Files
test/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
Hans Goudey 6514bb05ea Mesh: Store active & default color attributes with strings
Attributes are unifying around a name-based API, and we would like to
be able to move away from CustomData in the future. This patch moves
the identification of active and fallback (render) color attributes
to strings on the mesh from flags on CustomDataLayer. This also
removes some ugliness used to retrieve these attributes and maintain
the active status.

The design is described more here: T98366

The patch keeps forward compatibility working until 4.0 with
the same method as the mesh struct of array refactors (T95965).

The strings are allowed to not correspond to an attribute, to allow
setting the active/default attribute independently of actually filling
its data. When applying a modifier, if the strings don't match an
attribute, they will be removed.

The realize instances / join node and join operator take the names from
the first / active input mesh. While other heuristics may be helpful
(and could be a future improvement), just using the first is simple
and predictable.

Differential Revision: https://developer.blender.org/D15169
2022-12-15 14:21:35 -06:00

857 lines
30 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
*/
#include "BlenderStrokeRenderer.h"
#include "../application/AppConfig.h"
#include "../stroke/Canvas.h"
#include "MEM_guardedalloc.h"
#include "RNA_access.h"
#include "RNA_prototypes.h"
#include "RNA_types.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_listBase.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "BKE_attribute.h"
#include "BKE_collection.h"
#include "BKE_customdata.h"
#include "BKE_global.h"
#include "BKE_idprop.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h" /* free_libblock */
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_node.h"
#include "BKE_node_tree_update.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BLI_ghash.h"
#include "BLI_listbase.h"
#include "BLI_math_color.h"
#include "BLI_math_vector.h"
#include "BLI_utildefines.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "RE_pipeline.h"
#include "render_types.h"
#include <climits>
namespace Freestyle {
const char *BlenderStrokeRenderer::uvNames[] = {"along_stroke", "along_stroke_tips"};
BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count)
{
freestyle_bmain = BKE_main_new();
/* We use the same window manager for freestyle bmain as
* real bmain uses. This is needed because freestyle's
* bmain could be used to tag scenes for update, which
* implies call of ED_render_scene_update in some cases
* and that function requires proper window manager
* to present (sergey)
*/
freestyle_bmain->wm = re->main->wm;
// for stroke mesh generation
_width = re->winx;
_height = re->winy;
old_scene = re->scene;
char name[MAX_ID_NAME - 2];
BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2);
freestyle_scene = BKE_scene_add(freestyle_bmain, name);
freestyle_scene->r.cfra = old_scene->r.cfra;
freestyle_scene->r.mode = old_scene->r.mode & ~(R_EDGE_FRS | R_BORDER);
freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch
freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch
freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp;
freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp;
freestyle_scene->r.size = 100; // old_scene->r.size
freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag;
freestyle_scene->r.scemode = (old_scene->r.scemode &
~(R_SINGLE_LAYER | R_NO_FRAME_UPDATE | R_MULTIVIEW)) &
(re->r.scemode);
freestyle_scene->r.flag = old_scene->r.flag;
freestyle_scene->r.threads = old_scene->r.threads;
freestyle_scene->r.border.xmin = old_scene->r.border.xmin;
freestyle_scene->r.border.ymin = old_scene->r.border.ymin;
freestyle_scene->r.border.xmax = old_scene->r.border.xmax;
freestyle_scene->r.border.ymax = old_scene->r.border.ymax;
strcpy(freestyle_scene->r.pic, old_scene->r.pic);
freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
STRNCPY(freestyle_scene->r.engine, old_scene->r.engine);
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Stroke rendering engine : " << freestyle_scene->r.engine << endl;
}
freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA;
freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG;
// Copy ID properties, including Cycles render properties
if (old_scene->id.properties) {
freestyle_scene->id.properties = IDP_CopyProperty_ex(old_scene->id.properties, 0);
}
// Copy eevee render settings.
