Example #1
0
/* convert a given grease-pencil layer to a 3d-curve representation (using current view if appropriate) */
static void gp_layer_to_curve(bContext *C, bGPdata *gpd, bGPDlayer *gpl, short mode)
{
	Scene *scene = CTX_data_scene(C);
	bGPDframe *gpf = gpencil_layer_getframe(gpl, CFRA, 0);
	bGPDstroke *gps;
	Object *ob;
	Curve *cu;

	/* camera framing */
	rctf subrect, *subrect_ptr = NULL;

	/* error checking */
	if (ELEM3(NULL, gpd, gpl, gpf))
		return;
		
	/* only convert if there are any strokes on this layer's frame to convert */
	if (gpf->strokes.first == NULL)
		return;

	/* initialize camera framing */
	if (gp_camera_view_subrect(C, &subrect)) {
		subrect_ptr = &subrect;
	}

	/* init the curve object (remove rotation and get curve data from it)
	 *	- must clear transforms set on object, as those skew our results
	 */
	ob = BKE_object_add(scene, OB_CURVE);
	zero_v3(ob->loc);
	zero_v3(ob->rot);
	cu = ob->data;
	cu->flag |= CU_3D;
	
	/* rename object and curve to layer name */
	rename_id((ID *)ob, gpl->info);
	rename_id((ID *)cu, gpl->info);
	
	/* add points to curve */
	for (gps = gpf->strokes.first; gps; gps = gps->next) {
		switch (mode) {
			case GP_STROKECONVERT_PATH: 
				gp_stroke_to_path(C, gpl, gps, cu, subrect_ptr);
				break;
			case GP_STROKECONVERT_CURVE:
				gp_stroke_to_bezier(C, gpl, gps, cu, subrect_ptr);
				break;
			default:
				BLI_assert(!"invalid mode");
				break;
		}
	}
}
Example #2
0
BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : StrokeRenderer()
{
	freestyle_bmain = &re->freestyle_bmain;

	// TEMPORARY - need a  texture manager
	_textureManager = new BlenderTextureManager;
	_textureManager->load();

	// for stroke mesh generation
	_width = re->winx;
	_height = re->winy;

	old_scene = re->scene;

	char name[MAX_ID_NAME - 2];
	BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2);
	freestyle_scene = BKE_scene_add(freestyle_bmain, name);
	freestyle_scene->r.cfra = old_scene->r.cfra;
	freestyle_scene->r.mode = old_scene->r.mode &
	                          ~(R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR | R_BORDER);
	freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch
	freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch
	freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp;
	freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp;
	freestyle_scene->r.tilex = old_scene->r.tilex;
	freestyle_scene->r.tiley = old_scene->r.tiley;
	freestyle_scene->r.size = 100; // old_scene->r.size
	//freestyle_scene->r.maximsize = old_scene->r.maximsize; /* DEPRECATED */
	freestyle_scene->r.ocres = old_scene->r.ocres;
	freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag;
	freestyle_scene->r.scemode = old_scene->r.scemode & ~(R_SINGLE_LAYER);
	freestyle_scene->r.flag = old_scene->r.flag;
	freestyle_scene->r.threads = old_scene->r.threads;
	freestyle_scene->r.border.xmin = old_scene->r.border.xmin;
	freestyle_scene->r.border.ymin = old_scene->r.border.ymin;
	freestyle_scene->r.border.xmax = old_scene->r.border.xmax;
	freestyle_scene->r.border.ymax = old_scene->r.border.ymax;
	strcpy(freestyle_scene->r.pic, old_scene->r.pic);
	freestyle_scene->r.safety.xmin = old_scene->r.safety.xmin;
	freestyle_scene->r.safety.ymin = old_scene->r.safety.ymin;
	freestyle_scene->r.safety.xmax = old_scene->r.safety.xmax;
	freestyle_scene->r.safety.ymax = old_scene->r.safety.ymax;
	freestyle_scene->r.osa = old_scene->r.osa;
	freestyle_scene->r.filtertype = old_scene->r.filtertype;
	freestyle_scene->r.gauss = old_scene->r.gauss;
	freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
	BLI_strncpy(freestyle_scene->r.engine, old_scene->r.engine, sizeof(freestyle_scene->r.engine));
	freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA; 
	freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG;
	BKE_scene_disable_color_management(freestyle_scene);

	if (G.debug & G_DEBUG_FREESTYLE) {
		printf("%s: %d threads\n", __func__, freestyle_scene->r.threads);
	}

