Welcome to mirror list, hosted at ThFree Co, Russian Federation.

BlenderStrokeRenderer.cpp « blender_interface « intern « freestyle « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 760c5c934552d9ceacecf8b40fec9239d943535b (plain)
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
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
/*
 * ***** 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.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
 *  \ingroup freestyle
 */

#include "BlenderStrokeRenderer.h"
#include "BlenderTextureManager.h"

#include "../application/AppConfig.h"
#include "../stroke/Canvas.h"

#include "BKE_global.h"

extern "C" {
#include "MEM_guardedalloc.h"

#include "DNA_camera_types.h"
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"

#include "BKE_customdata.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_library.h" /* free_libblock */
#include "BKE_main.h" /* struct Main */
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_scene.h"

#include "RE_pipeline.h"
}

namespace Freestyle {

BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : StrokeRenderer()
{
	freestyle_bmain = &re->freestyle_bmain;

	// TEMPORARY - need a  texture manager
	_textureManager = new BlenderTextureManager;
	_textureManager->load();

	// for stroke mesh generation
	_width = re->winx;
	_height = re->winy;

	old_scene = re->scene;

	char name[MAX_ID_NAME - 2];
	BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2);
	freestyle_scene = BKE_scene_add(freestyle_bmain, name);
	freestyle_scene->r.cfra = old_scene->r.cfra;
	freestyle_scene->r.mode = old_scene->r.mode &
	                          ~(R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR | R_BORDER);
	freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch
	freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch
	freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp;
	freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp;
	freestyle_scene->r.tilex = old_scene->r.tilex;
	freestyle_scene->r.tiley = old_scene->r.tiley;
	freestyle_scene->r.size = 100; // old_scene->r.size
	//freestyle_scene->r.maximsize = old_scene->r.maximsize; /* DEPRECATED */
	freestyle_scene->r.ocres = old_scene->r.ocres;
	freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag;
	freestyle_scene->r.scemode = old_scene->r.scemode & ~(R_SINGLE_LAYER | R_NO_FRAME_UPDATE);
	freestyle_scene->r.flag = old_scene->r.flag;
	freestyle_scene->r.threads = old_scene->r.threads;
	freestyle_scene->r.border.xmin = old_scene->r.border.xmin;
	freestyle_scene->r.border.ymin = old_scene->r.border.ymin;
	freestyle_scene->r.border.xmax = old_scene->r.border.xmax;
	freestyle_scene->r.border.ymax = old_scene->r.border.ymax;
	strcpy(freestyle_scene->r.pic, old_scene->r.pic);
	freestyle_scene->r.safety.xmin = old_scene->r.safety.xmin;
	freestyle_scene->r.safety.ymin = old_scene->r.safety.ymin;
	freestyle_scene->r.safety.xmax = old_scene->r.safety.xmax;
	freestyle_scene->r.safety.ymax = old_scene->r.safety.ymax;
	freestyle_scene->r.osa = old_scene->r.osa;
	freestyle_scene->r.filtertype = old_scene->r.filtertype;
	freestyle_scene->r.gauss = old_scene->r.gauss;
	freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
	BLI_strncpy(freestyle_scene->r.engine, old_scene->r.engine, sizeof(freestyle_scene->r.engine));
	freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA; 
	freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG;
	BKE_scene_disable_color_management(freestyle_scene);

	if (G.debug & G_DEBUG_FREESTYLE) {
		printf("%s: %d threads\n", __func__, freestyle_scene->r.threads);
	}

	// Render layer
	SceneRenderLayer *srl = (SceneRenderLayer *)freestyle_scene->r.layers.first;
	srl->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA;

	BKE_scene_set_background(freestyle_bmain, freestyle_scene);

	// Camera
	Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, OB_CAMERA);