BKE_scene_copy_data_eevee(freestyle_scene, old_scene);
/* Render with transparent background. */
freestyle_scene->r.alphamode = R_ALPHAPREMUL;
if (G.debug & G_DEBUG_FREESTYLE) {
printf("%s: %d thread(s)\n", __func__, BKE_render_num_threads(&freestyle_scene->r));
}
BKE_scene_set_background(freestyle_bmain, freestyle_scene);
// Scene layer.
ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
view_layer->layflag = SCE_LAY_SOLID;
// Camera
Object *object_camera = BKE_object_add(
freestyle_bmain, freestyle_scene, view_layer, OB_CAMERA, nullptr);
Camera *camera = (Camera *)object_camera->data;
camera->type = CAM_ORTHO;
camera->ortho_scale = max(re->rectx, re->recty);
camera->clip_start = 0.1f;
camera->clip_end = 100.0f;
_z_delta = 0.00001f;
_z = camera->clip_start + _z_delta;
object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx;
object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty;
object_camera->loc[2] = 1.0f;
freestyle_scene->camera = object_camera;
// Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh())
_mesh_id = 0xffffffff;
// Create a bNodeTree-to-Material hash table
_nodetree_hash = BLI_ghash_ptr_new("BlenderStrokeRenderer::_nodetree_hash");
// Depsgraph
freestyle_depsgraph = DEG_graph_new(
freestyle_bmain, freestyle_scene, view_layer, DAG_EVAL_RENDER);
DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &freestyle_scene->id, 0);
DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &object_camera->id, 0);
DEG_graph_tag_relations_update(freestyle_depsgraph);
}
BlenderStrokeRenderer::~BlenderStrokeRenderer()
{
BLI_ghash_free(_nodetree_hash, nullptr, nullptr);
DEG_graph_free(freestyle_depsgraph);
FreeStrokeGroups();
/* detach the window manager from freestyle bmain (see comments
* in add_freestyle() for more detail)
*/
BLI_listbase_clear(&freestyle_bmain->wm);
BKE_main_free(freestyle_bmain);
}
float BlenderStrokeRenderer::get_stroke_vertex_z() const
{
float z = _z;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
if (!(_z < _z_delta * 100000.0f)) {
self->_z_delta *= 10.0f;
}
self->_z += _z_delta;
return -z;
}
uint BlenderStrokeRenderer::get_stroke_mesh_id() const
{
uint mesh_id = _mesh_id;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
self->_mesh_id--;
return mesh_id;
}
Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
bNodeTree *iNodeTree,
bool do_id_user)
{
Material *ma = BKE_material_add(bmain, "stroke_shader");
bNodeTree *ntree;
bNode *output_linestyle = nullptr;
bNodeSocket *fromsock, *tosock;
PointerRNA fromptr, toptr;
NodeShaderAttribute *storage;
id_us_min(&ma->id);
if (iNodeTree) {
// make a copy of linestyle->nodetree
ntree = ntreeCopyTree_ex(iNodeTree, bmain, do_id_user);
// find the active Output Line Style node
for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
if (node->type == SH_NODE_OUTPUT_LINESTYLE && (node->flag & NODE_DO_OUTPUT)) {
output_linestyle = node;
break;
}
}
ma->nodetree = ntree;
}
else {
ntree = ntreeAddTreeEmbedded(nullptr, &ma->id, "stroke_shader", "ShaderNodeTree");
}
ma->use_nodes = true;
ma->blend_method = MA_BM_HASHED;
bNode *input_attr_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE);
input_attr_color->locx = 0.0f;
input_attr_color->locy = -200.0f;
storage = (NodeShaderAttribute *)input_attr_color->storage;
BLI_strncpy(storage->name, "Color", sizeof(storage->name));
bNode *mix_rgb_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB_LEGACY);
mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix
mix_rgb_color->locx = 200.0f;
mix_rgb_color->locy = -200.0f;
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
RNA_float_set(&toptr, "default_value", 0.0f);
bNode *input_attr_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE);
input_attr_alpha->locx = 400.0f;
input_attr_alpha->locy = 300.0f;
storage = (NodeShaderAttribute *)input_attr_alpha->storage;
BLI_strncpy(storage->name, "Alpha", sizeof(storage->name));
