Files
test/source/blender/freestyle/intern/application/AppView.cpp
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00

164 lines
4.5 KiB
C++

/* SPDX-FileCopyrightText: 2008-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
*/
#include <iostream>
#include "AppConfig.h"
#include "AppView.h"
#include "Controller.h"
#include "../scene_graph/LineRep.h"
#include "../scene_graph/NodeLight.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/VertexRep.h"
#include "../stroke/Canvas.h"
#include "../system/StringUtils.h"
#include "../view_map/Silhouette.h"
#include "../view_map/ViewMap.h"
#include "BLI_blenlib.h"
#include "BLI_math_rotation.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#if 1 // FRS_antialiasing
# include "BKE_global.h"
# include "DNA_scene_types.h"
#endif
#include "FRS_freestyle.h"
namespace Freestyle {
AppView::AppView(const char * /*iName*/)
{
_Fovy = DEG2RADF(30.0f);
_ModelRootNode = new NodeDrawingStyle;
_SilhouetteRootNode = new NodeDrawingStyle;
_DebugRootNode = new NodeDrawingStyle;
_RootNode.AddChild(_ModelRootNode);
_SilhouetteRootNode->setStyle(DrawingStyle::LINES);
_SilhouetteRootNode->setLightingEnabled(false);
_SilhouetteRootNode->setLineWidth(2.0f);
_SilhouetteRootNode->setPointSize(3.0f);
_RootNode.AddChild(_SilhouetteRootNode);
_DebugRootNode->setStyle(DrawingStyle::LINES);
_DebugRootNode->setLightingEnabled(false);
_DebugRootNode->setLineWidth(1.0f);
_RootNode.AddChild(_DebugRootNode);
_minBBox = std::min(
std::min(_ModelRootNode->bbox().getMin()[0], _ModelRootNode->bbox().getMin()[1]),
_ModelRootNode->bbox().getMin()[2]);
_maxBBox = std::max(
std::max(_ModelRootNode->bbox().getMax()[0], _ModelRootNode->bbox().getMax()[1]),
_ModelRootNode->bbox().getMax()[2]);
_maxAbs = std::max(rabs(_minBBox), rabs(_maxBBox));
_minAbs = std::min(rabs(_minBBox), rabs(_maxBBox));
_p2DSelectionNode = new NodeDrawingStyle;
_p2DSelectionNode->setLightingEnabled(false);
_p2DSelectionNode->setStyle(DrawingStyle::LINES);
_p2DSelectionNode->setLineWidth(5.0f);
_p2DNode.AddChild(_p2DSelectionNode);
NodeLight *light = new NodeLight;
_Light.AddChild(light);
}
AppView::~AppView()
{
/*int ref =*//* UNUSED */ _RootNode.destroy();
_Light.destroy();
/*ref =*//* UNUSED */ _p2DNode.destroy();
}
real AppView::distanceToSceneCenter()
{
BBox<Vec3r> bbox = _ModelRootNode->bbox();
Vec3r v(UNPACK3(g_freestyle.viewpoint));
v -= 0.5 * (bbox.getMin() + bbox.getMax());
return v.norm();
}
real AppView::znear()
{
BBox<Vec3r> bbox = _ModelRootNode->bbox();
Vec3r u = bbox.getMin();
Vec3r v = bbox.getMax();
Vec3r cameraCenter(UNPACK3(g_freestyle.viewpoint));
Vec3r w1(u[0], u[1], u[2]);
Vec3r w2(v[0], u[1], u[2]);
Vec3r w3(u[0], v[1], u[2]);
Vec3r w4(v[0], v[1], u[2]);
Vec3r w5(u[0], u[1], v[2]);
Vec3r w6(v[0], u[1], v[2]);
Vec3r w7(u[0], v[1], v[2]);
Vec3r w8(v[0], v[1], v[2]);
real _znear = std::min(
(w1 - cameraCenter).norm(),
std::min((w2 - cameraCenter).norm(),
std::min((w3 - cameraCenter).norm(),
std::min((w4 - cameraCenter).norm(),
std::min((w5 - cameraCenter).norm(),
std::min((w6 - cameraCenter).norm(),
std::min((w7 - cameraCenter).norm(),
(w8 - cameraCenter).norm())))))));
return std::max(_znear, 0.001);
}
real AppView::zfar()
{
BBox<Vec3r> bbox = _ModelRootNode->bbox();
Vec3r u = bbox.getMin();
Vec3r v = bbox.getMax();
Vec3r cameraCenter(UNPACK3(g_freestyle.viewpoint));
Vec3r w1(u[0], u[1], u[2]);
Vec3r w2(v[0], u[1], u[2]);
Vec3r w3(u[0], v[1], u[2]);
Vec3r w4(v[0], v[1], u[2]);
Vec3r w5(u[0], u[1], v[2]);
Vec3r w6(v[0], u[1], v[2]);
Vec3r w7(u[0], v[1], v[2]);
Vec3r w8(v[0], v[1], v[2]);
real _zfar = std::max(
(w1 - cameraCenter).norm(),
std::max((w2 - cameraCenter).norm(),
std::max((w3 - cameraCenter).norm(),
std::max((w4 - cameraCenter).norm(),
std::max((w5 - cameraCenter).norm(),
std::max((w6 - cameraCenter).norm(),
std::max((w7 - cameraCenter).norm(),
(w8 - cameraCenter).norm())))))));
return _zfar;
}
real AppView::GetFocalLength()
{
real Near = std::max(0.1, (real)(-2.0f * _maxAbs + distanceToSceneCenter()));
return Near;
}
} /* namespace Freestyle */