--- /dev/null
- col.itemR(rl, "sky")
+
+ import bpy
+
+ class RenderButtonsPanel(bpy.types.Panel):
+ __space_type__ = 'PROPERTIES'
+ __region_type__ = 'WINDOW'
+ __context__ = "render"
+ # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+ def poll(self, context):
+ rd = context.scene.render_data
+ return (context.scene and rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
+
+ class RENDER_PT_render(RenderButtonsPanel):
+ __label__ = "Render"
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ rd = context.scene.render_data
+
+ row = layout.row()
+ row.itemO("screen.render", text="Image", icon='ICON_RENDER_STILL')
+ row.item_booleanO("screen.render", "animation", True, text="Animation", icon='ICON_RENDER_ANIMATION')
+
+ layout.itemR(rd, "display_mode", text="Display")
+
+ class RENDER_PT_layers(RenderButtonsPanel):
+ __label__ = "Layers"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+ rd = scene.render_data
+
+ row = layout.row()
+ row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
+
+ col = row.column(align=True)
+ col.itemO("scene.render_layer_add", icon='ICON_ZOOMIN', text="")
+ col.itemO("scene.render_layer_remove", icon='ICON_ZOOMOUT', text="")
+
+ rl = rd.layers[rd.active_layer_index]
+
+ if rl:
+ layout.itemR(rl, "name")
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(scene, "visible_layers", text="Scene")
+ col = split.column()
+ col.itemR(rl, "visible_layers", text="Layer")
+
+ layout.itemR(rl, "light_override", text="Light")
+ layout.itemR(rl, "material_override", text="Material")
+
+ layout.itemS()
+ layout.itemL(text="Include:")
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(rl, "zmask")
+ row = col.row()
+ row.itemR(rl, "zmask_negate", text="Negate")
+ row.active = rl.zmask
+ col.itemR(rl, "all_z")
+
+ col = split.column()
+ col.itemR(rl, "solid")
+ col.itemR(rl, "halo")
+ col.itemR(rl, "ztransp")
++ col.itemR(rl, "sky")
+
+ col = split.column()
+ col.itemR(rl, "edge")
+ col.itemR(rl, "strand")
++ col.itemR(rl, "freestyle")
+
+ if rl.zmask:
+ split = layout.split()
+ split.itemL(text="Zmask Layers:")
+ split.column().itemR(rl, "zmask_layers", text="")
+
+ layout.itemS()
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Passes:")
+ col.itemR(rl, "pass_combined")
+ col.itemR(rl, "pass_z")
+ col.itemR(rl, "pass_vector")
+ col.itemR(rl, "pass_normal")
+ col.itemR(rl, "pass_uv")
+ col.itemR(rl, "pass_mist")
+ col.itemR(rl, "pass_object_index")
+
+ col = split.column()
+ col.itemL()
+ col.itemR(rl, "pass_color")
+ col.itemR(rl, "pass_diffuse")
+ row = col.row()
+ row.itemR(rl, "pass_specular")
+ row.itemR(rl, "pass_specular_exclude", text="", icon='ICON_X')
+ row = col.row()
+ row.itemR(rl, "pass_shadow")
+ row.itemR(rl, "pass_shadow_exclude", text="", icon='ICON_X')
+ row = col.row()
+ row.itemR(rl, "pass_ao")
+ row.itemR(rl, "pass_ao_exclude", text="", icon='ICON_X')
+ row = col.row()
+ row.itemR(rl, "pass_reflection")
+ row.itemR(rl, "pass_reflection_exclude", text="", icon='ICON_X')
+ row = col.row()
+ row.itemR(rl, "pass_refraction")
+ row.itemR(rl, "pass_refraction_exclude", text="", icon='ICON_X')
+
++ if rl.freestyle:
++ layout.itemS()
++
++ split = layout.split()
++
++ col = split.column()
++ col.itemL(text="Freestyle:")
++ freestyle = rl.freestyle_settings
++ col.itemR(freestyle, "sphere_radius", text="Sphere Radius")