bNode *mix_rgb_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB_LEGACY);
mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
mix_rgb_alpha->locx = 600.0f;
mix_rgb_alpha->locy = 300.0f;
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
RNA_float_set(&toptr, "default_value", 0.0f);
bNode *shader_emission = nodeAddStaticNode(nullptr, ntree, SH_NODE_EMISSION);
shader_emission->locx = 400.0f;
shader_emission->locy = -200.0f;
bNode *input_light_path = nodeAddStaticNode(nullptr, ntree, SH_NODE_LIGHT_PATH);
input_light_path->locx = 400.0f;
input_light_path->locy = 100.0f;
bNode *mix_shader_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER);
mix_shader_color->locx = 600.0f;
mix_shader_color->locy = -100.0f;
bNode *shader_transparent = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_TRANSPARENT);
shader_transparent->locx = 600.0f;
shader_transparent->locy = 100.0f;
bNode *mix_shader_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER);
mix_shader_alpha->locx = 800.0f;
mix_shader_alpha->locy = 100.0f;
bNode *output_material = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
output_material->locx = 1000.0f;
output_material->locy = 100.0f;
fromsock = (bNodeSocket *)BLI_findlink(&input_attr_color->outputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 1); // Color1
nodeAddLink(ntree, input_attr_color, fromsock, mix_rgb_color, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->outputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&shader_emission->inputs, 0); // Color
nodeAddLink(ntree, mix_rgb_color, fromsock, shader_emission, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&shader_emission->outputs, 0); // Emission
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 2); // Shader (second)
nodeAddLink(ntree, shader_emission, fromsock, mix_shader_color, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&input_light_path->outputs, 0); // In Camera Ray
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 0); // Fac
nodeAddLink(ntree, input_light_path, fromsock, mix_shader_color, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->outputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 0); // Fac
nodeAddLink(ntree, mix_rgb_alpha, fromsock, mix_shader_alpha, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&input_attr_alpha->outputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 1); // Color1
nodeAddLink(ntree, input_attr_alpha, fromsock, mix_rgb_alpha, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&shader_transparent->outputs, 0); // BSDF
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 1); // Shader (first)
nodeAddLink(ntree, shader_transparent, fromsock, mix_shader_alpha, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_color->outputs, 0); // Shader
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 2); // Shader (second)
nodeAddLink(ntree, mix_shader_color, fromsock, mix_shader_alpha, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->outputs, 0); // Shader
tosock = (bNodeSocket *)BLI_findlink(&output_material->inputs, 0); // Surface
nodeAddLink(ntree, mix_shader_alpha, fromsock, output_material, tosock);
if (output_linestyle) {
bNodeSocket *outsock;
bNodeLink *link;
mix_rgb_color->custom1 = output_linestyle->custom1; // blend_type
mix_rgb_color->custom2 = output_linestyle->custom2; // use_clamp
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 2); // Color2
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
}
else {
float color[4];
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
RNA_float_get_array(&fromptr, "default_value", color);
RNA_float_set_array(&toptr, "default_value", color);
}
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 1); // Color Fac
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
}
else {
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
}
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 2); // Alpha
