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Diffstat (limited to 'source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.cpp')
-rwxr-xr-xsource/blender/freestyle/intern/stroke/AdvancedStrokeShaders.cpp435
1 files changed, 435 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.cpp b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.cpp
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+++ b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.cpp
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+
+//
+// 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.
+//
+///////////////////////////////////////////////////////////////////////////////
+
+#include "AdvancedStrokeShaders.h"
+#include "../system/PseudoNoise.h"
+#include "../system/RandGen.h"
+#include "StrokeIterators.h"
+
+/////////////////////////////////////////
+//
+// CALLIGRAPHICS SHADER
+//
+/////////////////////////////////////////
+
+
+CalligraphicShader::CalligraphicShader (real iMinThickness, real iMaxThickness,
+ const Vec2f &iOrientation, bool clamp)
+ : StrokeShader()
+{
+ _minThickness=iMinThickness;
+ _maxThickness=iMaxThickness;
+ _orientation = iOrientation;
+ _orientation.normalize();
+ _clamp = clamp;
+}
+
+float ksinToto=0;
+
+int
+CalligraphicShader::shade(Stroke &ioStroke) const
+{
+ Interface0DIterator v;
+ Functions0D::VertexOrientation2DF0D fun;
+ StrokeVertex* sv;
+ for(v=ioStroke.verticesBegin();
+ !v.isEnd();
+ ++v)
+ {
+ real thickness;
+ if (fun(v) < 0)
+ return -1;
+ Vec2f vertexOri(fun.result);
+ Vec2r ori2d(-vertexOri[1], vertexOri[0]);
+ ori2d.normalizeSafe();
+ real scal = ori2d * _orientation;
+ sv = dynamic_cast<StrokeVertex*>(&(*v));
+ if (_clamp && (scal<0)) {
+ scal=0.0;
+ sv->attribute().setColor(1,1,1);
+ }
+ else {
+ scal=fabs(scal);
+ sv->attribute().setColor(0,0,0);
+ }
+ thickness=_minThickness+scal*(_maxThickness-_minThickness);
+ if (thickness<0.0)
+ thickness=0.0;
+ sv->attribute().setThickness(thickness/2.0,thickness/2.0);
+ }
+
+ return 0;
+}
+
+//void
+//TipRemoverShader::shade(Stroke &ioStroke) const
+//{
+//
+// StrokeInternal::StrokeVertexIterator v, vend;
+// for(v=ioStroke.strokeVerticesBegin(), vend=ioStroke.strokeVerticesEnd();
+// v!=vend;
+// ++v)
+// {
+// if (((*v)->curvilinearAbscissa()<_tipLength) ||
+// ((*v)->strokeLength()-(*v)->curvilinearAbscissa()<_tipLength))
+// {
+// (*v)->attribute().setThickness(0.0, 0.0);
+// (*v)->attribute().setColor(1,1,1);
+// }
+// }
+//
+//}
+
+
+
+/////////////////////////////////////////
+//
+// SPATIAL NOISE SHADER
+//
+/////////////////////////////////////////
+
+static const unsigned NB_VALUE_NOISE = 512;
+
+SpatialNoiseShader::SpatialNoiseShader (float ioamount, float ixScale, int nbOctave,
