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author | Maxime Curioni <maxime.curioni@gmail.com> | 2008-05-08 23:16:40 +0400 |
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committer | Maxime Curioni <maxime.curioni@gmail.com> | 2008-05-08 23:16:40 +0400 |
commit | 64e4a3ec9aed6c8abe095e2cd1fe1552f7cde51c (patch) | |
tree | 6c77358bd447b6c2d215324ef48fc12d1f5ae5ca /source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h | |
parent | cf2e1e2857cfc5b3c2848c7fc6c9d919ac72fabb (diff) | |
parent | 106974a9d2d5caa5188322507980e3d57d2e3517 (diff) |
soc-2008-mxcurioni: merged changes to revision 14747, cosmetic changes for source/blender/freestyle
Diffstat (limited to 'source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h')
-rwxr-xr-x | source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h | 222 |
1 files changed, 222 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h new file mode 100755 index 00000000000..b624ccd3e6b --- /dev/null +++ b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h @@ -0,0 +1,222 @@ +// +// Filename : AdvancedStrokeShaders.h +// Author : Fredo Durand +// Purpose : Fredo's stroke shaders +// Date of creation : 17/12/2002 +// +/////////////////////////////////////////////////////////////////////////////// + + +// +// Copyright (C) : Please refer to the COPYRIGHT file distributed +// with this source distribution. +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// +/////////////////////////////////////////////////////////////////////////////// + +#ifndef ADVANCEDSTROKESHADERS_H +# define ADVANCEDSTROKESHADERS_H + +# include "BasicStrokeShaders.h" + +/*! [ Thickness Shader ]. + * Assigns thicknesses to the stroke vertices + * so that the stroke looks like made with a calligraphic tool. + * i.e. The stroke will be the thickest in a main direction, + * the thinest in the direction perpendicular to this one, + * and an interpolation inbetween. + */ +class LIB_STROKE_EXPORT CalligraphicShader : public StrokeShader +{ + +public: + /*! Builds the shader. + * \param iMinThickness + * The minimum thickness in the direction perpandicular + * to the main direction. + * \param iMaxThickness + * The maximum thickness in the main direction. + * \param iOrientation + * The 2D vector giving the main direction. + * \param clamp + * Tells ??? + */ + CalligraphicShader (real iMinThickness, real iMaxThickness, + const Vec2f &iOrientation, bool clamp); + /*! Destructor. */ + virtual ~CalligraphicShader () {} + /*! The shading method */ + virtual void shade(Stroke &ioStroke) const; +protected: + real _maxThickness; + real _minThickness; + Vec2f _orientation; + bool _clamp; +}; + +/*! [ Geometry Shader ]. + * Spatial Noise stroke shader. + * Moves the vertices to make the stroke more noisy. + * @see \htmlonly <a href=noise/noise.html>noise/noise.html</a> \endhtmlonly + */ +class LIB_STROKE_EXPORT SpatialNoiseShader : public StrokeShader +{ +public: + /*! Builds the shader. + * \param iAmount + * The amplitude of the noise. + * \param ixScale + * The noise frequency + * \param nbOctave + * The number of octaves + * \param smooth + * If you want the noise to be smooth + * \param pureRandom + * If you don't want any coherence + */ + SpatialNoiseShader (float iAmount, float ixScale, int nbOctave, bool smooth, bool pureRandom); + /*! Destructor. */ + virtual ~SpatialNoiseShader () {} + /*! The shading method. */ + virtual void shade(Stroke &ioStroke) const; + +protected: + + float _amount; + float _xScale; + int _nbOctave; + bool _smooth; + bool _pureRandom; +}; + +/*! [ Geometry Shader ]. + * Smoothes the stroke. + * (Moves the vertices to make the stroke smoother). + * Uses curvature flow to converge towards a curve of constant + * curvature. The diffusion method we use is anisotropic + * to prevent the diffusion accross corners. + * @see \htmlonly <a href=/smoothing/smoothing.html>smoothing/smoothing.html</a> endhtmlonly + */ +class LIB_STROKE_EXPORT SmoothingShader : public StrokeShader +{ +public: + /*! Builds the shader. + * \param iNbIteration + * The number of iterations. (400) + * \param iFactorPoint + * 0 + * \param ifactorCurvature + * 0 + * \param iFactorCurvatureDifference + * 0.2 + * \param iAnisoPoint + * 0 + * \param iAnisNormal + * 0 + * \param iAnisoCurvature + * 0 + * \param icarricatureFactor + * 1 + */ + SmoothingShader (int iNbIteration, real iFactorPoint, real ifactorCurvature, real iFactorCurvatureDifference, + real iAnisoPoint, real iAnisoNormal, real iAnisoCurvature, real icarricatureFactor); + /*! Destructor. */ + virtual ~SmoothingShader () {} + + /*! The shading method. */ + virtual void shade(Stroke &ioStroke) const; + +protected: + + int _nbIterations; + real _factorPoint; + real _factorCurvature; + real _factorCurvatureDifference; + real _anisoPoint; + real _anisoNormal; + real _anisoCurvature; + real _carricatureFactor; +}; + +class LIB_STROKE_EXPORT Smoother +{ +public: + Smoother (Stroke &ioStroke); + + virtual ~Smoother () {} + + void smooth (int nbIterations, real iFactorPoint, real ifactorCurvature, real iFactorCurvatureDifference, + real iAnisoPoint, real iAnisoNormal, real iAnisoCurvature, real icarricatureFactor); + void computeCurvature (); + +protected: + real _factorPoint; + real _factorCurvature; + real _factorCurvatureDifference; + real _anisoPoint; + real _anisoNormal; + real _anisoCurvature; + real _carricatureFactor; + + void iteration(); + void copyVertices (); + + Stroke *_stroke; + int _nbVertices; + Vec2r *_vertex; + Vec2r *_normal; + real *_curvature; + bool *_isFixedVertex; + + bool _isClosedCurve; + bool _safeTest; +}; + +class LIB_STROKE_EXPORT Omitter : public Smoother +{ +public: + Omitter (Stroke &ioStroke); + virtual ~Omitter () {} + + void omit (real sizeWindow, real thrVari, real thrFlat, real lFlat); +protected: + real *_u; + + real _sizeWindow; + real _thresholdVariation; + real _thresholdFlat; + real _lengthFlat; +}; + +/*! Omission shader + */ +class LIB_STROKE_EXPORT OmissionShader : public StrokeShader +{ +public: + OmissionShader (real sizeWindow, real thrVari, real thrFlat, real lFlat); + virtual ~OmissionShader () {} + + virtual void shade(Stroke &ioStroke) const; + +protected: + + real _sizeWindow; + real _thresholdVariation; + real _thresholdFlat; + real _lengthFlat; +}; + +#endif // ADVANCEDSTROKESHADERS_H |