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.
107 lines
3.6 KiB
C++
107 lines
3.6 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 "Pow23GridDensityProvider.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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Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource &source,
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const real proscenium[4],
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uint numFaces)
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: GridDensityProvider(source), numFaces(numFaces)
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{
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initialize(proscenium);
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}
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Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource &source,
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const BBox<Vec3r> &bbox,
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const GridHelpers::Transform &transform,
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uint numFaces)
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: GridDensityProvider(source), numFaces(numFaces)
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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);
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}
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Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource &source, uint numFaces)
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: GridDensityProvider(source), numFaces(numFaces)
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{
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real proscenium[4];
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calculateOptimalProscenium(source, proscenium);
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initialize(proscenium);
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}
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void Pow23GridDensityProvider::initialize(const real proscenium[4])
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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 = prosceniumWidth * prosceniumHeight / pow(numFaces, 2.0f / 3.0f);
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << prosceniumWidth << " x " << prosceniumHeight << " grid with cells of area " << cellArea
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<< "." << endl;
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}
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_cellSize = sqrt(cellArea);
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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 = 0.1;
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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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Pow23GridDensityProviderFactory::Pow23GridDensityProviderFactory(uint numFaces)
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: numFaces(numFaces)
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{
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}
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AutoPtr<GridDensityProvider> Pow23GridDensityProviderFactory::newGridDensityProvider(
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OccluderSource &source, const real proscenium[4])
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{
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return AutoPtr<GridDensityProvider>(new Pow23GridDensityProvider(source, proscenium, numFaces));
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}
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AutoPtr<GridDensityProvider> Pow23GridDensityProviderFactory::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 Pow23GridDensityProvider(source, bbox, transform, numFaces));
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}
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AutoPtr<GridDensityProvider> Pow23GridDensityProviderFactory::newGridDensityProvider(
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OccluderSource &source)
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{
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return AutoPtr<GridDensityProvider>(new Pow23GridDensityProvider(source, numFaces));
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}
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} /* namespace Freestyle */
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