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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) {
		// 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(); 
		
		// 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();
	}

	void FRS_execute(Render* re, bool render_in_layer) {
		
		//if(render_in_layer)
		// set-up offscreen rendering
		
		FRS_render(re);
	}
	
#ifdef __cplusplus
}
#endif