Files
blender/source/blender/freestyle/intern/application/Controller.cpp
Tamito Kajiyama c8e9832be3 Fix T48320: Freestyle renders wrong edges of objects which in the other RenderLayer.
FSAA sample files in EXR format are no longer always updated (after some
changes between 2.73 and 2.74 releases), and the reported bug was caused
by old samples from a previous frame that were being merged by mistake.

The present revision addresses the documented issue by entirely skipping
the rendering of auto-generated scenes when there are no Freestyle strokes
to render, which suppresses sample merging of the render layers that were
not rendered.
2016-05-05 23:15:52 +09:00

1123 lines
27 KiB
C++

/*
* ***** 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/application/Controller.cpp
* \ingroup freestyle
*/
extern "C" {
#include <Python.h>
}
#include <string>
#include <fstream>
#include <float.h>
#include "AppView.h"
#include "AppCanvas.h"
#include "AppConfig.h"
#include "Controller.h"
#include "../image/Image.h"
#include "../scene_graph/NodeDrawingStyle.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/NodeTransform.h"
#include "../scene_graph/NodeSceneRenderLayer.h"
#include "../scene_graph/ScenePrettyPrinter.h"
#include "../scene_graph/VertexRep.h"
#include "../stroke/PSStrokeRenderer.h"
#include "../stroke/TextStrokeRenderer.h"
#include "../stroke/StrokeTesselator.h"
#include "../stroke/StyleModule.h"
#include "../system/StringUtils.h"
#include "../system/PythonInterpreter.h"
#include "../view_map/SteerableViewMap.h"
#include "../view_map/ViewMap.h"
#include "../view_map/ViewMapIO.h"
#include "../view_map/ViewMapTesselator.h"
#include "../winged_edge/Curvature.h"
#include "../winged_edge/WEdge.h"
#include "../winged_edge/WingedEdgeBuilder.h"
#include "../winged_edge/WXEdgeBuilder.h"
#include "../blender_interface/BlenderFileLoader.h"
#include "../blender_interface/BlenderStrokeRenderer.h"
#include "../blender_interface/BlenderStyleModule.h"
#include "BKE_global.h"
#include "BLI_utildefines.h"
#include "BLI_path_util.h"
#include "DNA_freestyle_types.h"
#include "FRS_freestyle.h"
namespace Freestyle {
Controller::Controller()
{
const string sep(Config::DIR_SEP.c_str());
#if 0
const string filename = Config::Path::getInstance()->getHomeDir() + sep + Config::OPTIONS_DIR + sep +
Config::OPTIONS_CURRENT_DIRS_FILE;
_current_dirs = new ConfigIO(filename, Config::APPLICATION_NAME + "CurrentDirs", true);
#endif
_RootNode = new NodeGroup;
_RootNode->addRef();
#if 0
_SilhouetteNode = NULL;
_ProjectedSilhouette = NULL;
_VisibleProjectedSilhouette = NULL;
_DebugNode = new NodeGroup;
_DebugNode->addRef();
#endif
_winged_edge = NULL;
_pView = NULL;
_pRenderMonitor = NULL;
_edgeTesselationNature = (Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE);
_ProgressBar = new ProgressBar;
_SceneNumFaces = 0;
#if 0
_minEdgeSize = DBL_MAX;
#endif
_EPSILON = 1.0e-6;
_bboxDiag = 0;
_ViewMap = 0;
_Canvas = 0;
_VisibilityAlgo = ViewMapBuilder::ray_casting_adaptive_traditional;
//_VisibilityAlgo = ViewMapBuilder::ray_casting;
_Canvas = new AppCanvas;
_inter = new PythonInterpreter();
_EnableViewMapCache = false;
_EnableQI = true;
_EnableFaceSmoothness = false;
_ComputeRidges = true;
_ComputeSteerableViewMap = false;
_ComputeSuggestive = true;
