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#include "AppGLWidget.h"
#include "Controller.h"
#include "AppConfig.h"
#include <iostream>
#ifdef __cplusplus
extern "C" {
#endif
#include "DNA_camera_types.h"
#include "render_types.h"
#include "renderpipeline.h"
#include "BLI_blenlib.h"
#include "BPY_extern.h"
#ifdef __cplusplus
}
#endif
using namespace std;
#ifdef __cplusplus
extern "C" {
#endif
static Config::Path *pathconfig = NULL;
static Controller *controller = NULL;
static AppGLWidget *view = NULL;
void FRS_initialize(){
if( pathconfig == NULL )
pathconfig = new Config::Path;
if( controller == NULL )
controller = new Controller;
if( view == NULL )
view = new AppGLWidget;
controller->SetView(view);
}
void FRS_init_view(Render* re){
view->setWidth( re->winx );
view->setHeight( re->winy );
view->_camera->setScreenWidthAndHeight( re->winx, re->winy);
}
void FRS_init_camera(Render* re){
Object* maincam_obj = re->scene->camera;
Camera *cam = (Camera*) maincam_obj->data;
if(cam->type == CAM_PERSP){
view->_camera->setType(AppGLWidget_Camera::PERSPECTIVE);
view->_camera->setHorizontalFieldOfView( M_PI / 180.0f * cam->angle );
}
// else if (cam->type == CAM_ORTHO){
// view->_camera->setType(AppGLWidget_Camera::ORTHOGRAPHIC);
// // view->_camera->setFocusDistance does not seem to work
// // integrate cam->ortho_scale parameter
// }
Vec camPosition(maincam_obj->obmat[3][0], maincam_obj->obmat[3][1], maincam_obj->obmat[3][2]);
Vec camUp( re->viewmat[0][1], re->viewmat[1][1], re->viewmat[2][1]);
Vec camDirection( -re->viewmat[0][2], -re->viewmat[1][2], -re->viewmat[2][2]);
view->_camera->setPosition(camPosition);
view->_camera->setUpVector(camUp);
view->_camera->setViewDirection(camDirection);
}
void FRS_scene_3ds_export(Render* re) {
// export scene to 3ds format
string script_3ds_export = pathconfig->getProjectDir() +
Config::DIR_SEP + "python" +
Config::DIR_SEP + "3ds_export.py";
BPY_run_python_script( const_cast<char *>(script_3ds_export.c_str()) );
// load 3ds scene
char btempdir[255];
BLI_where_is_temp(btempdir,1);
string exported_3ds_file = btempdir;
exported_3ds_file += Config::DIR_SEP + "tmp_scene_freestyle.3ds";
if( BLI_exists( const_cast<char *>(exported_3ds_file.c_str()) ) ) {
controller->Load3DSFile( exported_3ds_file.c_str() );
}
else {
cout << "Cannot find" << exported_3ds_file << endl;
return;
}
}
void FRS_prepare(Render* re) {
FRS_initialize();
FRS_init_view(re);
FRS_init_camera(re);
FRS_scene_3ds_export(re);
}
void FRS_render(Render* re, int render_in_layer) {
if(render_in_layer) {
view->workingBuffer = GL_COLOR_ATTACHMENT0_EXT;
} else {
view->workingBuffer = GL_BACK;
}
// add style module
string style_module = pathconfig->getProjectDir() +
Config::DIR_SEP + "style_modules" +
Config::DIR_SEP + "contour.py";
controller->InsertStyleModule( 0, const_cast<char *>(style_module.c_str()) );
controller->toggleLayer(0, true);
// compute view map
controller->ComputeViewMap();
// build strokes
controller->DrawStrokes();
// render final result
view->draw();
}
void FRS_execute(Render* re, int render_in_layer) {
GLuint framebuffer, renderbuffers[2];
GLenum status;
RenderLayer *rl;
if(render_in_layer) {
cout << "Freestyle as a render layer - SETUP" << endl;
// set up frame buffer
glGenFramebuffersEXT(1, &framebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
// set up render buffer: one color buffer, one depth buffer
glGenRenderbuffersEXT(2, renderbuffers);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffers[0]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA16F_ARB, re->winx, re->winy);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, renderbuffers[0]);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffers[1]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, re->winx, re->winy);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, renderbuffers[1]);
// status verification
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT){
cout << "Framebuffer setup error" << endl;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteRenderbuffersEXT(2, renderbuffers);
glDeleteFramebuffersEXT(1, &framebuffer);
return;
}
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, re->winx, re->winy);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // really needed ?
}
FRS_render(re, render_in_layer);
if(render_in_layer) {
for(rl = (RenderLayer *)re->result->layers.first; rl; rl= rl->next) {
if(rl->layflag & SCE_LAY_FRS) {
cout << "Freestyle as a render layer - RESULT" << endl;
// transfer render to layer
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadPixels(0, 0, re->winx, re->winy, GL_RGBA, GL_FLOAT, rl->rectf );
// bind window
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDrawBuffer(GL_BACK);
glPopAttrib();
glDeleteRenderbuffersEXT(2, renderbuffers);
glDeleteFramebuffersEXT(1, &framebuffer);
}
}
} else {
// copy result into render window
RenderResult rres;
RE_GetResultImage(re, &rres);
view->readPixels(0, 0, re->winx, re->winy, AppGLWidget::RGBA, rres.rectf );
re->result->renlay = render_get_active_layer(re, re->result);
re->display_draw(re->result, NULL);
}
controller->CloseFile();
}
#ifdef __cplusplus
}
#endif
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