Freestyle: use depsgraph to get geometry, instead of Blender Internal.

Some of the code is simpler because we use Blender's triangulation directly
instead of dealing with quads. Also some progress printing code was removed
because the depsgraph can not tell us the number of objects ahead of time.

Differential Revision: https://developer.blender.org/D3127
This commit is contained in:
Brecht Van Lommel 2018-04-04 15:51:03 +02:00
parent cf4041eb05
commit 209c5cebb0
5 changed files with 210 additions and 205 deletions

View File

@ -52,8 +52,6 @@ BlenderFileLoader::~BlenderFileLoader()
NodeGroup *BlenderFileLoader::Load()
{
ObjectInstanceRen *obi;
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\n=== Importing triangular meshes into Blender ===" << endl;
}
@ -81,6 +79,24 @@ NodeGroup *BlenderFileLoader::Load()
_z_offset = 0.f;
}
EvaluationContext *eval_ctx = DEG_evaluation_context_new(DAG_EVAL_RENDER);
Depsgraph *depsgraph = DEG_graph_new();
ViewLayer *view_layer = (ViewLayer*)BLI_findstring(&_re->scene->view_layers, _view_layer->name, offsetof(ViewLayer, name));
DEG_evaluation_context_init_from_view_layer_for_render(
eval_ctx,
depsgraph,
_re->scene,
view_layer);
BKE_scene_graph_update_tagged(
eval_ctx,
depsgraph,
_re->main,
_re->scene,
view_layer);
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Frustum: l " << _viewplane_left << " r " << _viewplane_right
@ -90,32 +106,39 @@ NodeGroup *BlenderFileLoader::Load()
#endif
int id = 0;
unsigned cnt = 1;
unsigned cntStep = (unsigned)ceil(0.01f * _re->totinstance);
for (obi = (ObjectInstanceRen *)_re->instancetable.first; obi; obi = obi->next) {
if (_pRenderMonitor) {
if (_pRenderMonitor->testBreak())
break;
if (cnt % cntStep == 0) {
stringstream ss;
ss << "Freestyle: Mesh loading " << (100 * cnt / _re->totinstance) << "%";
_pRenderMonitor->setInfo(ss.str());
_pRenderMonitor->progress((float)cnt / _re->totinstance);
}
cnt++;
DEG_OBJECT_ITER_BEGIN(
depsgraph, ob, DEG_ITER_OBJECT_MODE_RENDER,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI)
{
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
char *name = obi->ob->id.name;
//printf("%c%c:%s\n", name[0], name[1], name+2);
//print_m4("obi->mat", obi->mat);
bool apply_modifiers = true;
bool calc_undeformed = false;
bool calc_tessface = false;
Mesh *mesh = BKE_mesh_new_from_object(eval_ctx,
_re->main,
_re->scene,
ob,
apply_modifiers,
eModifierMode_Render,
calc_tessface,
calc_undeformed);
if (obi->obr->totvlak > 0) {
insertShapeNode(obi, ++id);
}
else if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Warning: " << (name + 2) << " is not a vlak-based object (ignored)" << endl;
if (mesh) {
insertShapeNode(ob, mesh, ++id);
BKE_libblock_free_ex(_re->main, &mesh->id, true, false);
}
}
DEG_OBJECT_ITER_END;
DEG_graph_free(depsgraph);
DEG_evaluation_context_free(eval_ctx);
// Return the built scene.
return _Scene;
@ -363,82 +386,87 @@ int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3
return 0;
}
// Checks if edge rotation (if necessary) can prevent the given quad from
// being decomposed into a degenerate triangle
bool BlenderFileLoader::testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3])
static bool testEdgeMark(Mesh *me, FreestyleEdge *fed, const MLoopTri *lt, int i)
{
if (testDegenerateTriangle(v1, v2, v3) == 2 || testDegenerateTriangle(v1, v3, v4) == 2) {