_ComputeMaterialBoundaries = true;
_sphereRadius = 1.0;
_creaseAngle = 134.43;
prevSceneHash = -1.0;
init_options();
}
Controller::~Controller()
{
if (NULL != _RootNode) {
int ref = _RootNode->destroy();
if (0 == ref)
delete _RootNode;
}
#if 0
if (NULL != _SilhouetteNode) {
int ref = _SilhouetteNode->destroy();
if (0 == ref)
delete _SilhouetteNode;
}
if (NULL != _DebugNode) {
int ref = _DebugNode->destroy();
if (0 == ref)
delete _DebugNode;
}
#endif
if (_winged_edge) {
delete _winged_edge;
_winged_edge = NULL;
}
if (0 != _ViewMap) {
delete _ViewMap;
_ViewMap = 0;
}
if (0 != _Canvas) {
delete _Canvas;
_Canvas = 0;
}
if (_inter) {
delete _inter;
_inter = NULL;
}
if (_ProgressBar) {
delete _ProgressBar;
_ProgressBar = NULL;
}
//delete _current_dirs;
}
void Controller::setView(AppView *iView)
{
if (NULL == iView)
return;
_pView = iView;
_Canvas->setViewer(_pView);
}
void Controller::setRenderMonitor(RenderMonitor *iRenderMonitor)
{
_pRenderMonitor = iRenderMonitor;
}
void Controller::setPassDiffuse(float *buf, int width, int height)
{
AppCanvas *app_canvas = dynamic_cast<AppCanvas *>(_Canvas);
BLI_assert(app_canvas != 0);
app_canvas->setPassDiffuse(buf, width, height);
}
void Controller::setPassZ(float *buf, int width, int height)
{
AppCanvas *app_canvas = dynamic_cast<AppCanvas *>(_Canvas);
BLI_assert(app_canvas != 0);
app_canvas->setPassZ(buf, width, height);
}
void Controller::setContext(bContext *C)
{
PythonInterpreter *py_inter = dynamic_cast<PythonInterpreter*>(_inter);
py_inter->setContext(C);
}
bool Controller::hitViewMapCache()
{
if (!_EnableViewMapCache) {
return false;
}
if (sceneHashFunc.match()) {
return (NULL != _ViewMap);
}
sceneHashFunc.store();
return false;
}
int Controller::LoadMesh(Render *re, SceneRenderLayer *srl)
{
BlenderFileLoader loader(re, srl);
loader.setRenderMonitor(_pRenderMonitor);
_Chrono.start();
NodeGroup *blenderScene = loader.Load();
if (blenderScene == NULL) {
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Cannot load scene" << endl;
}
return 1;
}
if (blenderScene->numberOfChildren() < 1) {
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Empty scene" << endl;
}
blenderScene->destroy();
delete blenderScene;
return 1;
}
real duration = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Scene loaded" << endl;
printf("Mesh cleaning : %lf\n", duration);
printf("View map cache : %s\n", _EnableViewMapCache ? "enabled" : "disabled");
}
_SceneNumFaces += loader.numFacesRead();
#if 0
if (loader.minEdgeSize() < _minEdgeSize) {
_minEdgeSize = loader.minEdgeSize();
}
#endif
#if 0 // DEBUG
ScenePrettyPrinter spp;
blenderScene->accept(spp);
#endif
_RootNode->AddChild(blenderScene);
_RootNode->UpdateBBox(); // FIXME: Correct that by making a Renderer to compute the bbox
_pView->setModel(_RootNode);
//_pView->FitBBox();
if (_pRenderMonitor->testBreak())
return 0;
if (_EnableViewMapCache) {
NodeCamera *cam;
if (g_freestyle.proj[3][3] != 0.0)
cam = new NodeOrthographicCamera;
else
cam = new NodePerspectiveCamera;
double proj[16];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
proj[i * 4 + j] = g_freestyle.proj[i][j];
}
}
cam->setProjectionMatrix(proj);
_RootNode->AddChild(cam);
_RootNode->AddChild(new NodeSceneRenderLayer(*re->scene, *srl));
sceneHashFunc.reset();
//blenderScene->accept(sceneHashFunc);
