diff options
Diffstat (limited to 'source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h')
-rw-r--r-- | source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h index 63c7d451599..52cd037a73a 100644 --- a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h +++ b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h @@ -25,14 +25,14 @@ namespace Freestyle { -/*! [ Thickness Shader ]. +/** [ 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 thinnest in the * direction perpendicular to this one, and an interpolation in between. */ class CalligraphicShader : public StrokeShader { public: - /*! Builds the shader. + /** Builds the shader. * \param iMinThickness: * The minimum thickness in the direction perpendicular to the main direction. * \param iMaxThickness: @@ -47,12 +47,12 @@ class CalligraphicShader : public StrokeShader { const Vec2f &iOrientation, bool clamp); - /*! Destructor. */ + /** Destructor. */ virtual ~CalligraphicShader() { } - /*! The shading method */ + /** The shading method */ virtual int shade(Stroke &ioStroke) const; protected: @@ -62,14 +62,14 @@ class CalligraphicShader : public StrokeShader { bool _clamp; }; -/*! [ Geometry Shader ]. +/** [ 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 SpatialNoiseShader : public StrokeShader { public: - /*! Builds the shader. + /** Builds the shader. * \param iAmount: * The amplitude of the noise. * \param ixScale: @@ -83,12 +83,12 @@ class SpatialNoiseShader : public StrokeShader { */ SpatialNoiseShader(float iAmount, float ixScale, int nbOctave, bool smooth, bool pureRandom); - /*! Destructor. */ + /** Destructor. */ virtual ~SpatialNoiseShader() { } - /*! The shading method. */ + /** The shading method. */ virtual int shade(Stroke &ioStroke) const; protected: @@ -99,7 +99,7 @@ class SpatialNoiseShader : public StrokeShader { bool _pureRandom; }; -/*! [ Geometry Shader ]. +/** [ Geometry Shader ]. * Smooths 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 @@ -108,7 +108,7 @@ class SpatialNoiseShader : public StrokeShader { */ class SmoothingShader : public StrokeShader { public: - /*! Builds the shader. + /** Builds the shader. * \param iNbIteration: * The number of iterations. (400) * \param iFactorPoint: @@ -135,12 +135,12 @@ class SmoothingShader : public StrokeShader { real iAnisoCurvature, real icarricatureFactor); - /*! Destructor. */ + /** Destructor. */ virtual ~SmoothingShader() { } - /*! The shading method. */ + /** The shading method. */ virtual int shade(Stroke &ioStroke) const; protected: @@ -213,7 +213,7 @@ class Omitter : public Smoother { real _lengthFlat; }; -/*! Omission shader */ +/** Omission shader */ class OmissionShader : public StrokeShader { public: OmissionShader(real sizeWindow, real thrVari, real thrFlat, real lFlat); |