if (testDegenerateTriangle(v1, v2, v4) == 2 || testDegenerateTriangle(v2, v3, v4) == 2) {
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
printf("BlenderFileLoader::testEdgeRotation: edge rotation is unsuccessful.\n");
}
#endif
return false;
}
return true;
MLoop *mloop = &me->mloop[lt->tri[i]];
MLoop *mloop_next = &me->mloop[lt->tri[(i+1)%3]];
MEdge *medge = &me->medge[mloop->e];
if (!ELEM(mloop_next->v, medge->v1, medge->v2)) {
/* Not an edge in the original mesh before triangulation. */
return false;
}
return false;
return (fed[mloop->e].flag & FREESTYLE_EDGE_MARK) != 0;
}
void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
{
ObjectRen *obr = obi->obr;
char *name = obi->ob->id.name + 2;
char *name = ob->id.name + 2;
// We parse vlak nodes and count the number of faces after the clipping by
// the near and far view planes is applied (Note: mesh vertices are in the
// camera coordinate system).
VlakRen *vlr = NULL;
// Compute loop triangles
int tottri = poly_to_tri_count(me->totpoly, me->totloop);
MLoopTri *mlooptri = (MLoopTri*)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
BKE_mesh_recalc_looptri(
me->mloop, me->mpoly,
me->mvert,
me->totloop, me->totpoly,
mlooptri);
// Compute loop normals
BKE_mesh_calc_normals_split(me);
float (*lnors)[3] = NULL;
if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
lnors = (float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
}
// Get other mesh data
MVert *mvert = me->mvert;
MLoop *mloop = me->mloop;
MPoly *mpoly = me->mpoly;
FreestyleEdge *fed = (FreestyleEdge*)CustomData_get_layer(&me->edata, CD_FREESTYLE_EDGE);
FreestyleFace *ffa = (FreestyleFace*)CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE);
// Compute matrix including camera transform
float obmat[4][4], nmat[4][4];
mul_m4_m4m4(obmat, _re->viewmat, ob->obmat);
invert_m4_m4(nmat, obmat);
transpose_m4(nmat);
// We count the number of triangles after the clipping by the near and far view
// planes is applied (Note: mesh vertices are in the camera coordinate system).
unsigned numFaces = 0;
float v1[3], v2[3], v3[3], v4[3];
float n1[3], n2[3], n3[3], n4[3], facenormal[3];
int clip_1[3], clip_2[3];
float v1[3], v2[3], v3[3];
float n1[3], n2[3], n3[3], facenormal[3];
int clip[3];
int wire_material = 0;
for (int a = 0; a < obr->totvlak; a++) {
if ((a & 255) == 0)
vlr = obr->vlaknodes[a>>8].vlak;
else
vlr++;
if (vlr->mat->mode & MA_ONLYCAST)
for (int a = 0; a < tottri; a++) {
const MLoopTri *lt = &mlooptri[a];
const MPoly *mp = &mpoly[lt->poly];
Material *mat = give_current_material(ob, mp->mat_nr + 1);
if (mat && mat->mode & MA_ONLYCAST) {
continue;
if (vlr->mat->material_type == MA_TYPE_WIRE) {
}
if (mat && mat->material_type == MA_TYPE_WIRE) {
wire_material = 1;
continue;
}
copy_v3_v3(v1, vlr->v1->co);
copy_v3_v3(v2, vlr->v2->co);
copy_v3_v3(v3, vlr->v3->co);
if (vlr->v4)
copy_v3_v3(v4, vlr->v4->co);
if (obi->flag & R_TRANSFORMED) {
mul_m4_v3(obi->mat, v1);
mul_m4_v3(obi->mat, v2);
mul_m4_v3(obi->mat, v3);
if (vlr->v4)
mul_m4_v3(obi->mat, v4);
}
copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
mul_m4_v3(obmat, v1);
mul_m4_v3(obmat, v2);
mul_m4_v3(obmat, v3);
v1[2] += _z_offset;
v2[2] += _z_offset;
v3[2] += _z_offset;
if (vlr->v4)
v4[2] += _z_offset;
#if 0
print_v3("v1", v1);
print_v3("v2", v2);
print_v3("v3", v3);
if (vlr->v4)
print_v3("v4", v4);
#endif
if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