_RootNode->accept(sceneHashFunc);
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Scene hash : " << sceneHashFunc.toString() << endl;
}
if (hitViewMapCache()) {
ClearRootNode();
return 0;
}
else {
delete _ViewMap;
_ViewMap = NULL;
}
}
_Chrono.start();
WXEdgeBuilder wx_builder;
wx_builder.setRenderMonitor(_pRenderMonitor);
blenderScene->accept(wx_builder);
_winged_edge = wx_builder.getWingedEdge();
duration = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
printf("WEdge building : %lf\n", duration);
}
#if 0
_pView->setDebug(_DebugNode);
// delete stuff
if (0 != ws_builder) {
delete ws_builder;
ws_builder = 0;
}
soc QFileInfo qfi(iFileName);
soc string basename((const char*)qfi.fileName().toAscii().data());
char cleaned[FILE_MAX];
BLI_strncpy(cleaned, iFileName, FILE_MAX);
BLI_cleanup_file(NULL, cleaned);
string basename = string(cleaned);
#endif
_ListOfModels.push_back("Blender_models");
_Scene3dBBox = _RootNode->bbox();
_bboxDiag = (_RootNode->bbox().getMax() - _RootNode->bbox().getMin()).norm();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Triangles nb : " << _SceneNumFaces << " imported, " <<
_winged_edge->getNumFaces() << " retained" << endl;
cout << "Bounding Box : " << _bboxDiag << endl;
}
ClearRootNode();
_SceneNumFaces = _winged_edge->getNumFaces();
if (_SceneNumFaces == 0) {
DeleteWingedEdge();
return 1;
}
return 0;
}
void Controller::CloseFile()
{
WShape::setCurrentId(0);
_ListOfModels.clear();
// We deallocate the memory:
ClearRootNode();
DeleteWingedEdge();
DeleteViewMap();
// clears the canvas
_Canvas->Clear();
// soc: reset passes
setPassDiffuse(NULL, 0, 0);
setPassZ(NULL, 0, 0);
}
void Controller::ClearRootNode()
{
_pView->DetachModel();
if (NULL != _RootNode) {
int ref = _RootNode->destroy();
if (0 == ref)
_RootNode->addRef();
_RootNode->clearBBox();
}
}
void Controller::DeleteWingedEdge()
{
if (_winged_edge) {
delete _winged_edge;
_winged_edge = NULL;
}
// clears the grid
_Grid.clear();
_Scene3dBBox.clear();
_SceneNumFaces = 0;
#if 0
_minEdgeSize = DBL_MAX;
#endif
}
void Controller::DeleteViewMap(bool freeCache)
{
#if 0
_pView->DetachSilhouette();
if (NULL != _SilhouetteNode) {
int ref = _SilhouetteNode->destroy();
if (0 == ref) {
delete _SilhouetteNode;
_SilhouetteNode = NULL;
}
}
if (NULL != _ProjectedSilhouette) {
int ref = _ProjectedSilhouette->destroy();
if (0 == ref) {
delete _ProjectedSilhouette;
_ProjectedSilhouette = NULL;
}
}
if (NULL != _VisibleProjectedSilhouette) {
int ref = _VisibleProjectedSilhouette->destroy();
if (0 == ref) {
delete _VisibleProjectedSilhouette;
_VisibleProjectedSilhouette = NULL;
}
}
_pView->DetachDebug();
if (NULL != _DebugNode) {
int ref = _DebugNode->destroy();
if (0 == ref)
_DebugNode->addRef();
}
#endif
if (NULL != _ViewMap) {
if (freeCache || !_EnableViewMapCache) {
delete _ViewMap;
_ViewMap = NULL;
prevSceneHash = -1.0;
}
else {
_ViewMap->Clean();
}
}
}
void Controller::ComputeViewMap()
{
if (!_ListOfModels.size())
return;
DeleteViewMap(true);
// retrieve the 3D viewpoint and transformations information
//----------------------------------------------------------
// Save the viewpoint context at the view level in order
// to be able to restore it later:
// Restore the context of view:
// we need to perform all these operations while the
// 3D context is on.
