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.
272 lines
5.9 KiB
C++
272 lines
5.9 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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* \brief The spinal tap of the system.
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*/
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#include <string>
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#include "../geometry/FastGrid.h"
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#include "../scene_graph/SceneHash.h"
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#include "../system/Precision.h"
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#include "../system/TimeUtils.h"
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#include "../view_map/FEdgeXDetector.h"
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#include "../view_map/ViewMapBuilder.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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struct Depsgraph;
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struct Render;
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struct ViewLayer;
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namespace Freestyle {
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class AppCanvas;
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class AppView;
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class Interpreter;
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class NodeGroup;
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class ProgressBar;
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class RenderMonitor;
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class SShape;
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class ViewEdge;
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class ViewMap;
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class Controller {
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public:
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Controller();
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~Controller();
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void setView(AppView *iView);
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void setRenderMonitor(RenderMonitor *iRenderMonitor);
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void setPassDiffuse(float *buf, int width, int height);
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void setPassZ(float *buf, int width, int height);
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void setContext(bContext *C);
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// soc
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void init_options();
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int LoadMesh(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph);
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int Load3DSFile(const char *iFileName);
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void CloseFile();
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void ComputeViewMap();
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void ComputeSteerableViewMap();
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void saveSteerableViewMapImages();
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void toggleEdgeTesselationNature(Nature::EdgeNature iNature);
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int DrawStrokes();
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void ResetRenderCount();
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Render *RenderStrokes(Render *re, bool render);
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void SwapStyleModules(uint i1, uint i2);
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void InsertStyleModule(uint index, const char *iFileName);
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void InsertStyleModule(uint index, const char *iName, const char *iBuffer);
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void InsertStyleModule(uint index, const char *iName, struct Text *iText);
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void AddStyleModule(const char *iFileName);
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void RemoveStyleModule(uint index);
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void ReloadStyleModule(uint index, const char *iFileName);
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void Clear();
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void ClearRootNode();
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void DeleteWingedEdge();
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void DeleteViewMap(bool freeCache = false);
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void toggleLayer(uint index, bool iDisplay);
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void setModified(uint index, bool iMod);
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void resetModified(bool iMod = false);
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void updateCausalStyleModules(uint index);
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void displayDensityCurves(int x, int y);
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ViewEdge *SelectViewEdge(real x, real y);
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FEdge *SelectFEdge(real x, real y);
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NodeGroup *BuildRep(vector<ViewEdge *>::iterator vedges_begin,
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vector<ViewEdge *>::iterator vedges_end);
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#if 0
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NodeGroup *debugNode()
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{
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return _DebugNode;
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}
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AppView *view()
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{
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return _pView;
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}
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NodeGroup *debugScene()
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{
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return _DebugNode;
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}
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Grid &grid()
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{
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return _Grid;
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}
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#endif
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void toggleVisibilityAlgo();
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void setVisibilityAlgo(int algo);
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int getVisibilityAlgo();
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void setViewMapCache(bool iBool);
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bool getViewMapCache() const;
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void setQuantitativeInvisibility(bool iBool); // if true, we compute quantitativeInvisibility
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bool getQuantitativeInvisibility() const;
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void setFaceSmoothness(bool iBool);
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bool getFaceSmoothness() const;
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void setComputeRidgesAndValleysFlag(bool b);
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bool getComputeRidgesAndValleysFlag() const;
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void setComputeSuggestiveContoursFlag(bool b);
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bool getComputeSuggestiveContoursFlag() const;
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void setComputeMaterialBoundariesFlag(bool b);
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bool getComputeMaterialBoundariesFlag() const;
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void setComputeSteerableViewMapFlag(bool iBool);
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bool getComputeSteerableViewMapFlag() const;
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void setCreaseAngle(float angle)
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{
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_creaseAngle = angle;
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}
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float getCreaseAngle() const
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{
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return _creaseAngle;
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}
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void setSphereRadius(float s)
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{
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_sphereRadius = s;
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}
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float getSphereRadius() const
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{
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return _sphereRadius;
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}
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void setSuggestiveContourKrDerivativeEpsilon(float dkr)
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{
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_suggestiveContourKrDerivativeEpsilon = dkr;
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}
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float getSuggestiveContourKrDerivativeEpsilon() const
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{
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return _suggestiveContourKrDerivativeEpsilon;
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}
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void setModelsDir(const string &dir);
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string getModelsDir() const;
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void setModulesDir(const string &dir);
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string getModulesDir() const;
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bool hitViewMapCache();
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void resetInterpreter();
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public:
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// Viewmap data structure
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ViewMap *_ViewMap;
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// Canvas
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AppCanvas *_Canvas;
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private:
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// Main Window:
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// AppMainWindow *_pMainWindow;
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// List of models currently loaded
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vector<string> _ListOfModels;
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// Current directories
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// ConfigIO* _current_dirs;
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// View
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// 3D
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AppView *_pView;
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// 2D
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#if 0
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Viewer2DWindow *_pView2DWindow;
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Viewer2D *_pView2D;
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#endif
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RenderMonitor *_pRenderMonitor;
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// Model
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// Drawing Structure
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NodeGroup *_RootNode;
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// Winged-Edge structure
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WingedEdge *_winged_edge;
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#if 0
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// Silhouette structure:
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std::vector<SShape *> _SShapes;
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NodeGroup *_SRoot;
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// Silhouette
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NodeGroup *_SilhouetteNode;
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NodeGroup *_ProjectedSilhouette;
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NodeGroup *_VisibleProjectedSilhouette;
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// more Debug info
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NodeGroup *_DebugNode;
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#endif
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// debug
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// NodeUser<ViewMap> *_ViewMapNode; // FIXME
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// Chronometer:
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Chronometer _Chrono;
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// Progress Bar
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ProgressBar *_ProgressBar;
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// edges tesselation nature
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int _edgeTesselationNature;
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FastGrid _Grid;
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// HashGrid _Grid;
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BBox<Vec3r> _Scene3dBBox;
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uint _SceneNumFaces;
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#if 0
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real _minEdgeSize;
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#endif
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real _EPSILON;
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real _bboxDiag;
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int _render_count;
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// AppStyleWindow *_pStyleWindow;
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// AppOptionsWindow *_pOptionsWindow;
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// AppDensityCurvesWindow *_pDensityCurvesWindow;
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ViewMapBuilder::visibility_algo _VisibilityAlgo;
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// Script Interpreter
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Interpreter *_inter;
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string _help_index;
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string _browser_cmd;
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bool _EnableViewMapCache;
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bool _EnableQI;
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bool _EnableFaceSmoothness;
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bool _ComputeRidges;
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bool _ComputeSuggestive;
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bool _ComputeMaterialBoundaries;
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float _creaseAngle;
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float _sphereRadius;
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float _suggestiveContourKrDerivativeEpsilon;
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bool _ComputeSteerableViewMap;
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FEdgeXDetector edgeDetector;
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SceneHash sceneHashFunc;
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real prevSceneHash;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:Controller")
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#endif
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};
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extern Controller *g_pController;
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} /* namespace Freestyle */
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