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+//
+// 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 int 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 int 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 int 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 int shade(Stroke &ioStroke) const;
+
+protected:
+
+ real _sizeWindow;
+ real _thresholdVariation;
+ real _thresholdFlat;
+ real _lengthFlat;
+};
+
+#endif // ADVANCEDSTROKESHADERS_H