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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-12-29 00:21:05 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-12-29 00:21:05 +0400
commite5791cf48e10ec1336f463b7fccff6b302621eb9 (patch)
tree58ea33117cc9be35713b6d93ea9d1dfa538ca5bd /source/blender/freestyle/intern/stroke/StrokeShader.h
parent9fe9c1d6436e400217fdfd8999117a4719efdf68 (diff)
Another mega (literally :p) code clean-up patch by Bastien Montagne, thanks again!
Diffstat (limited to 'source/blender/freestyle/intern/stroke/StrokeShader.h')
-rw-r--r--source/blender/freestyle/intern/stroke/StrokeShader.h165
1 files changed, 74 insertions, 91 deletions
diff --git a/source/blender/freestyle/intern/stroke/StrokeShader.h b/source/blender/freestyle/intern/stroke/StrokeShader.h
index 63185438e91..c8364f7a737 100644
--- a/source/blender/freestyle/intern/stroke/StrokeShader.h
+++ b/source/blender/freestyle/intern/stroke/StrokeShader.h
@@ -1,39 +1,45 @@
-//
-// Filename : StrokeShader.h
-// Author(s) : Stephane Grabli, Emmanuel Turquin
-// Purpose : Class defining StrokeShader
-// Date of creation : 01/07/2003
-//
-///////////////////////////////////////////////////////////////////////////////
-
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2010 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
-//
-// 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 __FREESTYLE_STROKE_SHADERS_H__
+#define __FREESTYLE_STROKE_SHADERS_H__
-#ifndef SHADERS_H
-# define SHADERS_H
+/** \file blender/freestyle/intern/stroke/StrokeShader.h
+ * \ingroup freestyle
+ * \brief Class defining StrokeShader
+ * \author Stephane Grabli
+ * \author Emmanuel Turquin
+ * \date 01/07/2003
+ */
-# include <iostream>
-# include <vector>
+#include <iostream>
+#include <vector>
-# include "../python/Director.h"
+#include "../python/Director.h"
//
// StrokeShader base class
@@ -41,84 +47,61 @@
//////////////////////////////////////////////////////
class Stroke;
+
/*! Base class for Stroke Shaders.
- * Any Stroke Shader must inherit from
- * this class and overload the shade() method.
- * A StrokeShader is designed to modify any
- * Stroke's attribute such as Thickness, Color,
+ * Any Stroke Shader must inherit from this class and overload the shade() method.
+ * A StrokeShader is designed to modify any Stroke's attribute such as Thickness, Color,
* Geometry, Texture, Blending mode...
- * The basic way to achieve this operation consists
- * in iterating over the StrokeVertices of the Stroke
+ * The basic way to achieve this operation consists in iterating over the StrokeVertices of the Stroke
* and to modify each one's StrokeAttribute.
* Here is a python code example of such an iteration:
* \code
* it = ioStroke.strokeVerticesBegin()
- * while it.isEnd() == 0:
+ * while not it.isEnd():
* att = it.getObject().attribute()
* ## perform here any attribute modification
* it.increment()
* \endcode
* Here is a C++ code example of such an iteration:
* \code
- * for(StrokeInternal::StrokeVertexIterator v=ioStroke.strokeVerticesBegin(), vend=ioStroke.strokeVerticesEnd();
- * v!=vend;
- * ++v){
- * StrokeAttribute& att = v->attribute();
- * // perform any attribute modification here...
+ * for(StrokeInternal::StrokeVertexIterator v = ioStroke.strokeVerticesBegin(), vend = ioStroke.strokeVerticesEnd();
+ * v != vend;
+ * ++v)
+ * {
+ * StrokeAttribute& att = v->attribute();
+ * // perform any attribute modification here...
* }
* \endcode
*/
class LIB_STROKE_EXPORT StrokeShader
{
public:
-
PyObject *py_ss;
-
- /*! Default constructor. */
- StrokeShader() { py_ss = 0; }
- /*! Destructor. */
- virtual ~StrokeShader() {}
- /*! Returns the string corresponding to the
- * shader's name.
- */
- virtual string getName() const {
- return "StrokeShader";
- }
- /*! The shading method. This method must
- * be overloaded by inherited classes.
- * The shading method is designed to modify any
- * Stroke's attribute such as Thickness, Color,
- * Geometry, Texture, Blending mode...
- * The basic way to achieve this operation consists
- * in iterating over the StrokeVertices of the Stroke
- * and to modify each one's StrokeAttribute.
- * Here is a python code example of such an iteration:
- * \code
- * it = ioStroke.strokeVerticesBegin()
- * while it.isEnd() == 0:
- * att = it.getObject().attribute()
- * ## perform here any attribute modification
- * it.increment()
- * \endcode
- * Here is a C++ code example of such an iteration:
- * \code
- * for(StrokeInternal::StrokeVertexIterator v=ioStroke.strokeVerticesBegin(), vend=ioStroke.strokeVerticesEnd();
- * v!=vend;
- * ++v){
- * StrokeAttribute& att = v->attribute();
- * // perform any attribute modification here...
- * }
- * \endcode
- * \param ioStroke
- * The stroke we wish to shade. this Stroke
- * is modified by the Shader (which typically
- * modifies the Stroke's attribute's values such
- * as Color, Thickness, Geometry...)
- */
- virtual int shade(Stroke& ioStroke) const {
- return Director_BPy_StrokeShader_shade( const_cast<StrokeShader *>(this), ioStroke );
- }
+ /*! Default constructor. */
+ StrokeShader()
+ {
+ py_ss = 0;
+ }
+
+ /*! Destructor. */
+ virtual ~StrokeShader() {}
+
+ /*! Returns the string corresponding to the shader's name. */
+ virtual string getName() const
+ {
+ return "StrokeShader";
+ }
+
+ /*! The shading method. This method must be overloaded by inherited classes.
+ * \param ioStroke
+ * The stroke we wish to shade. this Stroke is modified by the Shader (which typically
+ * modifies the Stroke's attribute's values such as Color, Thickness, Geometry...)
+ */
+ virtual int shade(Stroke& ioStroke) const
+ {
+ return Director_BPy_StrokeShader_shade( const_cast<StrokeShader *>(this), ioStroke);
+ }
};
-# endif // SHADERS_H
+#endif // __FREESTYLE_STROKE_SHADERS_H__