+ bool smooth, bool pureRandom)
+ : StrokeShader()
+{
+ _amount = ioamount;
+ if (ixScale==0) _xScale=0;
+ else _xScale=1.0/ixScale/real(NB_VALUE_NOISE);
+ _nbOctave=nbOctave;
+ _smooth=smooth;
+ _pureRandom=pureRandom;
+}
+int
+SpatialNoiseShader::shade(Stroke &ioStroke) const
+{
+ Interface0DIterator v, v2;
+ v=ioStroke.verticesBegin();
+ Vec2r p(v->getProjectedX(), v->getProjectedY());
+ v2=v; ++v2;
+ Vec2r p0(v2->getProjectedX(), v2->getProjectedY());
+ p0=p+2*(p-p0);
+ StrokeVertex* sv;
+ sv = dynamic_cast<StrokeVertex*>(&(*v));
+ real initU = sv->strokeLength()*real(NB_VALUE_NOISE);
+ if (_pureRandom) initU+=RandGen::drand48()*real(NB_VALUE_NOISE);
+
+ Functions0D::VertexOrientation2DF0D fun;
+ while (!v.isEnd())
+ {
+ sv = dynamic_cast<StrokeVertex*>(&(*v));
+ Vec2r p(sv->getPoint());
+ if (fun(v) < 0)
+ return -1;
+ Vec2r vertexOri(fun.result);
+ Vec2r ori2d(vertexOri[0], vertexOri[1]);
+ ori2d = Vec2r(p-p0);
+ ori2d.normalizeSafe();
+
+ PseudoNoise mynoise;
+ real bruit;
+
+ if (_smooth)
+ bruit=mynoise.turbulenceSmooth(_xScale*sv->curvilinearAbscissa()+initU,
+ _nbOctave);
+ else
+ bruit=mynoise.turbulenceLinear(_xScale*sv->curvilinearAbscissa()+initU,
+ _nbOctave);
+
+ Vec2r noise(-ori2d[1]*_amount*bruit,
+ ori2d[0]*_amount*bruit);
+
+ sv->setPoint(p[0]+noise[0], p[1]+noise[1]);
+ p0=p;
+
+ ++v;
+ }
+
+ return 0;
+}
+
+
+
+/////////////////////////////////////////
+//
+// SMOOTHING SHADER
+//
+/////////////////////////////////////////
+
+
+SmoothingShader::SmoothingShader (int ionbIteration, real iFactorPoint, real ifactorCurvature, real iFactorCurvatureDifference,
+ real iAnisoPoint, real iAnisoNormal, real iAnisoCurvature, real iCarricatureFactor)
+ : StrokeShader()
+{
+ _nbIterations=ionbIteration;
+ _factorCurvature=ifactorCurvature;
+ _factorCurvatureDifference=iFactorCurvatureDifference;
+ _anisoNormal=iAnisoNormal;
+ _anisoCurvature=iAnisoCurvature;
+ _carricatureFactor=iCarricatureFactor;
+ _factorPoint=iFactorPoint;
+ _anisoPoint=iAnisoPoint;
+}
+
+
+
+int
+SmoothingShader::shade(Stroke &ioStroke) const
+{
+ //cerr<<" Smoothing a stroke "<<endl;
+
+ Smoother smoother(ioStroke);
+ smoother.smooth(_nbIterations, _factorPoint, _factorCurvature, _factorCurvatureDifference,
+ _anisoPoint, _anisoNormal, _anisoCurvature, _carricatureFactor);
+ return 0;
+}
+
+// SMOOTHER
+////////////////////////////
+
+Smoother::Smoother(Stroke &ioStroke)
+{
+ _stroke=&ioStroke;
+
+ _nbVertices=ioStroke.vertices_size();
+ _vertex=new Vec2r[_nbVertices];
+ _curvature=new real[_nbVertices];
+ _normal=new Vec2r[_nbVertices];
+ StrokeInternal::StrokeVertexIterator v, vend;
+ int i=0;