++ col.itemR(freestyle, "ridges_and_valleys", text="Ridges and Valleys")
++ col.itemR(freestyle, "suggestive_contours", text="Suggestive Contours")
++ col.itemR(freestyle, "dkr_epsilon", text="Dkr Epsilon")
++
++ col.itemO("scene.freestyle_module_add", text="Add Style Module")
++
++ for i, module in enumerate(freestyle.modules):
++ box = layout.box()
++ box.set_context_pointer("freestyle_module", module)
++ row = box.row(align=True)
++ row.itemR(module, "is_displayed", text="")
++ row.itemR(module, "module_path", text="")
++ row.itemO("scene.freestyle_module_remove", icon='ICON_X', text="")
++ props = row.itemO("scene.freestyle_module_move_up", icon='VICON_MOVE_UP', text="", properties=True)
++ props.active = (i > 0)
++ props = row.itemO("scene.freestyle_module_move_down", icon='VICON_MOVE_DOWN', text="", properties=True)
++ props.active = (i < len(freestyle.modules) - 1)
++
+ class RENDER_PT_shading(RenderButtonsPanel):
+ __label__ = "Shading"
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ rd = context.scene.render_data
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(rd, "render_textures", text="Textures")
+ col.itemR(rd, "render_shadows", text="Shadows")
+ col.itemR(rd, "render_sss", text="Subsurface Scattering")
+ col.itemR(rd, "render_envmaps", text="Environment Map")
+
+ col = split.column()
+ col.itemR(rd, "render_raytracing", text="Ray Tracing")
+ col.itemR(rd, "color_management")
+ col.itemR(rd, "alpha_mode", text="Alpha")
+
+ class RENDER_PT_performance(RenderButtonsPanel):
+ __label__ = "Performance"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ rd = context.scene.render_data
+
+ split = layout.split()
+
+ col = split.column(align=True)
+ col.itemL(text="Threads:")
+ col.row().itemR(rd, "threads_mode", expand=True)
+ sub = col.column()
+ sub.enabled = rd.threads_mode == 'THREADS_FIXED'
+ sub.itemR(rd, "threads")
+ col.itemL(text="Tiles:")
+ col.itemR(rd, "parts_x", text="X")
+ col.itemR(rd, "parts_y", text="Y")
+
+ col = split.column()
+ col.itemL(text="Memory:")
+ sub = col.column()
+ sub.itemR(rd, "save_buffers")
+ sub.enabled = not rd.full_sample
+ sub = col.column()
+ sub.active = rd.use_compositing
+ sub.itemR(rd, "free_image_textures")
+ sub = col.column()
+ sub.active = rd.render_raytracing
+ sub.itemL(text="Acceleration structure:")
+ sub.itemR(rd, "raytrace_structure", text="")
+ if rd.raytrace_structure == "OCTREE":
+ sub.itemR(rd, "octree_resolution", text="Resolution")
+ else:
+ sub.itemR(rd, "use_instances", text="Instances")
+ sub.itemR(rd, "use_local_coords", text="Local Coordinates")
+
+ class RENDER_PT_post_processing(RenderButtonsPanel):
+ __label__ = "Post Processing"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ rd = context.scene.render_data
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(rd, "use_compositing")
+ col.itemR(rd, "use_sequencer")
+
+ col = split.column()
+ col.itemR(rd, "dither_intensity", text="Dither", slider=True)
+
+ layout.itemS()
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(rd, "fields", text="Fields")
+ sub = col.column()
+ sub.active = rd.fields
+ sub.row().itemR(rd, "field_order", expand=True)
+ sub.itemR(rd, "fields_still", text="Still")
+
+ col = split.column()
+ col.itemR(rd, "edge")
+ sub = col.column()
+ sub.active = rd.edge
+ sub.itemR(rd, "edge_threshold", text="Threshold", slider=True)