	// Render layer
	SceneRenderLayer *srl = (SceneRenderLayer *)freestyle_scene->r.layers.first;
	srl->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA;

	BKE_scene_set_background(freestyle_bmain, freestyle_scene);

	// Camera
	Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, OB_CAMERA);

	Camera *camera = (Camera *)object_camera->data;
	camera->type = CAM_ORTHO;
	camera->ortho_scale = max(re->rectx, re->recty);
	camera->clipsta = 0.1f;
	camera->clipend = 100.0f;

	_z_delta = 0.00001f;
	_z = camera->clipsta + _z_delta;

	object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx;
	object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty;
	object_camera->loc[2] = 1.0f;

	freestyle_scene->camera = object_camera;

	// Material
	material = BKE_material_add(freestyle_bmain, "stroke_material");
	material->mode |= MA_VERTEXCOLP;
	material->mode |= MA_TRANSP;
	material->mode |= MA_SHLESS;
	material->vcol_alpha = 1;

	// Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh())
	_mesh_id = 0xffffffff;
}
Example #3
0
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
{
	////////////////////
	//  Build up scene
	////////////////////

	vector<Strip*>& strips = iStrokeRep->getStrips();
	Strip::vertex_container::iterator v[3];
	StrokeVertexRep *svRep[3];
	/* Vec3r color[3]; */ /* UNUSED */
	unsigned int vertex_index, edge_index, loop_index;
	Vec2r p;

	for (vector<Strip*>::iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
		Strip::vertex_container& strip_vertices = (*s)->vertices();
		int strip_vertex_count = (*s)->sizeStrip();
		int xl, xu, yl, yu, n, visible_faces, visible_segments;
		bool visible;

		// iterate over all vertices and count visible faces and strip segments
		// (note: a strip segment is a series of visible faces, while two strip
		// segments are separated by one or more invisible faces)
		v[0] = strip_vertices.begin();
		v[1] = v[0] + 1;
		v[2] = v[0] + 2;
		visible_faces = visible_segments = 0;
		visible = false;
		for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
			svRep[0] = *(v[0]);
			svRep[1] = *(v[1]);
			svRep[2] = *(v[2]);
			xl = xu = yl = yu = 0;
			for (int j = 0; j < 3; j++) {
				p = svRep[j]->point2d();
				if (p[0] < 0.0)
					xl++;
				else if (p[0] > _width)
					xu++;
				if (p[1] < 0.0)
					yl++;
				else if (p[1] > _height)
					yu++;
			}
			if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
				visible = false;
			}
			else {
				visible_faces++;
				if (!visible)
					visible_segments++;
				visible = true;
			}
		}
		if (visible_faces == 0)
			continue;

		//me = Mesh.New()
#if 0
		Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, OB_MESH);
#else
		Object *object_mesh = NewMesh();
#endif
		Mesh *mesh = (Mesh *)object_mesh->data;
		mesh->mat = (Material **)MEM_mallocN(1 * sizeof(Material *), "MaterialList");
		mesh->mat[0] = material;
		mesh->totcol = 1;
		test_object_materials(freestyle_bmain, (ID *)mesh);

		// vertices allocation
		mesh->totvert = visible_faces + visible_segments * 2;
		mesh->mvert = (MVert *)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);

		// edges allocation
		mesh->totedge = visible_faces * 2 + visible_segments;
		mesh->medge = (MEdge *)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);

		// faces allocation
		mesh->totpoly = visible_faces;
		mesh->mpoly = (MPoly *)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);

		// loops allocation
		mesh->totloop = visible_faces * 3;
		mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);

		// colors allocation
		mesh->mloopcol = (MLoopCol *)CustomData_add_layer(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop);

		////////////////////
		//  Data copy
		////////////////////

		MVert *vertices = mesh->mvert;
		MEdge *edges = mesh->medge;
		MPoly *polys = mesh->mpoly;
		MLoop *loops = mesh->mloop;
		MLoopCol *colors = mesh->mloopcol;

		v[0] = strip_vertices.begin();
		v[1] = v[0] + 1;
		v[2] = v[0] + 2;

		vertex_index = edge_index = loop_index = 0;
		visible = false;