+ for(v = ioStroke.strokeVerticesBegin(), vend = ioStroke.strokeVerticesEnd();
+ v != vend;
+ ++v)
+ {
+ _vertex[i]=(v)->getPoint();
+ i++;
+ }
+ Vec2r vec_tmp(_vertex[0]-_vertex[_nbVertices-1]);
+ _isClosedCurve = (vec_tmp.norm() < M_EPSILON);
+
+ _safeTest=(_nbVertices>4);
+}
+
+void Smoother::smooth(int nbIteration, real iFactorPoint, real ifactorCurvature, real iFactorCurvatureDifference,
+ real iAnisoPoint, real iAnisoNormal, real iAnisoCurvature, real iCarricatureFactor)
+{
+ _factorCurvature=ifactorCurvature;
+ _factorCurvatureDifference=iFactorCurvatureDifference;
+ _anisoNormal=iAnisoNormal;
+ _anisoCurvature=iAnisoCurvature;
+ _carricatureFactor=iCarricatureFactor;
+ _factorPoint=iFactorPoint;
+ _anisoPoint=iAnisoPoint;
+
+ for (int i=0; i<nbIteration; i++)
+ iteration ();
+ copyVertices();
+}
+
+real edgeStopping (real x, real sigma)
+{
+ if (sigma==0.0) return 1.0;
+ return exp(-x*x/(sigma*sigma));
+}
+
+void
+Smoother::iteration ()
+{
+ computeCurvature();
+ for (int i=1; i<_nbVertices-1; i++)
+ {
+ real motionNormal=_factorCurvature*_curvature[i]*
+ edgeStopping(_curvature[i], _anisoNormal);
+
+ real diffC1=_curvature[i]-_curvature[i-1];
+ real diffC2=_curvature[i]-_curvature[i+1];
+ real motionCurvature=edgeStopping(diffC1, _anisoCurvature)*diffC1 +
+ edgeStopping(diffC2, _anisoCurvature)*diffC2;//_factorCurvatureDifference;
+ motionCurvature*=_factorCurvatureDifference;
+ //motionCurvature=_factorCurvatureDifference*(diffC1+diffC2);
+ if (_safeTest)
+ _vertex[i]=Vec2r(_vertex[i]+(motionNormal+motionCurvature)*_normal[i]);
+ Vec2r v1(_vertex[i-1]-_vertex[i]);
+ Vec2r v2(_vertex[i+1]-_vertex[i]);
+ real d1 = v1.norm();
+ real d2 = v2.norm();
+ _vertex[i]=Vec2r(_vertex[i]+
+ _factorPoint*edgeStopping(d2, _anisoPoint)*(_vertex[i-1]-_vertex[i]) +
+ _factorPoint*edgeStopping(d1, _anisoPoint)*(_vertex[i+1]-_vertex[i]) );
+ }
+
+ if (_isClosedCurve)
+ {
+ real motionNormal=_factorCurvature*_curvature[0]*
+ edgeStopping(_curvature[0], _anisoNormal);
+
+ real diffC1=_curvature[0]-_curvature[_nbVertices-2];
+ real diffC2=_curvature[0]-_curvature[1];
+ real motionCurvature=edgeStopping(diffC1, _anisoCurvature)*diffC1 +
+ edgeStopping(diffC2, _anisoCurvature)*diffC2;//_factorCurvatureDifference;
+ motionCurvature*=_factorCurvatureDifference;
+ //motionCurvature=_factorCurvatureDifference*(diffC1+diffC2);
+ _vertex[0]=Vec2r(_vertex[0]+(motionNormal+motionCurvature)*_normal[0]);
+ _vertex[_nbVertices-1]=_vertex[0];
+ }
+}
+
+
+void
+Smoother::computeCurvature ()
+{
+ int i;
+ Vec2r BA, BC, normalCurvature;
+ for (i = 1; i < _nbVertices - 1; i++)
+ {
+ BA=_vertex[i-1]-_vertex[i];
+ BC=_vertex[i+1]-_vertex[i];
+ real lba=BA.norm(), lbc=BC.norm();
+ BA.normalizeSafe();
