribute().setThickness(0, 0); } v->attribute().setThickness(thickness / 2.0, thickness / 2.0); } return 0; } static const uint NB_VALUE_NOISE = 512; ThicknessNoiseShader::ThicknessNoiseShader() { _amplitude = 1.0f; _scale = 1.0f / 2.0f / float(NB_VALUE_NOISE); } ThicknessNoiseShader::ThicknessNoiseShader(float iAmplitude, float iPeriod) { _amplitude = iAmplitude; _scale = 1.0f / iPeriod / float(NB_VALUE_NOISE); } int ThicknessNoiseShader::shade(Stroke &stroke) const { StrokeInternal::StrokeVertexIterator v = stroke.strokeVerticesBegin(), vend; real initU1 = v->strokeLength() * real(NB_VALUE_NOISE) + RandGen::drand48() * real(NB_VALUE_NOISE); real initU2 = v->strokeLength() * real(NB_VALUE_NOISE) + RandGen::drand48() * real(NB_VALUE_NOISE); real bruit, bruit2; PseudoNoise mynoise, mynoise2; for (vend = stroke.strokeVerticesEnd(); v != vend; ++v) { bruit = mynoise.turbulenceSmooth(_scale * v->curvilinearAbscissa() + initU1, 2); // 2 : nbOctaves bruit2 = mynoise2.turbulenceSmooth(_scale * v->curvilinearAbscissa() + initU2, 2); // 2 : nbOctaves const float *originalThickness = v->attribute().getThickness(); float r = bruit * _amplitude + originalThickness[0]; float l = bruit2 * _amplitude + originalThickness[1]; v->attribute().setThickness(r, l); } return 0; } // // Color shaders // /////////////////////////////////////////////////////////////////////////////// int ConstantColorShader::shade(Stroke &stroke) const { StrokeInternal::StrokeVertexIterator v, vend; for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) { v->attribute().setColor(_color[0], _color[1], _color[2]); v->attribute().setAlpha(_color[3]); } return 0; } int IncreasingColorShader::shade(Stroke &stroke) const { StrokeInternal::StrokeVertexIterator v, vend; int n = stroke.strokeVerticesSize() - 1, yo; float newcolor[4]; for (yo = 0, v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v, ++yo) { for (int i = 0; i < 4; ++i) { newcolor[i] = (1.0 - float(yo) / float(n)) * _colorMin[i] + float(yo) / float(n) * _colorMax[i]; } v->attribute().setColor(newcolor[0], newcolor[1], newcolor[2]); v->attribute().setAlpha(newcolor[3]); } return 0; } int MaterialColorShader::shade(Stroke &stroke) const { Interface0DIterator v, vend; Functions0D::MaterialF0D fun; StrokeVertex *sv; for (v = stroke.verticesBegin(), vend = stroke.verticesEnd(); v != vend; ++v) { if (fun(v) < 0) { return -1; } const float *diffuse = fun.result.diffuse(); sv = dynamic_cast(&(*v)); sv->attribute().setColor( diffuse[0] * _coefficient, diffuse[1] * _coefficient, diffuse[2] * _coefficient); sv->attribute().setAlpha(diffuse[3]); } return 0; } ColorNoiseShader::ColorNoiseShader() { _amplitude = 1.0f; _scale = 1.0f / 2.0f / float(NB_VALUE_NOISE); } ColorNoiseShader::ColorNoiseShader(float iAmplitude, float iPeriod) { _amplitude = iAmplitude; _scale = 1.0f / iPeriod / float(NB_VALUE_NOISE); } int ColorNoiseShader::shade(Stroke &stroke) const { StrokeInternal::StrokeVertexIterator v = stroke.strokeVerticesBegin(), vend; real initU = v->strokeLength() * real(NB_VALUE_NOISE) + RandGen::drand48() * real(NB_VALUE_NOISE); real bruit; PseudoNoise mynoise; for (vend = stroke.strokeVerticesEnd(); v != vend; ++v) { bruit = mynoise.turbulenceSmooth(_scale * v->curvilinearAbscissa() + initU, 2); // 2 : nbOctaves const float *originalColor = v->attribute().getColor(); float r = bruit * _amplitude + originalColor[0]; float g = bruit * _amplitude + originalColor[1]; float b = bruit * _amplitude + originalColor[2]; v->attribute().setColor(r, g, b); } return 0; } // // Texture Shaders // /////////////////////////////////////////////////////////////////////////////// int BlenderTextureShader::shade(Stroke &stroke) const { if (_mtex) { return stroke.setMTex(_mtex); } if (_nodeTree) { stroke.setNodeTree(_nodeTree); return 0; } return -1; } int StrokeTextureStepShader::shade(Stroke &stroke) const { stroke.setTextureStep(_step); return 0; } // // Geometry Shaders // /////////////////////////////////////////////////////////////////////////////// int BackboneStretcherShader::shade(Stroke &stroke) const { float l = stroke.getLength2D(); if (l <= 1.0e-6) { return 0; } StrokeInternal::StrokeVertexIterator v0 = stroke.strokeVerticesBegin(); StrokeInternal::StrokeVertexIterator v1 = v0; ++v1; StrokeInternal::StrokeVertexIterator vn = stroke.strokeVerticesEnd(); --vn; StrokeInternal::StrokeVertexIterator vn_1 = vn; --vn_1; Vec2d first((v0)->x(), (v0)->y()); Vec2d last((vn)->x(), (vn)->y()); Vec2d d1(first - Vec2d((v1)->x(), (v1)->y())); d1.normalize(); Vec2d dn(last - Vec2d((vn_1)->x(), (vn_1)->y())); dn.normalize(); Vec2d newFirst(first + _amount * d1); (v0)->setPoint(newFirst[0], newFirst[1]); Vec2d newLast(last + _amount * dn); (vn)->setPoint(newLast[0], newLast[1]); stroke.UpdateLength(); return 0; } int SamplingShader::shade(Stroke &stroke) const { stroke.Resample(_sampling); stroke.UpdateLength(); return 0; } int ExternalContourStretcherShader::shade(Stroke &stroke) const { // float l = stroke.getLength2D(); Interface0DIterator it; Functions0D::Normal2DF0D fun; StrokeVertex *sv; for (it = stroke.verticesBegin(); !it.isEnd(); ++it) { if (fun(it) < 0) { return -1; } Vec2f n(fun.result); sv = dynamic_cast(&(*it)); Vec2d newPoint(sv->x() + _amount * n.x(), sv->y() + _amount * n.y()); sv->setPoint(newPoint[0], newPoint[1]); } stroke.UpdateLength(); return 0; } //!! Bezier curve stroke shader int BezierCurveShader::shade(Stroke &stroke) const { if (stroke.strokeVerticesSize() < 4) { return 0; } // Build the Bezier curve from this set of data points: vector data; StrokeInternal::StrokeVertexIterator v = stroke.strokeVerticesBegin(), vend; data.emplace_back(v->x(), v->y()); // first one StrokeInternal::StrokeVertexIterator previous = v; ++v; for (vend = stroke.strokeVerticesEnd(); v != vend; ++v) { if (!((fabs(v->x() - (previous)->x()) < M_EPSILON) && (fabs(v->y() - (previous)->y()) < M_EPSILON))) { data.emplace_back(v->x(), v->y()); } previous = v; } // here we build the bezier curve BezierCurve bcurve(data, _error); // bad performances are here !!! // FIXME vector CurveVertices; vector &bsegments = bcurve.segments(); vector::iterator s = bsegments.begin(), send; vector &segmentsVertices = (*s)->vertices(); vector::iterator p, pend; // first point CurveVertices.push_back(segmentsVertices[0]); for (send = bsegments.end(); s != send; ++s) { segmentsVertices = (*s)->vertices(); p = segmentsVertices.begin(); ++p; for (pend = segmentsVertices.end(); p != pend; ++p) { CurveVertices.push_back(*p); } } // Re-sample the Stroke depending on the number of vertices of the bezier curve: int originalSize = CurveVertices.size(); #if 0 float sampling = stroke.ComputeSampling(originalSize); stroke.Resample(sampling); #endif stroke.Resample(originalSize); int newsize = stroke.strokeVerticesSize(); int nExtraVertex = 0; if (newsize < originalSize) { cerr << "Warning: insufficient resampling" << endl; } else { nExtraVertex = newsize - originalSize; if (nExtraVertex != 0) { if (G.debug & G_DEBUG_FREESTYLE) { cout << "Bezier Shader : Stroke " << stroke.getId() << " have not been resampled" << endl; } } } // assigns the new coordinates: p = CurveVertices.begin(); vector::iterator last = p; int n; StrokeInternal::StrokeVertexIterator it, itend; for (n = 0, it = stroke.strokeVerticesBegin(), itend = stroke.strokeVerticesEnd(), pend = CurveVertices.end(); (it != itend) && (p != pend); ++it, ++p, ++n) { it->setX(p->x()); it->setY(p->y()); last = p; } stroke.UpdateLength(); // Deal with extra vertices: if (nExtraVertex == 0) { return 0; } // nExtraVertex should stay unassigned vector attributes; vector verticesToRemove; for (int i = 0; i < nExtraVertex; ++i, ++it, ++n) { verticesToRemove.push_back(&(*it)); if (it.isEnd()) { // XXX Shocking! :P Shouldn't we break in this case??? if (G.debug & G_DEBUG_FREESTYLE) { cout << "messed up!" << endl; } } } for (it = stroke.strokeVerticesBegin(); it != itend; ++it) { attributes.push_back(it->attribute()); } for (vector::iterator vr = verticesToRemove.begin(), vrend = verticesToRemove.end(); vr != vrend; ++vr) { stroke.RemoveVertex(*vr); } vector::iterator a = attributes.begin(), aend = attributes.end(); int index = 0; int index1 = int(floor(float(originalSize) / 2.0)); int index2 = index1 + nExtraVertex; for (it = stroke.strokeVerticesBegin(), itend = stroke.strokeVerticesEnd(); (it != itend) && (a != aend); ++it) { (it)->setAttribute(*a); if ((index <= index1) || (index > index2)) { ++a; } ++index; } return 0; } class CurvePiece { public: StrokeInternal::StrokeVertexIterator _begin; StrokeInternal::StrokeVertexIterator _last; Vec2d A; Vec2d B; int size; float _error; CurvePiece(StrokeInternal::StrokeVertexIterator b, StrokeInternal::StrokeVertexIterator l, int iSize) { _error = 0.0f; _begin = b; _last = l; A = Vec2d((_begin)->x(), (_begin)->y()); B = Vec2d((_last)->x(), (_last)->y()); size = iSize; } float error() { float maxE = 0.0f; for (StrokeInternal::StrokeVertexIterator it = _begin; it != _last; ++it) { Vec2d P(it->x(), it->y()); float d = GeomUtils::distPointSegment(P, A, B); if (d > maxE) { maxE = d; } } _error = maxE; return maxE; } //! Subdivides the curve into two pieces. // The first piece is this same object (modified) // The second piece is returned by the method CurvePiece *subdivide() { StrokeInternal::StrokeVertexIterator it = _begin; int ns = size - 1; // number of segments (ns > 1) int ns1 = ns / 2; int ns2 = ns - ns1; for (int i = 0; i < ns1; ++it, ++i) { /* pass */ } CurvePiece *second = new CurvePiece(it, _last, ns2 + 1); size = ns1 + 1; _last = it; B = Vec2d((_last)->x(), (_last)->y()); return second; } }; int PolygonalizationShader::shade(Stroke &stroke) const { vector _pieces; vector _results; vector::iterator cp, cpend; // Compute first approx: StrokeInternal::StrokeVertexIterator a = stroke.strokeVerticesBegin(); StrokeInternal::StrokeVertexIterator b = stroke.strokeVerticesEnd(); --b; int size = stroke.strokeVerticesSize(); CurvePiece *piece = new CurvePiece(a, b, size); _pieces.push_back(piece); while (!