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