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.
262 lines
5.2 KiB
C++
262 lines
5.2 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup freestyle
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*/
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#include "AppConfig.h"
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#include "../geometry/BBox.h"
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#include "../geometry/Geom.h"
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#include "../scene_graph/NodeDrawingStyle.h"
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#include "../system/Precision.h"
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#include "BLI_math_base.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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# include "MEM_guardedalloc.h"
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#endif
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namespace Freestyle {
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using namespace Geometry;
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class AppView {
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public:
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AppView(const char *iName = 0);
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virtual ~AppView();
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public:
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// inherited
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inline uint width()
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{
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return _width;
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}
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inline uint height()
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{
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return _height;
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}
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inline BBox<Vec2i> border()
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{
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return _border;
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}
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inline float thickness()
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{
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return _thickness;
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}
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inline void setWidth(uint width)
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{
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_width = width;
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}
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inline void setHeight(uint height)
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{
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_height = height;
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}
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inline void setBorder(int xmin, int ymin, int xmax, int ymax)
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{
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_border = BBox<Vec2i>(Vec2i(xmin, ymin), Vec2i(xmax, ymax));
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}
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inline void setThickness(float thickness)
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{
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_thickness = thickness;
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}
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protected:
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uint _width, _height;
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BBox<Vec2i> _border;
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float _thickness;
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public:
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/** Sets the model to draw in the viewer
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* iModel
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* The Root Node of the model
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*/
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inline void setModel(NodeGroup *iModel)
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{
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if (0 != _ModelRootNode->numberOfChildren()) {
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_ModelRootNode->DetachChildren();
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_ModelRootNode->clearBBox();
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}
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AddModel(iModel);
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}
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/** Adds a model for displaying in the viewer */
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inline void AddModel(NodeGroup *iModel)
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{
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_ModelRootNode->AddChild(iModel);
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_ModelRootNode->UpdateBBox();
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_minBBox = std::min(
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std::min(_ModelRootNode->bbox().getMin()[0], _ModelRootNode->bbox().getMin()[1]),
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_ModelRootNode->bbox().getMin()[2]);
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_maxBBox = std::max(
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std::max(_ModelRootNode->bbox().getMax()[0], _ModelRootNode->bbox().getMax()[1]),
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_ModelRootNode->bbox().getMax()[2]);
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_maxAbs = std::max(rabs(_minBBox), rabs(_maxBBox));
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_minAbs = std::min(rabs(_minBBox), rabs(_maxBBox));
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}
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inline void AddSilhouette(NodeGroup *iSilhouette)
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{
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_SilhouetteRootNode->AddChild(iSilhouette);
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}
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inline void Add2DSilhouette(NodeGroup * /*iSilhouette*/)
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{
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//_pFENode->AddChild(iSilhouette);
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}
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inline void Add2DVisibleSilhouette(NodeGroup * /*iVSilhouette*/)
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{
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//_pVisibleSilhouetteNode->AddChild(iVSilhouette);
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}
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inline void setDebug(NodeGroup *iDebug)
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{
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if (0 != _DebugRootNode->numberOfChildren()) {
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_DebugRootNode->DetachChildren();
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_DebugRootNode->clearBBox();
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}
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AddDebug(iDebug);
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}
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inline void AddDebug(NodeGroup *iDebug)
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{
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_DebugRootNode->AddChild(iDebug);
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}
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inline void DetachModel(Node *iModel)
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{
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_ModelRootNode->DetachChild(iModel);
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_ModelRootNode->UpdateBBox();
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_minBBox = std::min(
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std::min(_ModelRootNode->bbox().getMin()[0], _ModelRootNode->bbox().getMin()[1]),
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_ModelRootNode->bbox().getMin()[2]);
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_maxBBox = std::max(
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std::max(_ModelRootNode->bbox().getMax()[0], _ModelRootNode->bbox().getMax()[1]),
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_ModelRootNode->bbox().getMax()[2]);
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_maxAbs = std::max(rabs(_minBBox), rabs(_maxBBox));
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_minAbs = std::min(rabs(_minBBox), rabs(_maxBBox));
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}
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inline void DetachModel()
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{
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_ModelRootNode->DetachChildren();
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_ModelRootNode->clearBBox();
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#if 0
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// 2D Scene
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_p2DNode.DetachChildren();
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_pFENode->DetachChildren();
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_pVisibleSilhouetteNode->DetachChildren();
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#endif
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}
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inline void DetachSilhouette()
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{
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_SilhouetteRootNode->DetachChildren();
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#if 0
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_pFENode->DetachChildren();
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_pVisibleSilhouetteNode->DetachChildren();
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#endif
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_p2DSelectionNode->destroy();
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}
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inline void DetachVisibleSilhouette()
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{
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//_pVisibleSilhouetteNode->DetachChildren();
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_p2DSelectionNode->destroy();
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}
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inline void DetachDebug()
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{
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_DebugRootNode->DetachChildren();
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}
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real distanceToSceneCenter();
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real GetFocalLength();
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inline real GetAspect() const
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{
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return ((real)_width / (real)_height);
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}
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void setHorizontalFov(float hfov)
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{
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_Fovy = 2.0 * atan(tan(hfov / 2.0) / GetAspect());
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}
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inline real GetFovyRadian() const
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{
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return _Fovy;
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}
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inline real GetFovyDegrees() const
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{
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return _Fovy * 180.0 / M_PI; /* TODO: Use RAD2DEG here too? */
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}
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BBox<Vec3r> scene3DBBox() const
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{
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return _ModelRootNode->bbox();
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}
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real znear();
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real zfar();
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public:
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/** Core scene drawing */
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void DrawScene(SceneVisitor *iRenderer);
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/** 2D Scene Drawing */
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void Draw2DScene(SceneVisitor *iRenderer);
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protected:
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/** fabs or abs */
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inline int rabs(int x)
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{
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return abs(x);
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}
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inline real rabs(real x)
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{
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return fabs(x);
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}
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protected:
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float _Fovy;
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// The root node container
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NodeGroup _RootNode;
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NodeDrawingStyle *_ModelRootNode;
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NodeDrawingStyle *_SilhouetteRootNode;
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NodeDrawingStyle *_DebugRootNode;
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NodeGroup _Light;
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real _minBBox;
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real _maxBBox;
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real _maxAbs;
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real _minAbs;
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// 2D Scene
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bool _Draw2DScene;
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bool _Draw3DScene;
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NodeGroup _p2DNode;
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NodeDrawingStyle *_p2DSelectionNode;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:AppView")
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#endif
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};
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} /* namespace Freestyle */
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