Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
130 lines
4.3 KiB
C++
130 lines
4.3 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup freestyle
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* \brief Class to define a cell grid surrounding the projected image of a scene
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*/
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#include "AverageAreaGridDensityProvider.h"
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#include "BLI_sys_types.h"
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#include "BKE_global.h"
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namespace Freestyle {
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AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(OccluderSource &source,
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const real proscenium[4],
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real sizeFactor)
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: GridDensityProvider(source)
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{
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initialize(proscenium, sizeFactor);
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}
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AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(
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OccluderSource &source,
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const BBox<Vec3r> &bbox,
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const GridHelpers::Transform &transform,
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real sizeFactor)
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: GridDensityProvider(source)
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{
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real proscenium[4];
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calculateQuickProscenium(transform, bbox, proscenium);
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initialize(proscenium, sizeFactor);
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}
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AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(OccluderSource &source,
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real sizeFactor)
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: GridDensityProvider(source)
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{
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real proscenium[4];
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calculateOptimalProscenium(source, proscenium);
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initialize(proscenium, sizeFactor);
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}
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void AverageAreaGridDensityProvider::initialize(const real proscenium[4], real sizeFactor)
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{
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float prosceniumWidth = (proscenium[1] - proscenium[0]);
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float prosceniumHeight = (proscenium[3] - proscenium[2]);
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real cellArea = 0.0;
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uint numFaces = 0;
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for (source.begin(); source.isValid(); source.next()) {
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Polygon3r &poly(source.getGridSpacePolygon());
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Vec3r min, max;
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poly.getBBox(min, max);
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cellArea += (max[0] - min[0]) * (max[1] - min[1]);
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++numFaces;
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}
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "Total area: " << cellArea << ". Number of faces: " << numFaces << "." << endl;
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}
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cellArea /= numFaces;
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cellArea *= sizeFactor;
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "Building grid with average area " << cellArea << endl;
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}
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_cellSize = sqrt(cellArea);
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uint maxCells = 931; // * 1.1 = 1024
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if (std::max(prosceniumWidth, prosceniumHeight) / _cellSize > maxCells) {
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "Scene-dependent cell size (" << _cellSize << " square) is too small." << endl;
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}
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_cellSize = std::max(prosceniumWidth, prosceniumHeight) / maxCells;
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}
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// Now we know how many cells make each side of our grid
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_cellsX = ceil(prosceniumWidth / _cellSize);
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_cellsY = ceil(prosceniumHeight / _cellSize);
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl;
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}
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// Make sure the grid exceeds the proscenium by a small amount
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float safetyZone = 0.1f;
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if (_cellsX * _cellSize < prosceniumWidth * (1.0 + safetyZone)) {
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_cellsX = ceil(prosceniumWidth * (1.0 + safetyZone) / _cellSize);
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}
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if (_cellsY * _cellSize < prosceniumHeight * (1.0 + safetyZone)) {
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_cellsY = ceil(prosceniumHeight * (1.0 + safetyZone) / _cellSize);
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}
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl;
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}
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// Find grid origin
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_cellOrigin[0] = ((proscenium[0] + proscenium[1]) / 2.0) - (_cellsX / 2.0) * _cellSize;
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_cellOrigin[1] = ((proscenium[2] + proscenium[3]) / 2.0) - (_cellsY / 2.0) * _cellSize;
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}
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AverageAreaGridDensityProviderFactory::AverageAreaGridDensityProviderFactory(real sizeFactor)
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: sizeFactor(sizeFactor)
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{
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}
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AutoPtr<GridDensityProvider> AverageAreaGridDensityProviderFactory::newGridDensityProvider(
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OccluderSource &source, const real proscenium[4])
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{
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return AutoPtr<GridDensityProvider>(
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new AverageAreaGridDensityProvider(source, proscenium, sizeFactor));
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}
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AutoPtr<GridDensityProvider> AverageAreaGridDensityProviderFactory::newGridDensityProvider(
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OccluderSource &source, const BBox<Vec3r> &bbox, const GridHelpers::Transform &transform)
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{
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return AutoPtr<GridDensityProvider>(
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new AverageAreaGridDensityProvider(source, bbox, transform, sizeFactor));
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}
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AutoPtr<GridDensityProvider> AverageAreaGridDensityProviderFactory::newGridDensityProvider(
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OccluderSource &source)
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{
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return AutoPtr<GridDensityProvider>(new AverageAreaGridDensityProvider(source, sizeFactor));
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}
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} /* namespace Freestyle */
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