1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
|
#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
|