_pieces.empty()) { piece = _pieces.back(); _pieces.pop_back(); if (piece->size > 2 && piece->error() > _error) { CurvePiece *second = piece->subdivide(); _pieces.push_back(second); _pieces.push_back(piece); } else { _results.push_back(piece); } } // actually modify the geometry for each piece: for (cp = _results.begin(), cpend = _results.end(); cp != cpend; ++cp) { a = (*cp)->_begin; b = (*cp)->_last; Vec2d u = (*cp)->B - (*cp)->A; Vec2d n(u[1], -u[0]); n.normalize(); // Vec2d n(0, 0); float offset = ((*cp)->_error); StrokeInternal::StrokeVertexIterator v; for (v = a; v != b; ++v) { v->setPoint((*cp)->A.x() + v->u() * u.x() + n.x() * offset, (*cp)->A.y() + v->u() * u.y() + n.y() * offset); } #if 0 u.normalize(); (*a)->setPoint((*a)->x() - u.x() * 10, (*a)->y() - u.y() * 10); #endif } stroke.UpdateLength(); // delete stuff for (cp = _results.begin(), cpend = _results.end(); cp != cpend; ++cp) { delete (*cp); } _results.clear(); return 0; } int GuidingLinesShader::shade(Stroke &stroke) const { Functions1D::Normal2DF1D norm_fun; StrokeInternal::StrokeVertexIterator a = stroke.strokeVerticesBegin(); StrokeInternal::StrokeVertexIterator b = stroke.strokeVerticesEnd(); --b; int size = stroke.strokeVerticesSize(); CurvePiece piece(a, b, size); Vec2d u = piece.B - piece.A; Vec2f n(u[1], -u[0]); n.normalize(); if (norm_fun(stroke) < 0) { return -1; } Vec2f strokeN(norm_fun.result); if (n * strokeN < 0) { n[0] = -n[0]; n[1] = -n[1]; } float offset = piece.error() / 2.0f * _offset; StrokeInternal::StrokeVertexIterator v, vend; for (v = a, vend = stroke.strokeVerticesEnd(); v != vend; ++v) { v->setPoint(piece.A.x() + v->u() * u.x() + n.x() * offset, piece.A.y() + v->u() * u.y() + n.y() * offset); } stroke.UpdateLength(); return 0; } ///////////////////////////////////////// // // Tip Remover // ///////////////////////////////////////// TipRemoverShader::TipRemoverShader(real tipLength) { _tipLength = tipLength; } int TipRemoverShader::shade(Stroke &stroke) const { int originalSize = stroke.strokeVerticesSize(); if (originalSize < 4) { return 0; } StrokeInternal::StrokeVertexIterator v, vend; vector verticesToRemove; vector oldAttributes; for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) { if ((v->curvilinearAbscissa() < _tipLength) || (v->strokeLength() - v->curvilinearAbscissa() < _tipLength)) { verticesToRemove.push_back(&(*v)); } oldAttributes.push_back(v->attribute()); } if (originalSize - verticesToRemove.size() < 2) { return 0; } vector::iterator sv, svend; for (sv = verticesToRemove.begin(), svend = verticesToRemove.end(); sv != svend; ++sv) { stroke.RemoveVertex(*sv); } // Resample so that our new stroke have the same number of vertices than before stroke.Resample(originalSize); if (int(stroke.strokeVerticesSize()) != originalSize) { // soc cerr << "Warning: resampling problem" << endl; } // assign old attributes to new stroke vertices: vector::iterator a = oldAttributes.begin(), aend = oldAttributes.end(); for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); (v != vend) && (a != aend); ++v, ++a) { v->setAttribute(*a); } // we're done! return 0; } } // namespace Freestyle::StrokeShaders