Files
test2/source/blender/freestyle/intern/view_map/ViewMapTesselator.h
Jacques Lucke 64a9260921 Core: remove WITH_CXX_GUARDEDALLOC option
This implements the proposal from #124512. For that it contains the following
changes:
* Remove the global override of `new`/`delete` when `WITH_CXX_GUARDEDALLOC` was
  enabled.
* Always use `MEM_CXX_CLASS_ALLOC_FUNCS` where it is currently used. This used
  to be guarded by `WITH_CXX_GUARDEDALLOC` in some but not all cases. This means
  that a few classes which didn't use our guarded allocator by default before,
  are now using it.

Pull Request: https://projects.blender.org/blender/blender/pulls/130181
2024-11-13 13:39:49 +01:00

195 lines
4.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup freestyle
* \brief Class to build a Node Tree designed to be displayed from a Silhouette View Map structure.
*/
#include "Silhouette.h"
#include "ViewMap.h"
#include "../scene_graph/LineRep.h"
#include "../scene_graph/NodeGroup.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/OrientedLineRep.h"
#include "../scene_graph/VertexRep.h"
#include "../winged_edge/WEdge.h"
#include "MEM_guardedalloc.h"
namespace Freestyle {
class NodeShape;
class NodeGroup;
class SShape;
class WShape;
class ViewMapTesselator {
public:
inline ViewMapTesselator()
{
_nature = Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE;
_FrsMaterial.setDiffuse(0, 0, 0, 1);
_overloadFrsMaterial = false;
}
virtual ~ViewMapTesselator() {}
/** Builds a set of lines rep contained under a NodeShape, itself contained under a NodeGroup
* from a ViewMap */
NodeGroup *Tesselate(ViewMap *iViewMap);
/** Builds a set of lines rep contained under a NodeShape, itself contained under a NodeGroup
* from a set of view edges
*/
template<class ViewEdgesIterator>
NodeGroup *Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end);
/** Builds a set of lines rep contained among a NodeShape, from a WShape */
NodeGroup *Tesselate(WShape *iWShape);
inline void setNature(Nature::EdgeNature iNature)
{
_nature = iNature;
}
inline void setFrsMaterial(const FrsMaterial &iMaterial)
{
_FrsMaterial = iMaterial;
_overloadFrsMaterial = true;
}
inline Nature::EdgeNature nature()
{
return _nature;
}
inline const FrsMaterial &frs_material() const
{
return _FrsMaterial;
}
protected:
virtual void AddVertexToLine(LineRep *iLine, SVertex *v) = 0;
private:
Nature::EdgeNature _nature;
FrsMaterial _FrsMaterial;
bool _overloadFrsMaterial;
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator")
};
/** Class to tessellate the 2D projected silhouette */
class ViewMapTesselator2D : public ViewMapTesselator {
public:
inline ViewMapTesselator2D() : ViewMapTesselator() {}
virtual ~ViewMapTesselator2D() {}
protected:
virtual void AddVertexToLine(LineRep *iLine, SVertex *v)
{
iLine->AddVertex(v->point2D());
}
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator2D")
};
/** Class to tessellate the 3D silhouette */
class ViewMapTesselator3D : public ViewMapTesselator {
public:
inline ViewMapTesselator3D() : ViewMapTesselator() {}
virtual ~ViewMapTesselator3D() {}
protected:
virtual void AddVertexToLine(LineRep *iLine, SVertex *v)
{
iLine->AddVertex(v->point3D());
}
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator3D")
};
//
// Implementation
//
///////////////////////////////////////////////
template<class ViewEdgesIterator>
NodeGroup *ViewMapTesselator::Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end)
{
NodeGroup *group = new NodeGroup;
NodeShape *tshape = new NodeShape;
group->AddChild(tshape);
// tshape->frs_material().setDiffuse(0.0f, 0.0f, 0.0f, 1.0f);
tshape->setFrsMaterial(_FrsMaterial);
LineRep *line;
FEdge *firstEdge;
FEdge *nextFEdge, *currentEdge;
// for (vector<ViewEdge*>::const_iterator c = viewedges.begin(), cend = viewedges.end(); c !=
// cend; c++)
for (ViewEdgesIterator c = begin, cend = end; c != cend; c++) {
#if 0
if ((*c)->qi() > 0) {
continue;
}
if (!((*c)->nature() & (_nature))) {
continue;
}
#endif
firstEdge = (*c)->fedgeA();
#if 0
if (firstEdge->invisibility() > 0) {
continue;
}
#endif
line = new OrientedLineRep();
if (_overloadFrsMaterial) {
line->setFrsMaterial(_FrsMaterial);
}
// there might be chains containing a single element
if (0 == (firstEdge)->nextEdge()) {
line->setStyle(LineRep::LINES);
// line->AddVertex((*c)->vertexA()->point3D());
// line->AddVertex((*c)->vertexB()->point3D());
AddVertexToLine(line, firstEdge->vertexA());
AddVertexToLine(line, firstEdge->vertexB());
}
else {
line->setStyle(LineRep::LINE_STRIP);
// firstEdge = (*c);
nextFEdge = firstEdge;
currentEdge = firstEdge;
do {
// line->AddVertex(nextFEdge->vertexA()->point3D());
AddVertexToLine(line, nextFEdge->vertexA());
currentEdge = nextFEdge;
nextFEdge = nextFEdge->nextEdge();
} while ((nextFEdge != nullptr) && (nextFEdge != firstEdge));
// Add the last vertex
// line->AddVertex(currentEdge->vertexB()->point3D());
AddVertexToLine(line, currentEdge->vertexB());
}
line->setId((*c)->getId().getFirst());
line->ComputeBBox();
tshape->AddRep(line);
}
return group;
}
} /* namespace Freestyle */