	Camera *camera = (Camera *)object_camera->data;
	camera->type = CAM_ORTHO;
	camera->ortho_scale = max(re->rectx, re->recty);
	camera->clipsta = 0.1f;
	camera->clipend = 100.0f;

	_z_delta = 0.00001f;
	_z = camera->clipsta + _z_delta;

	object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx;
	object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty;
	object_camera->loc[2] = 1.0f;

	freestyle_scene->camera = object_camera;

	// Material
	material = BKE_material_add(freestyle_bmain, "stroke_material");
	material->mode |= MA_VERTEXCOLP;
	material->mode |= MA_TRANSP;
	material->mode |= MA_SHLESS;
	material->vcol_alpha = 1;

	// Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh())
	_mesh_id = 0xffffffff;
}

BlenderStrokeRenderer::~BlenderStrokeRenderer()
{
	if (0 != _textureManager) {
		delete _textureManager;
		_textureManager = NULL;
	}

	// The freestyle_scene object is not released here.  Instead,
	// the scene is released in free_all_freestyle_renders() in
	// source/blender/render/intern/source/pipeline.c, after the
	// compositor has finished.

	// release objects and data blocks
	for (Base *b = (Base *)freestyle_scene->base.first; b; b = b->next) {
		Object *ob = b->object;
		void *data = ob->data;
		char *name = ob->id.name;
#if 0
		if (G.debug & G_DEBUG_FREESTYLE) {
			cout << "removing " << name[0] << name[1] << ":" << (name+2) << endl;
		}
#endif
		switch (ob->type) {
		case OB_MESH:
			BKE_libblock_free(freestyle_bmain, ob);
			BKE_libblock_free(freestyle_bmain, data);
			break;
		case OB_CAMERA:
			BKE_libblock_free(freestyle_bmain, ob);
			BKE_libblock_free(freestyle_bmain, data);
			freestyle_scene->camera = NULL;
			break;
		default:
			cerr << "Warning: unexpected object in the scene: " << name[0] << name[1] << ":" << (name + 2) << endl;
		}
	}
	BLI_freelistN(&freestyle_scene->base);

	// release material
	BKE_libblock_free(freestyle_bmain, material);
}

float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
{
	float z = _z;
	BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
	if (!(_z < _z_delta * 100000.0f))
		self->_z_delta *= 10.0f;
	self->_z += _z_delta;
	return -z;
}

unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const
{
	unsigned mesh_id = _mesh_id;
	BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
	self->_mesh_id--;
	return mesh_id;
}

void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
{
	RenderStrokeRepBasic(iStrokeRep);
}

void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
{
	////////////////////
	//  Build up scene
	////////////////////

	vector<Strip*>& strips = iStrokeRep->getStrips();
	Strip::vertex_container::iterator v[3];
	StrokeVertexRep *svRep[3];
	/* Vec3r color[3]; */ /* UNUSED */
	unsigned int vertex_index, edge_index, loop_index;
	Vec2r p;

	for (vector<Strip*>::iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
		Strip::vertex_container& strip_vertices = (*s)->vertices();
		int strip_vertex_count = (*s)->sizeStrip();
		int xl, xu, yl, yu, n, visible_faces, visible_segments;
		bool visible;

		// iterate over all vertices and count visible faces and strip segments
		// (note: a strip segment is a series of visible faces, while two strip
		// segments are separated by one or more invisible faces)
		v[0] = strip_vertices.begin();
		v[1] = v[0] + 1;
		v[2] = v[0] + 2;
		visible_faces = visible_segments = 0;
		visible = false;
		for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
			svRep[0] = *(v[0]);
			svRep[1] = *(v[1]);
			svRep[2] = *(v[2]);
			xl = xu = yl = yu = 0;
			for (int j = 0; j < 3; j++) {
				p = svRep[j]->point2d();
				if (p[0] < 0.0)
					xl++;
				else if (p[0] > _width)
					xu++;
				if (p[1] < 0.0)
					yl++;
				else if (p[1] > _height)
					yu++;
			}
			if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
				visible = false;
			}
			else {
				visible_faces++;
				if (!visible)
					visible_segments++;
				visible = true;
			}
		}
		if (visible_faces == 0)
			continue;