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 2); // Color2
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
}
else {
float color[4];
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
color[0] = color[1] = color[2] = RNA_float_get(&fromptr, "default_value");
color[3] = 1.0f;
RNA_float_set_array(&toptr, "default_value", color);
}
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 3); // Alpha Fac
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
}
else {
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock, &fromptr);
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
}
for (bNode *node = (bNode *)ntree->nodes.first; node; node = node->next) {
if (node->type == SH_NODE_UVALONGSTROKE) {
// UV output of the UV Along Stroke node
bNodeSocket *sock = (bNodeSocket *)BLI_findlink(&node->outputs, 0);
// add new UV Map node
bNode *input_uvmap = nodeAddStaticNode(nullptr, ntree, SH_NODE_UVMAP);
input_uvmap->locx = node->locx - 200.0f;
input_uvmap->locy = node->locy;
NodeShaderUVMap *storage = (NodeShaderUVMap *)input_uvmap->storage;
if (node->custom1 & 1) { // use_tips
BLI_strncpy(storage->uv_map, uvNames[1], sizeof(storage->uv_map));
}
else {
BLI_strncpy(storage->uv_map, uvNames[0], sizeof(storage->uv_map));
}
fromsock = (bNodeSocket *)BLI_findlink(&input_uvmap->outputs, 0); // UV
// replace links from the UV Along Stroke node by links from the UV Map node
for (bNodeLink *link = (bNodeLink *)ntree->links.first; link; link = link->next) {
if (link->fromnode == node && link->fromsock == sock) {
nodeAddLink(ntree, input_uvmap, fromsock, link->tonode, link->tosock);
}
}
nodeRemSocketLinks(ntree, sock);
}
}
}
nodeSetActive(ntree, output_material);
BKE_ntree_update_main_tree(bmain, ntree, nullptr);
return ma;
}
void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
{
RenderStrokeRepBasic(iStrokeRep);
}
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
{
bNodeTree *nt = iStrokeRep->getNodeTree();
Material *ma = (Material *)BLI_ghash_lookup(_nodetree_hash, nt);
if (!ma) {
ma = BlenderStrokeRenderer::GetStrokeShader(freestyle_bmain, nt, false);
BLI_ghash_insert(_nodetree_hash, nt, ma);
}
iStrokeRep->setMaterial(ma);
const vector<Strip *> &strips = iStrokeRep->getStrips();
const bool hasTex = iStrokeRep->hasTex();
int totvert = 0, totedge = 0, totpoly = 0, totloop = 0;
int visible_faces, visible_segments;
for (vector<Strip *>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
Strip::vertex_container &strip_vertices = (*s)->vertices();
// count visible faces and strip segments
test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
if (visible_faces == 0) {
continue;
}
totvert += visible_faces + visible_segments * 2;
totedge += visible_faces * 2 + visible_segments;
totpoly += visible_faces;
totloop += visible_faces * 3;
}
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this); // FIXME
vector<StrokeGroup *> *groups = hasTex ? &self->texturedStrokeGroups : &self->strokeGroups;
StrokeGroup *group;
if (groups->empty() || !(groups->back()->totvert + totvert < MESH_MAX_VERTS &&
groups->back()->materials.size() + 1 < MAXMAT)) {
group = new StrokeGroup;
groups->push_back(group);
}
else {
group = groups->back();
}
group->strokes.push_back(iStrokeRep);
group->totvert += totvert;
group->totedge += totedge;
group->totpoly += totpoly;
group->totloop += totloop;
if (!group->materials.contains(ma)) {
group->materials.add_new(ma, group->materials.size());
}
}
// Check if the triangle is visible (i.e., within the render image boundary)
bool BlenderStrokeRenderer::test_triangle_visibility(StrokeVertexRep *svRep[3]) const
{
int xl, xu, yl, yu;
Vec2r p;
xl = xu = yl = yu = 0;
for (int i = 0; i < 3; i++) {
p = svRep[i]->point2d();
if (p[0] < 0.0) {
xl++;
}
else if (p[0] > _width) {
xu++;
}
if (p[1] < 0.0) {
yl++;
}
else if (p[1] > _height) {
yu++;
}
}
return !(xl == 3 || xu == 3 || yl == 3 || yu == 3);
}
// Check the visibility of faces and strip segments.