Vec3f vp(UNPACK3(g_freestyle.viewpoint));
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "mv" << endl;
}
#endif
real mv[4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
mv[i][j] = g_freestyle.mv[i][j];
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << mv[i][j] << " ";
}
#endif
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << endl;
}
#endif
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\nproj" << endl;
}
#endif
real proj[4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
proj[i][j] = g_freestyle.proj[i][j];
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << proj[i][j] << " ";
}
#endif
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << endl;
}
#endif
}
int viewport[4];
for (int i = 0; i < 4; i++)
viewport[i] = g_freestyle.viewport[i];
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\nfocal:" << _pView->GetFocalLength() << endl << endl;
}
#endif
// Flag the WXEdge structure for silhouette edge detection:
//----------------------------------------------------------
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\n=== Detecting silhouette edges ===" << endl;
}
_Chrono.start();
edgeDetector.setViewpoint(vp);
edgeDetector.enableOrthographicProjection(proj[3][3] != 0.0);
edgeDetector.enableRidgesAndValleysFlag(_ComputeRidges);
edgeDetector.enableSuggestiveContours(_ComputeSuggestive);
edgeDetector.enableMaterialBoundaries(_ComputeMaterialBoundaries);
edgeDetector.enableFaceSmoothness(_EnableFaceSmoothness);
edgeDetector.setCreaseAngle(_creaseAngle);
edgeDetector.setSphereRadius(_sphereRadius);
edgeDetector.setSuggestiveContourKrDerivativeEpsilon(_suggestiveContourKrDerivativeEpsilon);
edgeDetector.setRenderMonitor(_pRenderMonitor);
edgeDetector.processShapes(*_winged_edge);
real duration = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
printf("Feature lines : %lf\n", duration);
}
if (_pRenderMonitor->testBreak())
return;
// Builds the view map structure from the flagged WSEdge structure:
//----------------------------------------------------------
ViewMapBuilder vmBuilder;
vmBuilder.setEnableQI(_EnableQI);
vmBuilder.setViewpoint(vp);
vmBuilder.setTransform(mv, proj, viewport, _pView->GetFocalLength(), _pView->GetAspect(), _pView->GetFovyRadian());
vmBuilder.setFrustum(_pView->znear(), _pView->zfar());
vmBuilder.setGrid(&_Grid);
vmBuilder.setRenderMonitor(_pRenderMonitor);
#if 0
// Builds a tesselated form of the silhouette for display purpose:
//---------------------------------------------------------------
ViewMapTesselator3D sTesselator3d;
ViewMapTesselator2D sTesselator2d;
sTesselator2d.setNature(_edgeTesselationNature);
sTesselator3d.setNature(_edgeTesselationNature);
#endif
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\n=== Building the view map ===" << endl;
}
_Chrono.start();
// Build View Map
_ViewMap = vmBuilder.BuildViewMap(*_winged_edge, _VisibilityAlgo, _EPSILON, _Scene3dBBox, _SceneNumFaces);
_ViewMap->setScene3dBBox(_Scene3dBBox);
if (G.debug & G_DEBUG_FREESTYLE) {
printf("ViewMap edge count : %i\n", _ViewMap->viewedges_size());
}
#if 0
// Tesselate the 3D edges:
_SilhouetteNode = sTesselator3d.Tesselate(_ViewMap);
_SilhouetteNode->addRef();
// Tesselate 2D edges
_ProjectedSilhouette = sTesselator2d.Tesselate(_ViewMap);
_ProjectedSilhouette->addRef();
#endif
duration = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
printf("ViewMap building : %lf\n", duration);
}
#if 0
_pView->AddSilhouette(_SilhouetteNode);
_pView->AddSilhouette(_WRoot);
_pView->Add2DSilhouette(_ProjectedSilhouette);
_pView->Add2DVisibleSilhouette(_VisibleProjectedSilhouette);
_pView->AddDebug(_DebugNode);
#endif
// Draw the steerable density map:
//--------------------------------
if (_ComputeSteerableViewMap) {
ComputeSteerableViewMap();
}
// Reset Style modules modification flags
resetModified(true);
DeleteWingedEdge();
}
void Controller::ComputeSteerableViewMap()
{
#if 0 //soc
if ((!_Canvas) || (!_ViewMap))
return;
// Build 4 nodes containing the edges in the 4 directions
NodeGroup *ng[Canvas::NB_STEERABLE_VIEWMAP];
unsigned i;
real c = 32.0f/255.0f; // see SteerableViewMap::readSteerableViewMapPixel() for information about this 32.