		// Note: Mesh generation in the following loop assumes stroke strips
		// to be triangle strips.
		for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
			svRep[0] = *(v[0]);
			svRep[1] = *(v[1]);
			svRep[2] = *(v[2]);
			xl = xu = yl = yu = 0;
			for (int j = 0; j < 3; j++) {
				p = svRep[j]->point2d();
				if (p[0] < 0.0)
					xl++;
				else if (p[0] > _width)
					xu++;
				if (p[1] < 0.0)
					yl++;
				else if (p[1] > _height)
					yu++;
			}
			if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
				visible = false;
			}
			else {
				if (!visible) {
					// first vertex
					vertices->co[0] = svRep[0]->point2d()[0];
					vertices->co[1] = svRep[0]->point2d()[1];
					vertices->co[2] = get_stroke_vertex_z();
					++vertices;
					++vertex_index;

					// second vertex
					vertices->co[0] = svRep[1]->point2d()[0];
					vertices->co[1] = svRep[1]->point2d()[1];
					vertices->co[2] = get_stroke_vertex_z();
					++vertices;
					++vertex_index;

					// first edge
					edges->v1 = vertex_index - 2;
					edges->v2 = vertex_index - 1;
					++edges;
					++edge_index;
				}
				visible = true;

				// vertex
				vertices->co[0] = svRep[2]->point2d()[0];
				vertices->co[1] = svRep[2]->point2d()[1];
				vertices->co[2] = get_stroke_vertex_z();
				++vertices;
				++vertex_index;

				// edges
				edges->v1 = vertex_index - 1;
				edges->v2 = vertex_index - 3;
				++edges;
				++edge_index;

				edges->v1 = vertex_index - 1;
				edges->v2 = vertex_index - 2;
				++edges;
				++edge_index;

				// poly
				polys->loopstart = loop_index;
				polys->totloop = 3;
				++polys;

				// loops
				if (n % 2 == 0) {
					loops[0].v = vertex_index - 1;
					loops[0].e = edge_index - 1;

					loops[1].v = vertex_index - 2;
					loops[1].e = edge_index - 3;

					loops[2].v = vertex_index - 3;
					loops[2].e = edge_index - 2;
				}
				else {
					loops[0].v = vertex_index - 1;
					loops[0].e = edge_index - 2;

					loops[1].v = vertex_index - 3;
					loops[1].e = edge_index - 3;

					loops[2].v = vertex_index - 2;
					loops[2].e = edge_index - 1;
				}
				loops += 3;
				loop_index += 3;

				// colors
				if (n % 2 == 0) {
					colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
					colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
					colors[0].b = (short)(255.0f * svRep[2]->color()[2]);
					colors[0].a = (short)(255.0f * svRep[2]->alpha());

					colors[1].r = (short)(255.0f * svRep[1]->color()[0]);
					colors[1].g = (short)(255.0f * svRep[1]->color()[1]);
					colors[1].b = (short)(255.0f * svRep[1]->color()[2]);
					colors[1].a = (short)(255.0f * svRep[1]->alpha());

					colors[2].r = (short)(255.0f * svRep[0]->color()[0]);
					colors[2].g = (short)(255.0f * svRep[0]->color()[1]);
					colors[2].b = (short)(255.0f * svRep[0]->color()[2]);
					colors[2].a = (short)(255.0f * svRep[0]->alpha());
				}
				else {
					colors[0].r = (short)(255.0f * svRep[2]->color()[0]);
					colors[0].g = (short)(255.0f * svRep[2]->color()[1]);
					colors[0].b = (short)(255.0f * svRep[2]->color()[2]);
					colors[0].a = (short)(255.0f * svRep[2]->alpha());

					colors[1].r = (short)(255.0f * svRep[0]->color()[0]);
					colors[1].g = (short)(255.0f * svRep[0]->color()[1]);
					colors[1].b = (short)(255.0f * svRep[0]->color()[2]);
					colors[1].a = (short)(255.0f * svRep[0]->alpha());

					colors[2].r = (short)(255.0f * svRep[1]->color()[0]);
					colors[2].g = (short)(255.0f * svRep[1]->color()[1]);
					colors[2].b = (short)(255.0f * svRep[1]->color()[2]);
					colors[2].a = (short)(255.0f * svRep[1]->alpha());
				}
				colors += 3;
			}
		} // loop over strip vertices
#if 0
		BKE_mesh_validate(mesh, TRUE);
#endif
	} // loop over strips
}