+ sub.itemR(rd, "edge_color", text="")
+
++ layout.itemS()
++
++ split = layout.split()
++ col = split.column()
++ col.itemR(rd, "freestyle", text="Freestyle")
++
+ class RENDER_PT_output(RenderButtonsPanel):
+ __label__ = "Output"
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ rd = context.scene.render_data
+
+ layout.itemR(rd, "output_path", text="")
+
+ split = layout.split()
+ col = split.column()
+ col.itemR(rd, "file_format", text="")
+ col.row().itemR(rd, "color_mode", text="Color", expand=True)
+
+ col = split.column()
+ col.itemR(rd, "file_extensions")
+ col.itemR(rd, "use_overwrite")
+ col.itemR(rd, "use_placeholder")
+
+ if rd.file_format in ('AVIJPEG', 'JPEG'):
+ split = layout.split()
+ split.itemR(rd, "quality", slider=True)
+
+ elif rd.file_format == 'OPENEXR':
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Codec:")
+ col.itemR(rd, "exr_codec", text="")
+
+ subsplit = split.split()
+ col = subsplit.column()
+ col.itemR(rd, "exr_half")
+ col.itemR(rd, "exr_zbuf")
+ col = subsplit.column()
+ col.itemR(rd, "exr_preview")
+
+ elif rd.file_format == 'JPEG2000':
+ split = layout.split()
+ col = split.column()
+ col.itemL(text="Depth:")
+ col.row().itemR(rd, "jpeg2k_depth", expand=True)
+
+ col = split.column()
+ col.itemR(rd, "jpeg2k_preset", text="")
+ col.itemR(rd, "jpeg2k_ycc")
+
+ elif rd.file_format in ('CINEON', 'DPX'):
+ split = layout.split()
+ col = split.column()
+ col.itemR(rd, "cineon_log", text="Convert to Log")
+
+ col = split.column(align=True)
+ col.active = rd.cineon_log
+ col.itemR(rd, "cineon_black", text="Black")
+ col.itemR(rd, "cineon_white", text="White")
+ col.itemR(rd, "cineon_gamma", text="Gamma")
+
+ elif rd.file_format == 'TIFF':
+ split = layout.split()
+ split.itemR(rd, "tiff_bit")
+
+ class RENDER_PT_encoding(RenderButtonsPanel):
+ __label__ = "Encoding"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def poll(self, context):
+ rd = context.scene.render_data
+ return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
+
+ def draw(self, context):
+ layout = self.layout
+
+ rd = context.scene.render_data
+
+ split = layout.split()
+
+ split.itemR(rd, "ffmpeg_format")
+ if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
+ split.itemR(rd, "ffmpeg_codec")
+ else:
+ split.itemL()
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(rd, "ffmpeg_video_bitrate")
+ col.itemL(text="Rate:")
+ col.itemR(rd, "ffmpeg_minrate", text="Minimum")
+ col.itemR(rd, "ffmpeg_maxrate", text="Maximum")
+ col.itemR(rd, "ffmpeg_buffersize", text="Buffer")
+
+ col = split.column()
+ col.itemR(rd, "ffmpeg_gopsize")
+ col.itemR(rd, "ffmpeg_autosplit")
+ col.itemL(text="Mux:")
+ col.itemR(rd, "ffmpeg_muxrate", text="Rate")
+ col.itemR(rd, "ffmpeg_packetsize", text="Packet Size")
+
+ row = layout.row()
+ row.itemL(text="Audio:")
+ row = layout.row()
+ row.itemR(rd, "ffmpeg_audio_codec")
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(rd, "ffmpeg_audio_bitrate")
+ col.itemR(rd, "ffmpeg_audio_mixrate")
+ col = split.column()
+ col.itemR(rd, "ffmpeg_multiplex_audio")
+ col.itemR(rd, "ffmpeg_audio_volume")
+
+ class RENDER_PT_antialiasing(RenderButtonsPanel):
+ __label__ = "Anti-Aliasing"
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw_header(self, context):
+ rd = context.scene.render_data
+
