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/*
* ***** 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/application/AppView.cpp
* \ingroup freestyle
*/
/* This header file needs to be included first, in order to avoid a
compilation with MinGW (see the commit log of revision 28253) */
extern "C" {
#include "BLI_jitter.h"
}
#include <iostream>
#include "Controller.h"
#include "AppConfig.h"
#include "AppView.h"
#include "../view_map/Silhouette.h"
#include "../view_map/ViewMap.h"
#include "../scene_graph/LineRep.h"
#include "../scene_graph/NodeLight.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/VertexRep.h"
#include "../stroke/Canvas.h"
#include "../system/StringUtils.h"
extern "C" {
#include "BLI_blenlib.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#if 1 // FRS_antialiasing
# include "BKE_global.h"
# include "DNA_scene_types.h"
#endif
#include "FRS_freestyle.h"
}
AppView::AppView(const char *iName)
{
_Fovy = DEG2RADF(30.0f);
_ModelRootNode = new NodeDrawingStyle;
_SilhouetteRootNode = new NodeDrawingStyle;
_DebugRootNode = new NodeDrawingStyle;
_RootNode.AddChild(_ModelRootNode);
_SilhouetteRootNode->setStyle(DrawingStyle::LINES);
_SilhouetteRootNode->setLightingEnabled(false);
_SilhouetteRootNode->setLineWidth(2.0f);
_SilhouetteRootNode->setPointSize(3.0f);
_RootNode.AddChild(_SilhouetteRootNode);
_DebugRootNode->setStyle(DrawingStyle::LINES);
_DebugRootNode->setLightingEnabled(false);
_DebugRootNode->setLineWidth(1.0f);
_RootNode.AddChild(_DebugRootNode);
_minBBox = __min(__min(_ModelRootNode->bbox().getMin()[0], _ModelRootNode->bbox().getMin()[1]),
_ModelRootNode->bbox().getMin()[2]);
_maxBBox = __max(__max(_ModelRootNode->bbox().getMax()[0], _ModelRootNode->bbox().getMax()[1]),
_ModelRootNode->bbox().getMax()[2]);
_maxAbs = __max(rabs(_minBBox), rabs(_maxBBox));
_minAbs = __min(rabs(_minBBox), rabs(_maxBBox));
_p2DSelectionNode = new NodeDrawingStyle;
_p2DSelectionNode->setLightingEnabled(false);
_p2DSelectionNode->setStyle(DrawingStyle::LINES);
_p2DSelectionNode->setLineWidth(5.0f);
_p2DNode.AddChild(_p2DSelectionNode);
NodeLight *light = new NodeLight;
_Light.AddChild(light);
}
AppView::~AppView()
{
int ref = _RootNode.destroy();
_Light.destroy();
ref = _p2DNode.destroy();
}
real AppView::distanceToSceneCenter()
{
BBox<Vec3r> bbox = _ModelRootNode->bbox();
Vec3r v(freestyle_viewpoint[0], freestyle_viewpoint[1], freestyle_viewpoint[2]);
v -= 0.5 * (bbox.getMin() + bbox.getMax());
return v.norm();
}
real AppView::znear()
{
BBox<Vec3r> bbox = _ModelRootNode->bbox();
Vec3r u = bbox.getMin();
Vec3r v = bbox.getMax();
Vec3r cameraCenter(freestyle_viewpoint[0], freestyle_viewpoint[1], freestyle_viewpoint[2]);
Vec3r w1(u[0], u[1], u[2]);
Vec3r w2(v[0], u[1], u[2]);
Vec3r w3(u[0], v[1], u[2]);
Vec3r w4(v[0], v[1], u[2]);
Vec3r w5(u[0], u[1], v[2]);
Vec3r w6(v[0], u[1], v[2]);
Vec3r w7(u[0], v[1], v[2]);
Vec3r w8(v[0], v[1], v[2]);
real _znear = __min((w1 - cameraCenter).norm(),
__min((w2 - cameraCenter).norm(),
__min((w3 - cameraCenter).norm(),
__min((w4 - cameraCenter).norm(),
__min((w5 - cameraCenter).norm(),
__min((w6 - cameraCenter).norm(),
__min((w7 - cameraCenter).norm(),
(w8 - cameraCenter).norm()
)
)
)
)
)
)
);
return __max(_znear, 0.001);
}
real AppView::zfar()
{
BBox<Vec3r> bbox = _ModelRootNode->bbox();
Vec3r u = bbox.getMin();
Vec3r v = bbox.getMax();
Vec3r cameraCenter(freestyle_viewpoint[0], freestyle_viewpoint[1], freestyle_viewpoint[2]);
Vec3r w1(u[0], u[1], u[2]);
Vec3r w2(v[0], u[1], u[2]);
Vec3r w3(u[0], v[1], u[2]);
Vec3r w4(v[0], v[1], u[2]);
Vec3r w5(u[0], u[1], v[2]);
Vec3r w6(v[0], u[1], v[2]);
Vec3r w7(u[0], v[1], v[2]);
Vec3r w8(v[0], v[1], v[2]);
real _zfar = __max((w1 - cameraCenter).norm(),
__max((w2 - cameraCenter).norm(),
__max((w3 - cameraCenter).norm(),
__max((w4 - cameraCenter).norm(),
__max((w5 - cameraCenter).norm(),
__max((w6 - cameraCenter).norm(),
__max((w7 - cameraCenter).norm(),
(w8 - cameraCenter).norm()
)
)
)
)
)
)
);
return _zfar;
}
real AppView::GetFocalLength()
{
real Near = __max(0.1, (real)(-2.0f * _maxAbs + distanceToSceneCenter()));
return Near;
}
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