numFaces += countClippedFaces(v1, v2, v3, clip_1);
if (vlr->v4)
numFaces += countClippedFaces(v1, v3, v4, clip_2);
}
else {
numFaces += countClippedFaces(v1, v2, v4, clip_1);
numFaces += countClippedFaces(v2, v3, v4, clip_2);
}
numFaces += countClippedFaces(v1, v2, v3, clip);
}
if (wire_material) {
if (G.debug & G_DEBUG_FREESTYLE) {
@ -450,8 +478,10 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
cout << "numFaces " << numFaces << endl;
}
#endif
if (numFaces == 0)
if (numFaces == 0) {
MEM_freeN(mlooptri);
return;
}
// We allocate memory for the meshes to be imported
NodeGroup *currentMesh = new NodeGroup;
@ -494,99 +524,60 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
// We parse the vlak nodes again and import meshes while applying the clipping
// by the near and far view planes.
int p;
for (p = 0; p < obr->totvlak; ++p) { // we parse the faces of the mesh
if ((p & 255) == 0)
vlr = obr->vlaknodes[p>>8].vlak;
else
vlr++;
if ((vlr->mat->mode & MA_ONLYCAST) || vlr->mat->material_type == MA_TYPE_WIRE)
for (int a = 0; a < tottri; a++) {
const MLoopTri *lt = &mlooptri[a];
const MPoly *mp = &mpoly[lt->poly];
Material *mat = give_current_material(ob, mp->mat_nr + 1);
if (mat && ((mat->mode & MA_ONLYCAST) || mat->material_type == MA_TYPE_WIRE))
continue;
copy_v3_v3(v1, vlr->v1->co);
copy_v3_v3(v2, vlr->v2->co);
copy_v3_v3(v3, vlr->v3->co);
if (vlr->v4)
copy_v3_v3(v4, vlr->v4->co);
if (obi->flag & R_TRANSFORMED) {
mul_m4_v3(obi->mat, v1);
mul_m4_v3(obi->mat, v2);
mul_m4_v3(obi->mat, v3);
if (vlr->v4)
mul_m4_v3(obi->mat, v4);
}
copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
mul_m4_v3(obmat, v1);
mul_m4_v3(obmat, v2);
mul_m4_v3(obmat, v3);
v1[2] += _z_offset;
v2[2] += _z_offset;
v3[2] += _z_offset;
if (vlr->v4)
v4[2] += _z_offset;
if (_smooth && (vlr->flag & R_SMOOTH)) {
copy_v3_v3(n1, vlr->v1->n);
copy_v3_v3(n2, vlr->v2->n);
copy_v3_v3(n3, vlr->v3->n);
if (vlr->v4)
copy_v3_v3(n4, vlr->v4->n);
if (obi->flag & R_TRANSFORMED) {
mul_m3_v3(obi->nmat, n1);
mul_m3_v3(obi->nmat, n2);
mul_m3_v3(obi->nmat, n3);
normalize_v3(n1);
normalize_v3(n2);
normalize_v3(n3);
if (vlr->v4) {
mul_m3_v3(obi->nmat, n4);
normalize_v3(n4);
}
}
if (_smooth && (mp->flag & ME_SMOOTH) && lnors) {
copy_v3_v3(n1, lnors[lt->tri[0]]);
copy_v3_v3(n2, lnors[lt->tri[1]]);
copy_v3_v3(n3, lnors[lt->tri[2]]);
mul_mat3_m4_v3(nmat, n1);
mul_mat3_m4_v3(nmat, n2);
mul_mat3_m4_v3(nmat, n3);
normalize_v3(n1);
normalize_v3(n2);
normalize_v3(n3);
}
else {
RE_vlakren_get_normal(_re, obi, vlr, facenormal);
#ifndef NDEBUG
/* test if normals are inverted in rendering [T39669] */
float tnor[3];
if (vlr->v4)
normal_quad_v3(tnor, v4, v3, v2, v1);
else
normal_tri_v3(tnor, v3, v2, v1);
BLI_assert(dot_v3v3(tnor, facenormal) > 0.0f);
#endif
normal_tri_v3(facenormal, v3, v2, v1);
copy_v3_v3(n1, facenormal);
copy_v3_v3(n2, facenormal);
copy_v3_v3(n3, facenormal);
if (vlr->v4)
copy_v3_v3(n4, facenormal);
}
unsigned int numTris_1, numTris_2;
bool edge_rotation;
if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
numTris_1 = countClippedFaces(v1, v2, v3, clip_1);
numTris_2 = (!vlr->v4) ? 0 : countClippedFaces(v1, v3, v4, clip_2);
edge_rotation = false;
}
else {
numTris_1 = countClippedFaces(v1, v2, v4, clip_1);
numTris_2 = countClippedFaces(v2, v3, v4, clip_2);
edge_rotation = true;
if (G.debug & G_DEBUG_FREESTYLE) {