+ self.layout.itemR(rd, "antialiasing", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ rd = context.scene.render_data
+
+ layout.active = rd.antialiasing
+
+ split = layout.split()
+
+ col = split.column()
+ col.row().itemR(rd, "antialiasing_samples", expand=True)
+ col.itemR(rd, "full_sample")
+
+ col = split.column()
+ col.itemR(rd, "pixel_filter", text="")
+ col.itemR(rd, "filter_size", text="Size", slider=True)
+
+ class RENDER_PT_dimensions(RenderButtonsPanel):
+ __label__ = "Dimensions"
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+ rd = scene.render_data
+
+ split = layout.split()
+
+ col = split.column()
+ sub = col.column(align=True)
+ sub.itemL(text="Resolution:")
+ sub.itemR(rd, "resolution_x", text="X")
+ sub.itemR(rd, "resolution_y", text="Y")
+ sub.itemR(rd, "resolution_percentage", text="")
+
+ sub.itemL(text="Aspect Ratio:")
+ sub.itemR(rd, "pixel_aspect_x", text="X")
+ sub.itemR(rd, "pixel_aspect_y", text="Y")
+
+ row = col.row()
+ row.itemR(rd, "use_border", text="Border")
+ rowsub = row.row()
+ rowsub.active = rd.use_border
+ rowsub.itemR(rd, "crop_to_border", text="Crop")
+
+ col = split.column(align=True)
+ col.itemL(text="Frame Range:")
+ col.itemR(scene, "start_frame", text="Start")
+ col.itemR(scene, "end_frame", text="End")
+ col.itemR(scene, "frame_step", text="Step")
+
+ col.itemL(text="Frame Rate:")
+ col.itemR(rd, "fps")
+ col.itemR(rd, "fps_base",text="/")
+
+ class RENDER_PT_stamp(RenderButtonsPanel):
+ __label__ = "Stamp"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw_header(self, context):
+ rd = context.scene.render_data
+
+ self.layout.itemR(rd, "render_stamp", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ rd = context.scene.render_data
+
+ layout.active = rd.render_stamp
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(rd, "stamp_time", text="Time")
+ col.itemR(rd, "stamp_date", text="Date")
+ col.itemR(rd, "stamp_render_time", text="RenderTime")
+ col.itemR(rd, "stamp_frame", text="Frame")
+ col.itemR(rd, "stamp_scene", text="Scene")
+ col.itemR(rd, "stamp_camera", text="Camera")
+ col.itemR(rd, "stamp_filename", text="Filename")
+ col.itemR(rd, "stamp_marker", text="Marker")
+ col.itemR(rd, "stamp_sequence_strip", text="Seq. Strip")
+
+ col = split.column()
+ col.active = rd.render_stamp
+ col.itemR(rd, "stamp_foreground", slider=True)
+ col.itemR(rd, "stamp_background", slider=True)
+ col.itemR(rd, "stamp_font_size", text="Font Size")
+
+ row = layout.split(percentage=0.2)
+ row.itemR(rd, "stamp_note", text="Note")
+ sub = row.row()
+ sub.active = rd.stamp_note
+ sub.itemR(rd, "stamp_note_text", text="")
+
+ bpy.types.register(RENDER_PT_render)
+ bpy.types.register(RENDER_PT_layers)
+ bpy.types.register(RENDER_PT_dimensions)
+ bpy.types.register(RENDER_PT_antialiasing)
+ bpy.types.register(RENDER_PT_shading)
+ bpy.types.register(RENDER_PT_output)
+ bpy.types.register(RENDER_PT_encoding)
+ bpy.types.register(RENDER_PT_performance)
+ bpy.types.register(RENDER_PT_post_processing)
+ bpy.types.register(RENDER_PT_stamp)
--- /dev/null
- # include "../rendering/GLStrokeRenderer.h"
+# include "BlenderStrokeRenderer.h"
+# include "../stroke/Canvas.h"
+# include "../application/AppConfig.h"
+
- _textureManager = new GLTextureManager;
++# include "BlenderTextureManager.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_camera_types.h"
