Files
test2/source/blender/modifiers/intern/lineart/lineart_intern.hh
Brecht Van Lommel 4786fbe774 Refactor: Remove extern "C" from most headers
The only remaining code in source/blender that must be compiled as C
is now datatoc generated code and the DNA defaults that use designated
initializers.

Pull Request: https://projects.blender.org/blender/blender/pulls/134469
2025-02-13 18:58:08 +01:00

241 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*/
#pragma once
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_set.hh"
#include "BLI_threads.h"
#include "DNA_lineart_types.h"
#include <math.h>
#include <string.h>
struct LineartBoundingArea;
struct LineartEdge;
struct LineartData;
struct LineartStaticMemPool;
struct LineartStaticMemPoolNode;
struct GreasePencilLineartModifierData;
void *lineart_list_append_pointer_pool(ListBase *h, struct LineartStaticMemPool *smp, void *data);
void *lineart_list_append_pointer_pool_sized(ListBase *h,
struct LineartStaticMemPool *smp,
void *data,
int size);
void *lineart_list_append_pointer_pool_thread(ListBase *h,
struct LineartStaticMemPool *smp,
void *data);
void *lineart_list_append_pointer_pool_sized_thread(ListBase *h,
LineartStaticMemPool *smp,
void *data,
int size);
void *list_push_pointer_static(ListBase *h, struct LineartStaticMemPool *smp, void *p);
void *list_push_pointer_static_sized(ListBase *h,
struct LineartStaticMemPool *smp,
void *p,
int size);
void *lineart_list_pop_pointer_no_free(ListBase *h);
void lineart_list_remove_pointer_item_no_free(ListBase *h, LinkData *lip);
struct LineartStaticMemPoolNode *lineart_mem_new_static_pool(struct LineartStaticMemPool *smp,
size_t size);
void *lineart_mem_acquire(struct LineartStaticMemPool *smp, size_t size);
void *lineart_mem_acquire_thread(struct LineartStaticMemPool *smp, size_t size);
void lineart_mem_destroy(struct LineartStaticMemPool *smp);
void lineart_prepend_pool(LinkNode **first, struct LineartStaticMemPool *smp, void *link);
void lineart_matrix_ortho_44d(double (*mProjection)[4],
double xMin,
double xMax,
double yMin,
double yMax,
double zMin,
double zMax);
void lineart_matrix_perspective_44d(
double (*mProjection)[4], double fFov_rad, double fAspect, double zMin, double zMax);
int lineart_count_intersection_segment_count(struct LineartData *ld);
void lineart_count_and_print_render_buffer_memory(struct LineartData *ld);
#define LRT_ITER_ALL_LINES_BEGIN \
{ \
LineartEdge *e; \
for (int _i = 0; _i < ld->pending_edges.next; _i++) { \
e = ld->pending_edges.array[_i];
#define LRT_ITER_ALL_LINES_NEXT ; /* Doesn't do anything now with new array setup. */
#define LRT_ITER_ALL_LINES_END \
LRT_ITER_ALL_LINES_NEXT \
} \
}
#define LRT_BOUND_AREA_CROSSES(b1, b2) \
((b1)[0] < (b2)[1] && (b1)[1] > (b2)[0] && (b1)[3] < (b2)[2] && (b1)[2] > (b2)[3])
/* Initial bounding area row/column count, setting 10 is tested to be relatively optimal for the
* performance under current algorithm. */
#define LRT_BA_ROWS 10
#define LRT_EDGE_BA_MARCHING_BEGIN(fb1, fb2) \
double x = fb1[0], y = fb1[1]; \
LineartBoundingArea *ba = lineart_edge_first_bounding_area(ld, fb1, fb2); \
LineartBoundingArea *nba = ba; \
double k = (fb2[1] - fb1[1]) / (fb2[0] - fb1[0] + 1e-30); \
int positive_x = (fb2[0] - fb1[0]) > 0 ? 1 : (fb2[0] == fb1[0] ? 0 : -1); \
int positive_y = (fb2[1] - fb1[1]) > 0 ? 1 : (fb2[1] == fb1[1] ? 0 : -1); \
while (nba)
#define LRT_EDGE_BA_MARCHING_NEXT(fb1, fb2) \
/* Marching along `e->v1` to `e->v2`, searching each possible bounding areas it may touch. */ \
nba = lineart_bounding_area_next(nba, fb1, fb2, x, y, k, positive_x, positive_y, &x, &y);
#define LRT_EDGE_BA_MARCHING_END
/**
* All internal functions starting with lineart_main_ is called inside
* #MOD_lineart_compute_feature_lines function.
* This function handles all occlusion calculation.
*/
void lineart_main_occlusion_begin(struct LineartData *ld);
/**
* This function cuts triangles with near- or far-plane. Setting clip_far = true for cutting with
* far-plane. For triangles that's crossing the plane, it will generate new 1 or 2 triangles with
* new topology that represents the trimmed triangle. (which then became a triangle or a square
* formed by two triangles)
*/
void lineart_main_cull_triangles(struct LineartData *ld, bool clip_far);
/**
* Adjacent data is only used during the initial stages of computing.