for (i = 0; i < Canvas::NB_STEERABLE_VIEWMAP; ++i) {
ng[i] = new NodeGroup;
}
NodeShape *completeNS = new NodeShape;
completeNS->material().setDiffuse(c,c,c,1);
ng[Canvas::NB_STEERABLE_VIEWMAP-1]->AddChild(completeNS);
SteerableViewMap * svm = _Canvas->getSteerableViewMap();
svm->Reset();
ViewMap::fedges_container& fedges = _ViewMap->FEdges();
LineRep * fRep;
NodeShape *ns;
for (ViewMap::fedges_container::iterator f = fedges.begin(), fend = fedges.end();
f != fend;
++f)
{
if ((*f)->viewedge()->qi() != 0)
continue;
fRep = new LineRep((*f)->vertexA()->point2d(), (*f)->vertexB()->point2d());
completeNS->AddRep(fRep); // add to the complete map anyway
double *oweights = svm->AddFEdge(*f);
for (i = 0; i < (Canvas::NB_STEERABLE_VIEWMAP - 1); ++i) {
ns = new NodeShape;
double wc = oweights[i]*c;
if (oweights[i] == 0)
continue;
ns->material().setDiffuse(wc, wc, wc, 1);
ns->AddRep(fRep);
ng[i]->AddChild(ns);
}
}
GrayImage *img[Canvas::NB_STEERABLE_VIEWMAP];
//#ifdef WIN32
QGLBasicWidget offscreenBuffer(_pView, "SteerableViewMap", _pView->width(), _pView->height());
QPixmap pm;
QImage qimg;
for (i = 0; i < Canvas::NB_STEERABLE_VIEWMAP; ++i) {
offscreenBuffer.AddNode(ng[i]);
#if 0
img[i] = new GrayImage(_pView->width(), _pView->height());
offscreenBuffer.readPixels(0,0,_pView->width(), _pView->height(), img[i]->getArray());
#endif
pm = offscreenBuffer.renderPixmap(_pView->width(), _pView->height());
if (pm.isNull()) {
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "BuildViewMap Warning: couldn't render the steerable ViewMap" << endl;
}
}
//pm.save(QString("steerable") + QString::number(i) + QString(".bmp"), "BMP");
// FIXME!! Lost of time !
qimg = pm.toImage();
// FIXME !! again!
img[i] = new GrayImage(_pView->width(), _pView->height());
for (unsigned int y = 0; y < img[i]->height(); ++y) {
for (unsigned int x = 0; x < img[i]->width(); ++x) {
//img[i]->setPixel(x, y, (float)qGray(qimg.pixel(x, y)) / 255.0f);
img[i]->setPixel(x, y, (float)qGray(qimg.pixel(x, y)));
//float c = qGray(qimg.pixel(x, y));
//img[i]->setPixel(x, y, qGray(qimg.pixel(x, y)));
}
}
offscreenBuffer.DetachNode(ng[i]);
ng[i]->destroy();
delete ng[i];
// check
#if 0
qimg = QImage(_pView->width(), _pView->height(), 32);
for (unsigned int y = 0; y < img[i]->height(); ++y) {
for (unsigned int x = 0; x < img[i]->width(); ++x) {
float v = img[i]->pixel(x, y);
qimg.setPixel(x, y, qRgb(v, v, v));
}
}
qimg.save(QString("newsteerable") + QString::number(i) + QString(".bmp"), "BMP");
#endif
}
svm->buildImagesPyramids(img, false, 0, 1.0f);
#endif
}
void Controller::saveSteerableViewMapImages()
{
SteerableViewMap * svm = _Canvas->getSteerableViewMap();
if (!svm) {
cerr << "the Steerable ViewMap has not been computed yet" << endl;
return;
}
svm->saveSteerableViewMap();
}
void Controller::toggleVisibilityAlgo()
{
if (_VisibilityAlgo == ViewMapBuilder::ray_casting) {
_VisibilityAlgo = ViewMapBuilder::ray_casting_fast;
}
else if (_VisibilityAlgo == ViewMapBuilder::ray_casting_fast) {
_VisibilityAlgo = ViewMapBuilder::ray_casting_very_fast;
}
else {
_VisibilityAlgo = ViewMapBuilder::ray_casting;
}
}