		//me = Mesh.New()
#if 0
		Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, OB_MESH);
#else
		Object *object_mesh = NewMesh();
#endif
		Mesh *mesh = (Mesh *)object_mesh->data;
		mesh->mat = (Material **)MEM_mallocN(1 * sizeof(Material *), "MaterialList");
		mesh->mat[0] = material;
		mesh->totcol = 1;
		test_object_materials(freestyle_bmain, (ID *)mesh);

		// vertices allocation
		mesh->totvert = visible_faces + visible_segments * 2;
		mesh->mvert = (MVert *)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);

		// edges allocation
		mesh->totedge = visible_faces * 2 + visible_segments;
		mesh->medge = (MEdge *)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);

		// faces allocation
		mesh->totpoly = visible_faces;
		mesh->mpoly = (MPoly *)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);

		// loops allocation
		mesh->totloop = visible_faces * 3;
		mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);

		// colors allocation
		mesh->mloopcol = (MLoopCol *)CustomData_add_layer(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop);

		////////////////////
		//  Data copy
		////////////////////

		MVert *vertices = mesh->mvert;
		MEdge *edges = mesh->medge;
		MPoly *polys = mesh->mpoly;
		MLoop *loops = mesh->mloop;
		MLoopCol *colors = mesh->mloopcol;

		v[0] = strip_vertices.begin();
		v[1] = v[0] + 1;
		v[2] = v[0] + 2;

		vertex_index = edge_index = loop_index = 0;
		visible = false;

		// Note: Mesh generation in the following loop assumes stroke strips
		// to be triangle strips.
		for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
			svRep[0] = *(v[0]);
			svRep[1] = *(v[1]);
			svRep[2] = *(v[2]);
			xl = xu = yl = yu = 0;
			for (int j = 0; j < 3; j++) {
				p = svRep[j]->point2d();
				if (p[0] < 0.0)
					xl++;
				else if (p[0] > _width)
					xu++;
				if (p[1] < 0.0)
					yl++;
				else if (p[1] > _height)
					yu++;
			}
			if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
				visible = false;
			}
			else {
				if (!visible) {
					// first vertex
					vertices->co[0] = svRep[0]->point2d()[0];
					vertices->co[1] = svRep[0]->point2d()[1];
					vertices->co[2] = get_stroke_vertex_z();
					++vertices;
					++vertex_index;

					// second vertex
					vertices->co[0] = svRep[1]->point2d()[0];
					vertices->co[1] = svRep[1]->point2d()[1];
					vertices->co[2] = get_stroke_vertex_z();
					++vertices;
					++vertex_index;

					// first edge
					edges->v1 = vertex_index - 2;
					edges->v2 = vertex_index - 1;
					++edges;
					++edge_index;
				}
				visible = true;

				// vertex
				vertices->co[0] = svRep[2]->point2d()[0];
				vertices->co[1] = svRep[2]->point2d()[1];
				vertices->co[2] = get_stroke_vertex_z();
				++vertices;
				++vertex_index;

				// edges
				edges->v1 = vertex_index - 1;
				edges->v2 = vertex_index - 3;
				++edges;
				++edge_index;

				edges->v1 = vertex_index - 1;
				edges->v2 = vertex_index - 2;
				++edges;
				++edge_index;

				// poly
				polys->loopstart = loop_index;
				polys->totloop = 3;
				++polys;

				// loops
				if (n % 2 == 0) {
					loops[0].v = vertex_index - 1;
					loops[0].e = edge_index - 1;

					loops[1].v = vertex_index - 2;
					loops[1].e = edge_index - 3;

					loops[2].v = vertex_index - 3;
					loops[2].e = edge_index - 2;
				}
				else {
					loops[0].v = vertex_index - 1;
					loops[0].e = edge_index - 2;

					loops[1].v = vertex_index - 3;
					loops[1].e = edge_index - 3;

					loops[2].v = vertex_index - 2;
					loops[2].e = edge_index - 1;
				}
				loops += 3;
				loop_index += 3;