* So we can free it using this function when it is not needed anymore.
*/
void lineart_main_free_adjacent_data(struct LineartData *ld);
void lineart_main_perspective_division(struct LineartData *ld);
void lineart_main_discard_out_of_frame_edges(struct LineartData *ld);
void lineart_main_load_geometries(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *camera,
struct LineartData *ld,
bool allow_duplicates,
bool do_shadow_casting,
struct ListBase *shadow_elns,
blender::Set<const Object *> *included_objects);
/**
* The calculated view vector will point towards the far-plane from the camera position.
*/
void lineart_main_get_view_vector(struct LineartData *ld);
void lineart_main_bounding_area_make_initial(struct LineartData *ld);
void lineart_main_bounding_areas_connect_post(struct LineartData *ld);
void lineart_main_clear_linked_edges(struct LineartData *ld);
/**
* Link lines to their respective bounding areas.
*/
void lineart_main_link_lines(struct LineartData *ld);
/**
* Sequentially add triangles into render buffer, intersection lines between those triangles will
* also be computed at the same time.
*/
void lineart_main_add_triangles(struct LineartData *ld);
/**
* This call would internally duplicate #original_ld, override necessary configurations for shadow
* computations. It will return:
*
* 1) Generated shadow edges in format of `LineartElementLinkNode` which can be directly loaded
* into later main view camera occlusion stage.
* 2) Shadow render buffer if 3rd stage reprojection is need for silhouette/lit/shaded region
* selection. Otherwise the shadow render buffer is deleted before this function returns.
*/
bool lineart_main_try_generate_shadow(struct Depsgraph *depsgraph,
struct Scene *scene,
struct LineartData *original_ld,
struct LineartGpencilModifierData *lmd_legacy,
struct LineartStaticMemPool *shadow_data_pool,
struct LineartElementLinkNode **r_veln,
struct LineartElementLinkNode **r_eeln,
struct ListBase *r_calculated_edges_eln_list,
struct LineartData **r_shadow_ld_if_reproject);
bool lineart_main_try_generate_shadow_v3(struct Depsgraph *depsgraph,
struct Scene *scene,
struct LineartData *original_ld,
struct GreasePencilLineartModifierData *lmd,
struct LineartStaticMemPool *shadow_data_pool,
struct LineartElementLinkNode **r_veln,
struct LineartElementLinkNode **r_eeln,
struct ListBase *r_calculated_edges_eln_list,
struct LineartData **r_shadow_ld_if_reproject);
/**
* Does the 3rd stage reprojection, will not re-load objects because #shadow_ld is not deleted.
* Only re-projects view camera edges and check visibility in light camera, then we can determine
* whether an edge landed on a lit or shaded area.
*/
void lineart_main_make_enclosed_shapes(struct LineartData *ld, struct LineartData *shadow_ld);
/**
* Shadow segments needs to be transformed to view-camera space, just like any other objects.
*/
void lineart_main_transform_and_add_shadow(struct LineartData *ld,
struct LineartElementLinkNode *veln,
struct LineartElementLinkNode *eeln);
LineartElementLinkNode *lineart_find_matching_eln(struct ListBase *shadow_elns, int obindex);
LineartElementLinkNode *lineart_find_matching_eln_obj(struct ListBase *elns, struct Object *ob);
LineartEdge *lineart_find_matching_edge(struct LineartElementLinkNode *shadow_eln,
uint64_t edge_identifier);
/**
* Cuts the original edge based on the occlusion results under light-camera, if segment
* is occluded in light-camera, then that segment on the original edge must be shaded.
*/
void lineart_register_shadow_cuts(struct LineartData *ld,
struct LineartEdge *e,
struct LineartEdge *shadow_edge);
void lineart_register_intersection_shadow_cuts(struct LineartData *ld,
struct ListBase *shadow_elns);
bool lineart_edge_from_triangle(const struct LineartTriangle *tri,
const struct LineartEdge *e,
bool allow_overlapping_edges);
/**
* This function gets the tile for the point `e->v1`, and later use #lineart_bounding_area_next()
* to get next along the way.
*/
LineartBoundingArea *lineart_edge_first_bounding_area(struct LineartData *ld,
double *fbcoord1,
double *fbcoord2);
/**
* This march along one render line in image space and
* get the next bounding area the line is crossing.
*/
LineartBoundingArea *lineart_bounding_area_next(struct LineartBoundingArea *self,
double *fbcoord1,
double *fbcoord2,
double x,
double y,
double k,
int positive_x,
int positive_y,
double *next_x,
double *next_y);
/**
* Cuts the edge in image space and mark occlusion level for each segment.
*/
void lineart_edge_cut(struct LineartData *ld,
struct LineartEdge *e,
double start,
double end,
uchar material_mask_bits,
uchar mat_occlusion,
uint32_t shadow_bits);
void lineart_add_edge_to_array(struct LineartPendingEdges *pe, struct LineartEdge *e);
void lineart_finalize_object_edge_array_reserve(struct LineartPendingEdges *pe, int count);
void lineart_destroy_render_data_keep_init(struct LineartData *ld);