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.
90 lines
2.1 KiB
C++
90 lines
2.1 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 "BLI_map.hh"
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#include "../stroke/StrokeRenderer.h"
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#include "../system/FreestyleConfig.h"
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extern "C" {
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struct Depsgraph;
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struct GHash;
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struct Main;
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struct Material;
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struct Object;
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struct Render;
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struct Scene;
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struct bContext;
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struct bNodeTree;
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}
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namespace Freestyle {
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class BlenderStrokeRenderer : public StrokeRenderer {
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public:
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BlenderStrokeRenderer(Render *re, int render_count);
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virtual ~BlenderStrokeRenderer();
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/** Renders a stroke rep */
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virtual void RenderStrokeRep(StrokeRep *iStrokeRep) const;
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virtual void RenderStrokeRepBasic(StrokeRep *iStrokeRep) const;
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Object *NewMesh() const;
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struct StrokeGroup {
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explicit StrokeGroup() : totvert(0), totedge(0), faces_num(0), totloop(0) {}
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vector<StrokeRep *> strokes;
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blender::Map<Material *, int> materials;
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int totvert;
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int totedge;
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int faces_num;
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int totloop;
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};
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vector<StrokeGroup *> strokeGroups, texturedStrokeGroups;
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int GenerateScene();
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void GenerateStrokeMesh(StrokeGroup *group, bool hasTex);
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void FreeStrokeGroups();
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Render *RenderScene(Render *re, bool render);
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static Material *GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user);
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protected:
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Main *freestyle_bmain;
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Scene *old_scene;
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Scene *freestyle_scene;
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Depsgraph *freestyle_depsgraph;
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bContext *_context;
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float _width, _height;
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float _z, _z_delta;
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uint _mesh_id;
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bool _use_shading_nodes;
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struct GHash *_nodetree_hash;
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static const char *uvNames[];
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int get_stroke_count() const;
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float get_stroke_vertex_z(void) const;
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uint get_stroke_mesh_id(void) const;
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bool test_triangle_visibility(StrokeVertexRep *svRep[3]) const;
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void test_strip_visibility(Strip::vertex_container &strip_vertices,
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int *visible_faces,
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int *visible_segments) const;
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vector<StrokeRep *> _strokeReps;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:BlenderStrokeRenderer")
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#endif
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};
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} /* namespace Freestyle */
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