printf("BlenderFileLoader::insertShapeNode: edge rotation is performed.\n");
}
}
if (numTris_1 == 0 && numTris_2 == 0)
unsigned int numTris = countClippedFaces(v1, v2, v3, clip);
if (numTris == 0)
continue;
bool fm, em1, em2, em3, em4;
fm = (vlr->freestyle_face_mark) != 0;
em1 = (vlr->freestyle_edge_mark & R_EDGE_V1V2) != 0;
em2 = (vlr->freestyle_edge_mark & R_EDGE_V2V3) != 0;
if (!vlr->v4) {
em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V1) != 0;
em4 = false;
}
else {
em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V4) != 0;
em4 = (vlr->freestyle_edge_mark & R_EDGE_V4V1) != 0;
bool fm = (ffa) ? (ffa[lt->poly].flag & FREESTYLE_FACE_MARK) != 0 : false;
bool em1 = false, em2 = false, em3 = false;
if (fed) {
em1 = testEdgeMark(me, fed, lt, 0);
em2 = testEdgeMark(me, fed, lt, 1);
em3 = testEdgeMark(me, fed, lt, 2);
}
Material *mat = vlr->mat;
if (mat) {
tmpMat.setLine(mat->line_col[0], mat->line_col[1], mat->line_col[2], mat->line_col[3]);
tmpMat.setDiffuse(mat->r, mat->g, mat->b, mat->alpha);
@ -629,43 +620,19 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
float triCoords[5][3], triNormals[5][3];
bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
if (numTris_1 > 0) {
if (!edge_rotation) {
clipTriangle(numTris_1, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
edgeMarks, em1, em2, (!vlr->v4) ? em3 : false, clip_1);
}
else {
clipTriangle(numTris_1, triCoords, v1, v2, v4, triNormals, n1, n2, n4,
edgeMarks, em1, false, em4, clip_1);
}
for (i = 0; i < numTris_1; i++) {
addTriangle(&ls, triCoords[0], triCoords[i + 1], triCoords[i + 2],
triNormals[0], triNormals[i + 1], triNormals[i + 2],
fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i + 1],
(i == numTris_1 - 1) ? edgeMarks[i + 2] : false);
_numFacesRead++;
}
}
if (numTris_2 > 0) {
if (!edge_rotation) {
clipTriangle(numTris_2, triCoords, v1, v3, v4, triNormals, n1, n3, n4,
edgeMarks, false, em3, em4, clip_2);
}
else {
clipTriangle(numTris_2, triCoords, v2, v3, v4, triNormals, n2, n3, n4,
edgeMarks, em2, em3, false, clip_2);
}
for (i = 0; i < numTris_2; i++) {
addTriangle(&ls, triCoords[0], triCoords[i + 1], triCoords[i + 2],
triNormals[0], triNormals[i + 1], triNormals[i + 2],
fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i + 1],
(i == numTris_2 - 1) ? edgeMarks[i + 2] : false);
_numFacesRead++;
}
clipTriangle(numTris, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
edgeMarks, em1, em2, em3, clip);
for (i = 0; i < numTris; i++) {
addTriangle(&ls, triCoords[0], triCoords[i + 1], triCoords[i + 2],
triNormals[0], triNormals[i + 1], triNormals[i + 2],
fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i + 1],
(i == numTris - 1) ? edgeMarks[i + 2] : false);
_numFacesRead++;
}
}
MEM_freeN(mlooptri);
// We might have several times the same vertex. We want a clean
// shape with no real-vertex. Here, we are making a cleaning pass.
float *cleanVertices = NULL;
@ -804,8 +771,8 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
cleanNIndices, niSize, MIndices, viSize, 0, 0, 0);
// sets the id of the rep
rep->setId(Id(id, 0));
rep->setName(obi->ob->id.name + 2);
rep->setLibraryPath(obi->ob->id.lib ? obi->ob->id.lib->name : NULL);
rep->setName(ob->id.name + 2);
rep->setLibraryPath(ob->id.lib ? ob->id.lib->name : NULL);
const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
Vec3r(ls.maxBBox[0], ls.maxBBox[1], ls.maxBBox[2]));