void BlenderStrokeRenderer::test_strip_visibility(Strip::vertex_container &strip_vertices,
int *visible_faces,
int *visible_segments) const
{
const int strip_vertex_count = strip_vertices.size();
Strip::vertex_container::iterator v[3];
StrokeVertexRep *svRep[3];
bool visible;
/* Iterate over all vertices and count visible faces and strip segments
* (NOTE: a strip segment is a series of visible faces, while two strip
* segments are separated by one or more invisible faces). */
v[0] = strip_vertices.begin();
v[1] = v[0] + 1;
v[2] = v[0] + 2;
*visible_faces = *visible_segments = 0;
visible = false;
for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
if (test_triangle_visibility(svRep)) {
(*visible_faces)++;
if (!visible) {
(*visible_segments)++;
}
visible = true;
}
else {
visible = false;
}
}
}
// Release allocated memory for stroke groups
void BlenderStrokeRenderer::FreeStrokeGroups()
{
vector<StrokeGroup *>::const_iterator it, itend;
for (it = strokeGroups.begin(), itend = strokeGroups.end(); it != itend; ++it) {
delete (*it);
}
for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end(); it != itend; ++it) {
delete (*it);
}
}
// Build a scene populated by mesh objects representing stylized strokes
int BlenderStrokeRenderer::GenerateScene()
{
vector<StrokeGroup *>::const_iterator it, itend;
for (it = strokeGroups.begin(), itend = strokeGroups.end(); it != itend; ++it) {
GenerateStrokeMesh(*it, false);
}
for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end(); it != itend; ++it) {
GenerateStrokeMesh(*it, true);
}
return get_stroke_count();
}
// Return the number of strokes
int BlenderStrokeRenderer::get_stroke_count() const
{
return strokeGroups.size() + texturedStrokeGroups.size();
}
// Build a mesh object representing a group of stylized strokes
void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
{
#if 0
Object *object_mesh = BKE_object_add(
freestyle_bmain, (ViewLayer *)freestyle_scene->view_layers.first, OB_MESH);
DEG_relations_tag_update(freestyle_bmain);
#else
Object *object_mesh = NewMesh();
#endif
Mesh *mesh = (Mesh *)object_mesh->data;
mesh->totvert = group->totvert;
mesh->totedge = group->totedge;
mesh->totpoly = group->totpoly;
mesh->totloop = group->totloop;
mesh->totcol = group->materials.size();
MVert *verts = (MVert *)CustomData_add_layer(
&mesh->vdata, CD_MVERT, CD_SET_DEFAULT, nullptr, mesh->totvert);
MEdge *edges = (MEdge *)CustomData_add_layer(
&mesh->edata, CD_MEDGE, CD_SET_DEFAULT, nullptr, mesh->totedge);
MPoly *polys = (MPoly *)CustomData_add_layer(
&mesh->pdata, CD_MPOLY, CD_SET_DEFAULT, nullptr, mesh->totpoly);
MLoop *loops = (MLoop *)CustomData_add_layer(
&mesh->ldata, CD_MLOOP, CD_SET_DEFAULT, nullptr, mesh->totloop);
int *material_indices = (int *)CustomData_add_layer_named(
&mesh->pdata, CD_PROP_INT32, CD_SET_DEFAULT, nullptr, mesh->totpoly, "material_index");
MLoopUV *loopsuv[2] = {nullptr};
if (hasTex) {
// First UV layer
loopsuv[0] = static_cast<MLoopUV *>(CustomData_add_layer_named(
&mesh->ldata, CD_MLOOPUV, CD_SET_DEFAULT, nullptr, mesh->totloop, uvNames[0]));
CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 0);
// Second UV layer
loopsuv[1] = static_cast<MLoopUV *>(CustomData_add_layer_named(
&mesh->ldata, CD_MLOOPUV, CD_SET_DEFAULT, nullptr, mesh->totloop, uvNames[1]));
CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1);
}
// colors and transparency (the latter represented by grayscale colors)
MLoopCol *colors = (MLoopCol *)CustomData_add_layer_named(
&mesh->ldata, CD_PROP_BYTE_COLOR, CD_SET_DEFAULT, nullptr, mesh->totloop, "Color");
MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named(
&mesh->ldata, CD_PROP_BYTE_COLOR, CD_SET_DEFAULT, nullptr, mesh->totloop, "Alpha");
BKE_id_attributes_active_color_set(
&mesh->id, CustomData_get_layer_name(&mesh->ldata, CD_PROP_BYTE_COLOR, 0));
mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
for (const auto item : group->materials.items()) {
Material *material = item.key;
const int matnr = item.value;
mesh->mat[matnr] = material;
if (material) {
id_us_plus(&material->id);
}
}
////////////////////
// Data copy
////////////////////
int vertex_index = 0, edge_index = 0, loop_index = 0;
int visible_faces, visible_segments;
bool visible;
Strip::vertex_container::iterator v[3];
StrokeVertexRep *svRep[3];
Vec2r p;
for (vector<StrokeRep *>::const_iterator it = group->strokes.begin(),
itend = group->strokes.end();
it != itend;
++it) {
const int matnr = group->materials.lookup_default((*it)->getMaterial(), 0);
vector<Strip *> &strips = (*it)->getStrips();
for (vector<Strip *>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
Strip::vertex_container &strip_vertices = (*s)->vertices();
int strip_vertex_count = strip_vertices.size();
// count visible faces and strip segments
test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
if (visible_faces == 0) {
continue;
}
v[0] = strip_vertices.begin();
v[1] = v[0] + 1;
v[2] = v[0] + 2;
visible = false;
// NOTE: Mesh generation in the following loop assumes stroke strips
// to be triangle strips.
for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
if (!test_triangle_visibility(svRep)) {
visible = false;
}
else {
if (!visible) {
// first vertex
verts->co[0] = svRep[0]->point2d()[0];
verts->co[1] = svRep[0]->point2d()[1];
verts->co[2] = get_stroke_vertex_z();
++verts;
++vertex_index;
// second vertex
verts->co[0] = svRep[1]->point2d()[0];
verts->co[1] = svRep[1]->point2d()[1];
verts->co[2] = get_stroke_vertex_z();
++verts;
++vertex_index;
// first edge
edges->v1 = vertex_index - 2;
edges->v2 = vertex_index - 1;
++edges;
++edge_index;
}
visible = true;
// vertex
verts->co[0] = svRep[2]->point2d()[0];
verts->co[1] = svRep[2]->point2d()[1];
verts->co[2] = get_stroke_vertex_z();
++verts;
++vertex_index;
// edges
edges->v1 = vertex_index - 1;
edges->v2 = vertex_index - 3;
++edges;
++edge_index;
edges->v1 = vertex_index - 1;
edges->v2 = vertex_index - 2;
++edges;
++edge_index;
// poly
polys->loopstart = loop_index;
polys->totloop = 3;
*material_indices = matnr;
++material_indices;
++polys;
// Even and odd loops connect triangles vertices differently
bool is_odd = n % 2;
// loops
if (is_odd) {
loops[0].v = vertex_index - 1;
loops[0].e = edge_index - 2;
loops[1].v = vertex_index - 3;
loops[1].e = edge_index - 3;
loops[2].v = vertex_index - 2;
loops[2].e = edge_index - 1;
}
else {
loops[0].v = vertex_index - 1;
loops[0].e = edge_index - 1;
loops[1].v = vertex_index - 2;
loops[1].e = edge_index - 3;
loops[2].v = vertex_index - 3;
loops[2].e = edge_index - 2;
}
loops += 3;
loop_index += 3;
// UV
if (hasTex) {
// First UV layer (loopsuv[0]) has no tips (texCoord(0)).