+#include "DNA_customdata_types.h"
+#include "DNA_listBase.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_screen_types.h"
+
+#include "BKE_customdata.h"
+#include "BKE_global.h"
+#include "BKE_library.h" /* free_libblock */
+#include "BKE_material.h"
+#include "BKE_main.h" /* struct Main */
+#include "BKE_object.h"
+#include "BKE_scene.h"
+
+#include "RE_pipeline.h"
+
+#ifdef __cplusplus
+}
+#endif
+
+
+BlenderStrokeRenderer::BlenderStrokeRenderer(Render* re)
+:StrokeRenderer(){
+
+ // TEMPORARY - need a texture manager
++ _textureManager = new BlenderTextureManager;
+ _textureManager->load();
+
+ // Scene.New("FreestyleStrokes")
+ old_scene = re->scene;
+
+ objects.first = objects.last = NULL;
+
+ ListBase lb;
+ freestyle_scene = add_scene("freestyle_strokes");
+ lb = freestyle_scene->r.layers;
+ freestyle_scene->r= old_scene->r;
+ freestyle_scene->r.layers= lb;
+ set_scene_bg( freestyle_scene );
+
+ // image dimensions
+ float width = freestyle_scene->r.xsch;
+ float height = freestyle_scene->r.ysch;
+
+ // Camera
+ Object* object_camera = add_object(freestyle_scene, OB_CAMERA);
+
+ Camera* camera = (Camera *) object_camera->data;
+ camera->type = CAM_ORTHO;
+ camera->ortho_scale = max(width,height);
+
+ object_camera->loc[0] = 0.5 * width;
+ object_camera->loc[1] = 0.5 * height;
+ object_camera->loc[2] = 1.0;
+
+ freestyle_scene->camera = object_camera;
+
+ store_object(object_camera);
+
+ // Material
+ material = add_material("stroke_material");
+ material->mode |= MA_VERTEXCOLP;
+ material->mode |= MA_SHLESS;
+}
+
+BlenderStrokeRenderer::~BlenderStrokeRenderer(){
+
+ if(0 != _textureManager)
+ {
+ delete _textureManager;
+ _textureManager = 0;
+ }
+
+ // release scene
+ free_libblock( &G.main->scene, freestyle_scene );
+
+ // release objects and data blocks
+ LinkData *link = (LinkData *)objects.first;
+ while(link) {
+ Object *ob = (Object *)link->data;
+ void *data = ob->data;
+ char name[24];
+ strcpy(name, ob->id.name);
+ //cout << "removing " << name[0] << name[1] << ":" << (name+2) << endl;
+ switch (ob->type) {
+ case OB_MESH:
+ free_libblock( &G.main->object, ob );
+ free_libblock( &G.main->mesh, data );
+ break;
+ case OB_CAMERA:
+ free_libblock( &G.main->object, ob );
+ free_libblock( &G.main->camera, data );
+ break;
+ default:
+ cerr << "Warning: unexpected object in the scene: " << name[0] << name[1] << ":" << (name+2) << endl;
+ }
+ link = link->next;
+ }
+ BLI_freelistN( &objects );
+
+ // release material
+ free_libblock( &G.main->mat, material );
+
+ set_scene_bg( old_scene );
+}
+
+void BlenderStrokeRenderer::store_object(Object *ob) const {
+
+ LinkData *link = (LinkData *)MEM_callocN(sizeof(LinkData), "temporary object" );
+ link->data = ob;
+ BLI_addhead(const_cast<ListBase *>(&objects), link);
+}
+
+void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const{
+ RenderStrokeRepBasic(iStrokeRep);
+}
+
+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];
+ unsigned int face_index;
+
+ for(vector<Strip*>::iterator s=strips.begin(), send=strips.end();
+ s!=send;
+ ++s){
+
+ // me = Mesh.New()
+ Object* object_mesh = add_object(freestyle_scene, OB_MESH);
+ Mesh* mesh = (Mesh *) object_mesh->data;
+ MEM_freeN(mesh->bb);
+ mesh->bb= NULL;
+ mesh->id.us = 0;
+
+ store_object(object_mesh);
+
+#if 1