View File

@ -40,17 +40,28 @@
#include "../system/RenderMonitor.h"
extern "C" {
#include "MEM_guardedalloc.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "renderdatabase.h"
#include "render_types.h"
#include "BKE_customdata.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_scene.h"
#include "BLI_iterator.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "DEG_depsgraph_query.h"
}
#ifdef WITH_CXX_GUARDEDALLOC
@ -96,9 +107,8 @@ public:
inline void setRenderMonitor(RenderMonitor *iRenderMonitor) {_pRenderMonitor = iRenderMonitor;}
protected:
void insertShapeNode(ObjectInstanceRen *obi, int id);
void insertShapeNode(Object *ob, Mesh *mesh, int id);
int testDegenerateTriangle(float v1[3], float v2[3], float v3[3]);
bool testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3]);
int countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3]);
void clipLine(float v1[3], float v2[3], float c[3], float z);
void clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],

View File

@ -271,6 +271,9 @@ void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect);
void RE_Database_FromScene(
struct Render *re, struct Main *bmain, struct Scene *scene,
unsigned int lay, int use_camera_view);
void RE_Database_CameraOnly(
struct Render *re, struct Main *bmain, struct Scene *scene,
unsigned int lay, int use_camera_view);
void RE_Database_Preprocess(struct EvaluationContext *eavl_ctx, struct Render *re);
void RE_Database_Free(struct Render *re);

View File

@ -5178,6 +5178,33 @@ static void database_init_objects(const EvaluationContext *eval_ctx, Render *re,
RE_makeRenderInstances(re);
}
void RE_Database_CameraOnly(Render *re, Main *bmain, Scene *scene, unsigned int lay, int use_camera_view)
{
Object *camera;
float mat[4][4];
re->main= bmain;
re->scene= scene;
re->lay= lay;
/* scene needs to be set to get camera */
camera= RE_GetCamera(re);
/* if no camera, viewmat should have been set! */
if (use_camera_view && camera) {
/* called before but need to call again in case of lens animation from the
* above call to BKE_scene_graph_update_for_newframe, fixes bug. [#22702].
* following calls don't depend on 'RE_SetCamera' */
RE_SetCamera(re, camera);
RE_GetCameraModelMatrix(re, camera, mat);
invert_m4(mat);
RE_SetView(re, mat);
/* force correct matrix for scaled cameras */
DEG_id_tag_update_ex(re->main, &camera->id, OB_RECALC_OB);
}
}
/* used to be 'rotate scene' */
void RE_Database_FromScene(Render *re, Main *bmain, Scene *scene, unsigned int lay, int use_camera_view)
{

View File

@ -3327,10 +3327,8 @@ void RE_RenderFreestyleExternal(Render *re)
for (rv = re->result->views.first; rv; rv = rv->next) {
RE_SetActiveRenderView(re, rv->name);
RE_Database_FromScene(re, re->main, re->scene, re->lay, 1);
RE_Database_Preprocess(NULL, re);
RE_Database_CameraOnly(re, re->main, re->scene, re->lay, 1);
add_freestyle(re, 1);
RE_Database_Free(re);
}
}
}