void Controller::setVisibilityAlgo(int algo)
{
switch (algo) {
case FREESTYLE_ALGO_REGULAR:
_VisibilityAlgo = ViewMapBuilder::ray_casting;
break;
case FREESTYLE_ALGO_FAST:
_VisibilityAlgo = ViewMapBuilder::ray_casting_fast;
break;
case FREESTYLE_ALGO_VERYFAST:
_VisibilityAlgo = ViewMapBuilder::ray_casting_very_fast;
break;
case FREESTYLE_ALGO_CULLED_ADAPTIVE_TRADITIONAL:
_VisibilityAlgo = ViewMapBuilder::ray_casting_culled_adaptive_traditional;
break;
case FREESTYLE_ALGO_ADAPTIVE_TRADITIONAL:
_VisibilityAlgo = ViewMapBuilder::ray_casting_adaptive_traditional;
break;
case FREESTYLE_ALGO_CULLED_ADAPTIVE_CUMULATIVE:
_VisibilityAlgo = ViewMapBuilder::ray_casting_culled_adaptive_cumulative;
break;
case FREESTYLE_ALGO_ADAPTIVE_CUMULATIVE:
_VisibilityAlgo = ViewMapBuilder::ray_casting_adaptive_cumulative;
break;
}
}
int Controller::getVisibilityAlgo()
{
switch (_VisibilityAlgo) {
case ViewMapBuilder::ray_casting:
return FREESTYLE_ALGO_REGULAR;
case ViewMapBuilder::ray_casting_fast:
return FREESTYLE_ALGO_FAST;
case ViewMapBuilder::ray_casting_very_fast:
return FREESTYLE_ALGO_VERYFAST;
case ViewMapBuilder::ray_casting_culled_adaptive_traditional:
return FREESTYLE_ALGO_CULLED_ADAPTIVE_TRADITIONAL;
case ViewMapBuilder::ray_casting_adaptive_traditional:
return FREESTYLE_ALGO_ADAPTIVE_TRADITIONAL;
case ViewMapBuilder::ray_casting_culled_adaptive_cumulative:
return FREESTYLE_ALGO_CULLED_ADAPTIVE_CUMULATIVE;
case ViewMapBuilder::ray_casting_adaptive_cumulative:
return FREESTYLE_ALGO_ADAPTIVE_CUMULATIVE;
}
// ray_casting_adaptive_traditional is the most exact replacement
// for legacy code
return FREESTYLE_ALGO_ADAPTIVE_TRADITIONAL;
}
void Controller::setViewMapCache(bool iBool)
{
_EnableViewMapCache = iBool;
}
bool Controller::getViewMapCache() const
{
return _EnableViewMapCache;
}
void Controller::setQuantitativeInvisibility(bool iBool)
{
_EnableQI = iBool;
}
bool Controller::getQuantitativeInvisibility() const
{
return _EnableQI;
}
void Controller::setFaceSmoothness(bool iBool)
{
_EnableFaceSmoothness = iBool;
}
bool Controller::getFaceSmoothness() const
{
return _EnableFaceSmoothness;
}
void Controller::setComputeRidgesAndValleysFlag(bool iBool)
{
_ComputeRidges = iBool;
}
bool Controller::getComputeRidgesAndValleysFlag() const
{
return _ComputeRidges;
}
void Controller::setComputeSuggestiveContoursFlag(bool b)
{
_ComputeSuggestive = b;
}
bool Controller::getComputeSuggestiveContoursFlag() const
{
return _ComputeSuggestive;
}
void Controller::setComputeMaterialBoundariesFlag(bool b)
{
_ComputeMaterialBoundaries = b;
}
bool Controller::getComputeMaterialBoundariesFlag() const
{
return _ComputeMaterialBoundaries;
}
void Controller::setComputeSteerableViewMapFlag(bool iBool)
{
_ComputeSteerableViewMap = iBool;
}
bool Controller::getComputeSteerableViewMapFlag() const
{
return _ComputeSteerableViewMap;
}
int Controller::DrawStrokes()
{
if (_ViewMap == 0)
return 0;
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\n=== Stroke drawing ===" << endl;
}
_Chrono.start();
_Canvas->Draw();
real d = _Chrono.stop();