+ BC.normalizeSafe();
+ normalCurvature = BA + BC;
+
+ _normal[i]=Vec2r(-(BC-BA)[1], (BC-BA)[0]);
+ _normal[i].normalizeSafe();
+
+ _curvature[i] = normalCurvature * _normal[i];
+ if (lba+lbc > M_EPSILON)
+ _curvature[i]/=(0.5*lba+lbc);
+ }
+ _curvature[0]=_curvature[1];
+ _curvature[_nbVertices-1]=_curvature[_nbVertices-2];
+ Vec2r di(_vertex[1]-_vertex[0]);
+ _normal[0] = Vec2r(-di[1], di[0]);
+ _normal[0].normalizeSafe();
+ di=_vertex[_nbVertices-1]-_vertex[_nbVertices-2];
+ _normal[_nbVertices-1]=Vec2r(-di[1], di[0]);
+ _normal[_nbVertices-1].normalizeSafe();
+
+ if (_isClosedCurve)
+ {
+ BA=_vertex[_nbVertices-2]-_vertex[0];
+ BC=_vertex[1]-_vertex[0];
+ real lba=BA.norm(), lbc=BC.norm();
+ BA.normalizeSafe();
+ BC.normalizeSafe();
+ normalCurvature = BA + BC;
+
+ _normal[i]=Vec2r(-(BC-BA)[1], (BC-BA)[0]);
+ _normal[i].normalizeSafe();
+
+ _curvature[i] = normalCurvature * _normal[i];
+ if (lba+lbc > M_EPSILON)
+ _curvature[i]/=(0.5*lba+lbc);
+
+ _normal[_nbVertices-1]=_normal[0];
+ _curvature[_nbVertices-1]=_curvature[0];
+ }
+}
+
+void
+Smoother::copyVertices ()
+{
+ int i=0;
+ StrokeInternal::StrokeVertexIterator v, vend;
+ for(v=_stroke->strokeVerticesBegin(), vend=_stroke->strokeVerticesEnd();
+ v!=vend;
+ ++v)
+ {
+ const Vec2r p0((v)->getPoint());
+ const Vec2r p1(_vertex[i]);
+ Vec2r p(p0 + _carricatureFactor * (p1 - p0));
+
+ (v)->setPoint(p[0], p[1]);
+ i++;
+ }
+
+}
+
+
+#if 0 // FIXME
+
+/////////////////////////////////////////
+//
+// OMISSION SHADER
+//
+/////////////////////////////////////////
+
+OmissionShader::OmissionShader (real sizeWindow, real thrVari, real thrFlat, real lFlat)
+{
+ _sizeWindow=sizeWindow;
+ _thresholdVariation=thrVari;
+ _thresholdFlat=thrFlat;
+ _lengthFlat=lFlat;
+}
+
+int
+OmissionShader::shade(Stroke &ioStroke) const
+{
+ Omitter omi(ioStroke);
+ omi.omit(_sizeWindow, _thresholdVariation, _thresholdFlat, _lengthFlat);
+
+ return 0;
+}
+
+
+// OMITTER
+///////////////////////////
+
+Omitter::Omitter (Stroke &ioStroke)
+ :Smoother (ioStroke)
+{
+ StrokeInternal::StrokeVertexIterator v, vend;
+ int i=0;
+ for(v=ioStroke.strokeVerticesBegin(), vend=ioStroke.strokeVerticesEnd();
+ v!=vend;
+ ++v)
+ {
+ _u[i]=(v)->curvilinearAbscissa();
+ i++;
+ }
+
+}
+
+void
+Omitter::omit (real sizeWindow, real thrVari, real thrFlat, real lFlat)
+{
+ _sizeWindow=sizeWindow;
+ _thresholdVariation=thrVari;
+ _thresholdFlat=thrFlat;
+ _lengthFlat=lFlat;
+
+ for (int i=1; i<_nbVertices-1; i++)
+ {
+ if (_u[i]<_lengthFlat) continue;
+ // is the previous segment flat?
+ int j=i-1;
+ while ((j>=0) && (_u[i]-_u[j]<_lengthFlat))
+ {
+ if ((_normal[j] * _normal[i]) < _thresholdFlat)
+ ; // FIXME
+ j--;
+ }
+
+ }
+}
+
+#endif