				// colors
				if (n % 2 == 0) {
					colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
					colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
					colors[0].b = (short)(255.0f * svRep[2]->color()[2]);
					colors[0].a = (short)(255.0f * svRep[2]->alpha());

					colors[1].r = (short)(255.0f * svRep[1]->color()[0]);
					colors[1].g = (short)(255.0f * svRep[1]->color()[1]);
					colors[1].b = (short)(255.0f * svRep[1]->color()[2]);
					colors[1].a = (short)(255.0f * svRep[1]->alpha());

					colors[2].r = (short)(255.0f * svRep[0]->color()[0]);
					colors[2].g = (short)(255.0f * svRep[0]->color()[1]);
					colors[2].b = (short)(255.0f * svRep[0]->color()[2]);
					colors[2].a = (short)(255.0f * svRep[0]->alpha());
				}
				else {
					colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
					colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
					colors[0].b = (short)(255.0f * svRep[2]->color()[2]);
					colors[0].a = (short)(255.0f * svRep[2]->alpha());

					colors[1].r = (short)(255.0f * svRep[0]->color()[0]);
					colors[1].g = (short)(255.0f * svRep[0]->color()[1]);
					colors[1].b = (short)(255.0f * svRep[0]->color()[2]);
					colors[1].a = (short)(255.0f * svRep[0]->alpha());

					colors[2].r = (short)(255.0f * svRep[1]->color()[0]);
					colors[2].g = (short)(255.0f * svRep[1]->color()[1]);
					colors[2].b = (short)(255.0f * svRep[1]->color()[2]);
					colors[2].a = (short)(255.0f * svRep[1]->alpha());
				}
				colors += 3;
			}
		} // loop over strip vertices
#if 0
		BKE_mesh_validate(mesh, true);
#endif
	} // loop over strips
}

// A replacement of BKE_object_add() for better performance.
Object *BlenderStrokeRenderer::NewMesh() const
{
	Object *ob;
	Base *base;
	char name[MAX_ID_NAME];
	unsigned int mesh_id = get_stroke_mesh_id();

	/* XXX this is for later review, for now we start names with 27 (DEL) 
	   to allow ignoring them in DAG_ids_check_recalc() */
	BLI_snprintf(name, MAX_ID_NAME, "%c0%08xOB", 27, mesh_id);
	ob = BKE_object_add_only_object(freestyle_bmain, OB_MESH, name);
	BLI_snprintf(name, MAX_ID_NAME, "%c0%08xME", 27, mesh_id);
	ob->data = BKE_mesh_add(freestyle_bmain, name);
	ob->lay = 1;

	base = BKE_scene_base_add(freestyle_scene, ob);
#if 0
	BKE_scene_base_deselect_all(scene);
	BKE_scene_base_select(scene, base);
#else
	(void)base;
#endif

	DAG_id_tag_update_ex(freestyle_bmain, &ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);

	return ob;
}

Render *BlenderStrokeRenderer::RenderScene(Render *re, bool render)
{
	Camera *camera = (Camera *)freestyle_scene->camera->data;
	if (camera->clipend < _z)
		camera->clipend = _z + _z_delta * 100.0f;
#if 0
	if (G.debug & G_DEBUG_FREESTYLE) {
		cout << "clipsta " << camera->clipsta << ", clipend " << camera->clipend << endl;
	}
#endif

	Render *freestyle_render = RE_NewRender(freestyle_scene->id.name);

	RE_RenderFreestyleStrokes(freestyle_render, freestyle_bmain, freestyle_scene, render);

	return freestyle_render;
}

} /* namespace Freestyle */