int strokeCount = _Canvas->getStrokeCount();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Strokes generation : " << d << endl;
cout << "Stroke count : " << strokeCount << endl;
}
resetModified();
DeleteViewMap();
return strokeCount;
}
void Controller::ResetRenderCount()
{
_render_count = 0;
}
Render *Controller::RenderStrokes(Render *re, bool render)
{
int totmesh = 0;
_Chrono.start();
BlenderStrokeRenderer *blenderRenderer = new BlenderStrokeRenderer(re, ++_render_count);
if (render) {
_Canvas->Render(blenderRenderer);
totmesh = blenderRenderer->GenerateScene();
}
real d = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Temporary scene generation: " << d << endl;
}
_Chrono.start();
Render *freestyle_render = blenderRenderer->RenderScene(re, render);
d = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Stroke rendering : " << d << endl;
uintptr_t mem_in_use = MEM_get_memory_in_use();
uintptr_t mmap_in_use = MEM_get_mapped_memory_in_use();
uintptr_t peak_memory = MEM_get_peak_memory();
float megs_used_memory = (mem_in_use - mmap_in_use) / (1024.0 * 1024.0);
float mmap_used_memory = (mmap_in_use) / (1024.0 * 1024.0);
float megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
printf("%d objs, %d verts, %d faces, mem %.2fM (%.2fM, peak %.2fM)\n",
totmesh, freestyle_render->i.totvert, freestyle_render->i.totface,
megs_used_memory, mmap_used_memory, megs_peak_memory);
}
delete blenderRenderer;
return freestyle_render;
}
void Controller::InsertStyleModule(unsigned index, const char *iFileName)
{
if (!BLI_testextensie(iFileName, ".py")) {
cerr << "Error: Cannot load \"" << string(iFileName) << "\", unknown extension" << endl;
return;
}
StyleModule *sm = new StyleModule(iFileName, _inter);
_Canvas->InsertStyleModule(index, sm);
}
void Controller::InsertStyleModule(unsigned index, const char *iName, const char *iBuffer)
{
StyleModule *sm = new BufferedStyleModule(iBuffer, iName, _inter);
_Canvas->InsertStyleModule(index, sm);
}
void Controller::InsertStyleModule(unsigned index, const char *iName, struct Text *iText)
{
StyleModule *sm = new BlenderStyleModule(iText, iName, _inter);
_Canvas->InsertStyleModule(index, sm);
}
void Controller::AddStyleModule(const char * /*iFileName*/)
{
//_pStyleWindow->Add(iFileName);
}
void Controller::RemoveStyleModule(unsigned index)
{
_Canvas->RemoveStyleModule(index);
}
void Controller::Clear()
{
_Canvas->Clear();
}
void Controller::ReloadStyleModule(unsigned index, const char * iFileName)
{
StyleModule *sm = new StyleModule(iFileName, _inter);
_Canvas->ReplaceStyleModule(index, sm);
}
void Controller::SwapStyleModules(unsigned i1, unsigned i2)
{
_Canvas->SwapStyleModules(i1, i2);
}
void Controller::toggleLayer(unsigned index, bool iDisplay)
{
_Canvas->setVisible(index, iDisplay);
}
void Controller::setModified(unsigned index, bool iMod)
{
//_pStyleWindow->setModified(index, iMod);
_Canvas->setModified(index, iMod);
updateCausalStyleModules(index + 1);
}
void Controller::updateCausalStyleModules(unsigned index)
{
vector<unsigned> vec;
_Canvas->causalStyleModules(vec, index);
for (vector<unsigned>::const_iterator it = vec.begin(); it != vec.end(); it++) {