+ // me.materials = [mat]
+ mesh->mat = ( Material ** ) MEM_mallocN( 1 * sizeof( Material * ), "MaterialList" );
+ mesh->mat[0] = material;
+ mesh->totcol = 1;
+ test_object_materials( (ID*) mesh );
+#else
+ assign_material(object_mesh, material, object_mesh->totcol+1);
+ object_mesh->actcol= object_mesh->totcol;
+#endif
+
+ int strip_vertex_count = (*s)->sizeStrip();
+
+ // vertices allocation
+ mesh->totvert = strip_vertex_count;
+ mesh->mvert = (MVert*) CustomData_add_layer( &mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
+
+ // faces allocation
+ mesh->totface = strip_vertex_count - 2;
+ mesh->mface = (MFace*) CustomData_add_layer( &mesh->fdata, CD_MFACE, CD_CALLOC, NULL, mesh->totface);
+
+ // colors allocation - me.vertexColors = True
+ mesh->mcol = (MCol *) CustomData_add_layer( &mesh->fdata, CD_MCOL, CD_CALLOC, NULL, mesh->totface );
+
+ ////////////////////
+ // Data copy
+ ////////////////////
+
+ MVert* vertices = mesh->mvert;
+ MFace* faces = mesh->mface;
+ MCol* colors = mesh->mcol;
+
+ Strip::vertex_container& strip_vertices = (*s)->vertices();
+ v[0] = strip_vertices.begin();
+ v[1] = v[0]; ++(v[1]);
+ v[2] = v[1]; ++(v[2]);
+
+ // first vertex
+ svRep[0] = *(v[0]);
+ vertices->co[0] = svRep[0]->point2d()[0];
+ vertices->co[1] = svRep[0]->point2d()[1];
+ vertices->co[2] = 0.0;
+ ++vertices;
+
+ // second vertex
+ svRep[1] = *(v[1]);
+ vertices->co[0] = svRep[1]->point2d()[0];
+ vertices->co[1] = svRep[1]->point2d()[1];
+ vertices->co[2] = 0.0;
+ ++vertices;
+
+ // iterating over subsequent vertices: each vertex adds a new face
+ face_index = 0;
+
+ while( v[2] != strip_vertices.end() )
+ {
+ // INPUT
+ svRep[0] = *(v[0]);
+ svRep[1] = *(v[1]);
+ svRep[2] = *(v[2]);
+
+ color[0] = svRep[0]->color();
+ color[1] = svRep[1]->color();
+ color[2] = svRep[2]->color();
+
+ // vertex
+ vertices->co[0] = svRep[2]->point2d()[0];
+ vertices->co[1] = svRep[2]->point2d()[1];
+ vertices->co[2] = 0.0;
+
+ // faces
+ faces->v1 = face_index;
+ faces->v2 = face_index + 1;
+ faces->v3 = face_index + 2;
+ faces->v4 = 0;
+
+ // colors
+ // red and blue are swapped - cf DNA_meshdata_types.h : MCol
+ colors->r = (short)(255.0f*(color[0])[2]);
+ colors->g = (short)(255.0f*(color[0])[1]);
+ colors->b = (short)(255.0f*(color[0])[0]);
+ colors->a = (short)(255.0f*svRep[0]->alpha());
+ ++colors;
+
+ colors->r = (short)(255.0f*(color[1])[2]);
+ colors->g = (short)(255.0f*(color[1])[1]);
+ colors->b = (short)(255.0f*(color[1])[0]);
+ colors->a = (short)(255.0f*svRep[1]->alpha());
+ ++colors;
+
+ colors->r = (short)(255.0f*(color[2])[2]);
+ colors->g = (short)(255.0f*(color[2])[1]);
+ colors->b = (short)(255.0f*(color[2])[0]);
+ colors->a = (short)(255.0f*svRep[2]->alpha());
+ ++colors;
+
+ // ITERATION
+ ++v[0]; ++v[1]; ++v[2];
+ ++faces; ++vertices; ++colors;
+ ++face_index;
+
+ } // loop over strip vertices
+
+ } // loop over strips
+
+}
+
+Render* BlenderStrokeRenderer::RenderScene( Render *re ) {
+ freestyle_scene->r.mode &= ~( R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR );
+ freestyle_scene->r.scemode &= ~( R_SINGLE_LAYER );
+ freestyle_scene->r.planes = R_PLANES32;
+ freestyle_scene->r.imtype = R_PNG;
+
+ Render* freestyle_render = RE_NewRender(freestyle_scene->id.name);
+
+ RE_BlenderFrame( freestyle_render, freestyle_scene, 1);
+ return freestyle_render;
+}