// Second UV layer (loopsuv[1]) has tips: (texCoord(1)).
for (int L = 0; L < 2; L++) {
if (is_odd) {
loopsuv[L][0].uv[0] = svRep[2]->texCoord(L).x();
loopsuv[L][0].uv[1] = svRep[2]->texCoord(L).y();
loopsuv[L][1].uv[0] = svRep[0]->texCoord(L).x();
loopsuv[L][1].uv[1] = svRep[0]->texCoord(L).y();
loopsuv[L][2].uv[0] = svRep[1]->texCoord(L).x();
loopsuv[L][2].uv[1] = svRep[1]->texCoord(L).y();
}
else {
loopsuv[L][0].uv[0] = svRep[2]->texCoord(L).x();
loopsuv[L][0].uv[1] = svRep[2]->texCoord(L).y();
loopsuv[L][1].uv[0] = svRep[1]->texCoord(L).x();
loopsuv[L][1].uv[1] = svRep[1]->texCoord(L).y();
loopsuv[L][2].uv[0] = svRep[0]->texCoord(L).x();
loopsuv[L][2].uv[1] = svRep[0]->texCoord(L).y();
}
loopsuv[L] += 3;
}
}
// colors and alpha transparency. vertex colors are in sRGB
// space by convention, so convert from linear
float rgba[3][4];
for (int i = 0; i < 3; i++) {
copy_v3fl_v3db(rgba[i], &svRep[i]->color()[0]);
rgba[i][3] = svRep[i]->alpha();
}
if (is_odd) {
linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]);
linearrgb_to_srgb_uchar4(&colors[1].r, rgba[0]);
linearrgb_to_srgb_uchar4(&colors[2].r, rgba[1]);
}
else {
linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]);
linearrgb_to_srgb_uchar4(&colors[1].r, rgba[1]);
linearrgb_to_srgb_uchar4(&colors[2].r, rgba[0]);
}
transp[0].r = transp[0].g = transp[0].b = colors[0].a;
transp[1].r = transp[1].g = transp[1].b = colors[1].a;
transp[2].r = transp[2].g = transp[2].b = colors[2].a;
colors += 3;
transp += 3;
}
} // loop over strip vertices
} // loop over strips
} // loop over strokes
BKE_object_materials_test(freestyle_bmain, object_mesh, (ID *)mesh);
#if 0 // XXX
BLI_assert(mesh->totvert == vertex_index);
BLI_assert(mesh->totedge == edge_index);
BLI_assert(mesh->totloop == loop_index);
BKE_mesh_validate(mesh, true, true);
#endif
}
// A replacement of BKE_object_add() for better performance.
Object *BlenderStrokeRenderer::NewMesh() const
{
Object *ob;
char name[MAX_ID_NAME];
uint mesh_id = get_stroke_mesh_id();
BLI_snprintf(name, MAX_ID_NAME, "0%08xOB", mesh_id);
ob = BKE_object_add_only_object(freestyle_bmain, OB_MESH, name);
BLI_snprintf(name, MAX_ID_NAME, "0%08xME", mesh_id);
ob->data = BKE_mesh_add(freestyle_bmain, name);
Collection *collection_master = freestyle_scene->master_collection;
BKE_collection_object_add(freestyle_bmain, collection_master, ob);
DEG_graph_tag_relations_update(freestyle_depsgraph);
DEG_graph_id_tag_update(freestyle_bmain,
freestyle_depsgraph,
&ob->id,
ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
return ob;
}
Render *BlenderStrokeRenderer::RenderScene(Render * /*re*/, bool render)
{
Camera *camera = (Camera *)freestyle_scene->camera->data;
if (camera->clip_end < _z) {
camera->clip_end = _z + _z_delta * 100.0f;
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "clip_start " << camera->clip_start << ", clip_end " << camera->clip_end << endl;
}
#endif
Render *freestyle_render = RE_NewSceneRender(freestyle_scene);
DEG_graph_relations_update(freestyle_depsgraph);
RE_RenderFreestyleStrokes(
freestyle_render, freestyle_bmain, freestyle_scene, render && get_stroke_count() > 0);
return freestyle_render;
}
} /* namespace Freestyle */