//_pStyleWindow->setModified(*it, true);
_Canvas->setModified(*it, true);
}
}
void Controller::resetModified(bool iMod)
{
//_pStyleWindow->resetModified(iMod);
_Canvas->resetModified(iMod);
}
NodeGroup * Controller::BuildRep(vector<ViewEdge*>::iterator vedges_begin, vector<ViewEdge*>::iterator vedges_end)
{
ViewMapTesselator2D tesselator2D;
FrsMaterial mat;
mat.setDiffuse(1, 1, 0.3, 1);
tesselator2D.setFrsMaterial(mat);
return (tesselator2D.Tesselate(vedges_begin, vedges_end));
}
void Controller::toggleEdgeTesselationNature(Nature::EdgeNature iNature)
{
_edgeTesselationNature ^= (iNature);
ComputeViewMap();
}
void Controller::setModelsDir(const string& /*dir*/)
{
//_current_dirs->setValue("models/dir", dir);
}
string Controller::getModelsDir() const
{
string dir = ".";
//_current_dirs->getValue("models/dir", dir);
return dir;
}
void Controller::setModulesDir(const string& /*dir*/)
{
//_current_dirs->setValue("modules/dir", dir);
}
string Controller::getModulesDir() const
{
string dir = ".";
//_current_dirs->getValue("modules/dir", dir);
return dir;
}
void Controller::resetInterpreter()
{
if (_inter)
_inter->reset();
}
void Controller::displayDensityCurves(int x, int y)
{
SteerableViewMap * svm = _Canvas->getSteerableViewMap();
if (!svm)
return;
unsigned int i, j;
typedef vector<Vec3r> densityCurve;
vector<densityCurve> curves(svm->getNumberOfOrientations() + 1);
vector<densityCurve> curvesDirection(svm->getNumberOfPyramidLevels());
// collect the curves values
unsigned nbCurves = svm->getNumberOfOrientations() + 1;
unsigned nbPoints = svm->getNumberOfPyramidLevels();
if (!nbPoints)
return;
// build the density/nbLevels curves for each orientation
for (i = 0; i < nbCurves; ++i) {
for (j = 0; j < nbPoints; ++j) {
curves[i].push_back(Vec3r(j, svm->readSteerableViewMapPixel(i, j, x, y), 0));
}
}
// build the density/nbOrientations curves for each level
for (i = 0; i < nbPoints; ++i) {
for (j = 0; j < nbCurves; ++j) {
curvesDirection[i].push_back(Vec3r(j, svm->readSteerableViewMapPixel(j, i, x, y), 0));
}
}
// display the curves
#if 0
for (i = 0; i < nbCurves; ++i)
_pDensityCurvesWindow->setOrientationCurve(i, Vec2d(0, 0), Vec2d(nbPoints, 1), curves[i], "scale", "density");
for (i = 1; i <= 8; ++i)
_pDensityCurvesWindow->setLevelCurve(i, Vec2d(0, 0), Vec2d(nbCurves, 1), curvesDirection[i],
"orientation", "density");
_pDensityCurvesWindow->show();
#endif
}
void Controller::init_options()
{
// from AppOptionsWindow.cpp
// Default init options
Config::Path * cpath = Config::Path::getInstance();
// Directories
ViewMapIO::Options::setModelsPath(cpath->getModelsPath());
TextureManager::Options::setPatternsPath(cpath->getPatternsPath());
TextureManager::Options::setBrushesPath(cpath->getModelsPath());
// ViewMap Format
ViewMapIO::Options::rmFlags(ViewMapIO::Options::FLOAT_VECTORS);
ViewMapIO::Options::rmFlags(ViewMapIO::Options::NO_OCCLUDERS);
setComputeSteerableViewMapFlag(false);
// Visibility
setQuantitativeInvisibility(true);
// soc: initialize canvas
_Canvas->init();
// soc: initialize passes
setPassDiffuse(NULL, 0, 0);
setPassZ(NULL, 0, 0);
}
} /* namespace Freestyle */