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BlenderStrokeRenderer.h « blender_interface « intern « freestyle « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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.
 */

#ifndef __BLENDER_STROKE_RENDERER_H__
#define __BLENDER_STROKE_RENDERER_H__

/** \file
 * \ingroup freestyle
 */

#include "../stroke/StrokeRenderer.h"
#include "../system/FreestyleConfig.h"

extern "C" {
struct Depsgraph;
struct GHash;
struct Main;
struct Material;
struct Object;
struct Render;
struct Scene;
struct bContext;
struct bNodeTree;
}

namespace Freestyle {

class BlenderStrokeRenderer : public StrokeRenderer {
 public:
  BlenderStrokeRenderer(Render *re, int render_count);
  virtual ~BlenderStrokeRenderer();

  /*! Renders a stroke rep */
  virtual void RenderStrokeRep(StrokeRep *iStrokeRep) const;
  virtual void RenderStrokeRepBasic(StrokeRep *iStrokeRep) const;

  Object *NewMesh() const;

  struct StrokeGroup {
    explicit StrokeGroup() : totvert(0), totedge(0), totpoly(0), totloop(0), totcol(0)
    {
    }
    vector<StrokeRep *> strokes;
    int totvert;
    int totedge;
    int totpoly;
    int totloop;
    int totcol;
  };
  vector<StrokeGroup *> strokeGroups, texturedStrokeGroups;

  int GenerateScene();
  void GenerateStrokeMesh(StrokeGroup *group, bool hasTex);
  void FreeStrokeGroups();

  Render *RenderScene(Render *re, bool render);

  static Material *GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user);

 protected:
  Main *freestyle_bmain;
  Scene *old_scene;
  Scene *freestyle_scene;
  Depsgraph *freestyle_depsgraph;
  bContext *_context;
  float _width, _height;
  float _z, _z_delta;
  unsigned int _mesh_id;
  bool _use_shading_nodes;
  struct GHash *_nodetree_hash;

  static const char *uvNames[];

  int get_stroke_count() const;
  float get_stroke_vertex_z(void) const;
  unsigned int get_stroke_mesh_id(void) const;
  bool test_triangle_visibility(StrokeVertexRep *svRep[3]) const;
  void test_strip_visibility(Strip::vertex_container &strip_vertices,
                             int *visible_faces,
                             int *visible_segments) const;

  vector<StrokeRep *> _strokeReps;

#ifdef WITH_CXX_GUARDEDALLOC
  MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:BlenderStrokeRenderer")
#endif
};

} /* namespace Freestyle */

#endif  // __BLENDER_STROKE_RENDERER_H__