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Diffstat (limited to 'source/blender/freestyle/intern/stroke/BasicStrokeShaders.h')
-rw-r--r--source/blender/freestyle/intern/stroke/BasicStrokeShaders.h102
1 files changed, 51 insertions, 51 deletions
diff --git a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h
index 0ac0aa09cf9..fcf661ea72f 100644
--- a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h
+++ b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h
@@ -47,12 +47,12 @@ namespace StrokeShaders {
//
//////////////////////////////////////////////////////
-/*! [ Thickness Shader ].
+/** [ Thickness Shader ].
* Assigns an absolute constant thickness to every vertices of the Stroke.
*/
class ConstantThicknessShader : public StrokeShader {
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param thickness:
* The thickness that must be assigned to the stroke.
*/
@@ -61,18 +61,18 @@ class ConstantThicknessShader : public StrokeShader {
_thickness = thickness;
}
- /*! Destructor. */
+ /** Destructor. */
virtual ~ConstantThicknessShader()
{
}
- /*! Returns the string "ConstantThicknessShader".*/
+ /** Returns the string "ConstantThicknessShader".*/
virtual string getName() const
{
return "ConstantThicknessShader";
}
- /*! The shading method. */
+ /** The shading method. */
virtual int shade(Stroke &stroke) const;
private:
@@ -106,7 +106,7 @@ class ConstantExternThicknessShader : public StrokeShader {
float _thickness;
};
-/*! [ Thickness Shader ].
+/** [ Thickness Shader ].
* Assigns thicknesses values such as the thickness increases from a thickness value A to a
* thickness value B between the first vertex to the midpoint vertex and then decreases from B to a
* A between this midpoint vertex and the last vertex. The thickness is linearly interpolated from
@@ -114,7 +114,7 @@ class ConstantExternThicknessShader : public StrokeShader {
*/
class IncreasingThicknessShader : public StrokeShader {
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param iThicknessMin:
* The first thickness value.
* \param iThicknessMax:
@@ -126,7 +126,7 @@ class IncreasingThicknessShader : public StrokeShader {
_ThicknessMax = iThicknessMax;
}
- /*! Destructor.*/
+ /** Destructor.*/
virtual ~IncreasingThicknessShader()
{
}
@@ -136,7 +136,7 @@ class IncreasingThicknessShader : public StrokeShader {
return "IncreasingThicknessShader";
}
- /*! The shading method. */
+ /** The shading method. */
virtual int shade(Stroke &stroke) const;
private:
@@ -144,7 +144,7 @@ class IncreasingThicknessShader : public StrokeShader {
float _ThicknessMax;
};
-/*! [ Thickness shader ].
+/** [ Thickness shader ].
* Same as previous but here we allow the user to control the ratio thickness/length so that we
* don't get fat short lines
*/
@@ -155,7 +155,7 @@ class ConstrainedIncreasingThicknessShader : public StrokeShader {
float _ratio;
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param iThicknessMin:
* The first thickness value.
* \param iThicknessMax:
@@ -171,7 +171,7 @@ class ConstrainedIncreasingThicknessShader : public StrokeShader {
_ratio = iRatio;
}
- /*! Destructor.*/
+ /** Destructor.*/
virtual ~ConstrainedIncreasingThicknessShader()
{
}
@@ -181,7 +181,7 @@ class ConstrainedIncreasingThicknessShader : public StrokeShader {
return "ConstrainedIncreasingThicknessShader";
}
- /*! The shading method. */
+ /** The shading method. */
virtual int shade(Stroke &stroke) const;
};
@@ -217,7 +217,7 @@ class LengthDependingThicknessShader : public StrokeShader {
virtual int shade(Stroke &stroke) const;
};
-/*! [ Thickness Shader ].
+/** [ Thickness Shader ].
* Adds some noise to the stroke thickness.
* \see \htmlonly <a href=noise/noise.html>noise/noise.html</a>\endhtmlonly
*/
@@ -229,7 +229,7 @@ class ThicknessNoiseShader : public StrokeShader {
public:
ThicknessNoiseShader();
- /*! Builds a Thickness Noise Shader
+ /** Builds a Thickness Noise Shader
* \param iAmplitude:
* The amplitude of the noise signal
* \param iPeriod:
@@ -242,7 +242,7 @@ class ThicknessNoiseShader : public StrokeShader {
return "ThicknessNoiseShader";
}
- /*! The shading method. */
+ /** The shading method. */
virtual int shade(Stroke &stroke) const;
};
@@ -250,12 +250,12 @@ class ThicknessNoiseShader : public StrokeShader {
// Color shaders
//
/////////////////////////////////////////////////////////
-/*! [ Color Shader ].
+/** [ Color Shader ].
* Assigns a constant color to every vertices of the Stroke.
*/
class ConstantColorShader : public StrokeShader {
public:
- /*! Builds the shader from a user-specified color.
+ /** Builds the shader from a user-specified color.
* \param iR:
* The red component
* \param iG:
@@ -278,14 +278,14 @@ class ConstantColorShader : public StrokeShader {
return "ConstantColorShader";
}
- /*! The shading method. */
+ /** The shading method. */
virtual int shade(Stroke &stroke) const;
private:
float _color[4];
};
-/*! [ Color Shader ].
+/** [ Color Shader ].
* Assigns a varying color to the stroke.
* The user specifies 2 colors A and B. The stroke color will change linearly from A to B between
* the first and the last vertex.
@@ -296,7 +296,7 @@ class IncreasingColorShader : public StrokeShader {
float _colorMax[4];
public:
- /*! Builds the shader from 2 user-specified colors.
+ /** Builds the shader from 2 user-specified colors.
* \param iRm:
* The first color red component
* \param iGm:
@@ -340,7 +340,7 @@ class IncreasingColorShader : public StrokeShader {
return "IncreasingColorShader";
}
- /*! The shading method. */
+ /** The shading method. */
virtual int shade(Stroke &stroke) const;
};
@@ -366,7 +366,7 @@ class MaterialColorShader : public StrokeShader {
virtual int shade(Stroke &stroke) const;
};
-/*! [ Color Shader ].
+/** [ Color Shader ].
* Shader to add noise to the stroke colors.
*/
class ColorNoiseShader : public StrokeShader {
@@ -377,7 +377,7 @@ class ColorNoiseShader : public StrokeShader {
public:
ColorNoiseShader();
- /*! Builds a Color Noise Shader
+ /** Builds a Color Noise Shader
* \param iAmplitude:
* The amplitude of the noise signal
* \param iPeriod:
@@ -390,7 +390,7 @@ class ColorNoiseShader : public StrokeShader {
return "ColorNoiseShader";
}
- /*! The shading method. */
+ /** The shading method. */
virtual int shade(Stroke &stroke) const;
};
@@ -398,7 +398,7 @@ class ColorNoiseShader : public StrokeShader {
// Geometry Shaders
//
///////////////////////////////////////////////////////////////////////////////
-/*! [ Geometry Shader ].
+/** [ Geometry Shader ].
* Stretches the stroke at its two extremities and following the respective directions: v(1)v(0)
* and v(n-1)v(n).
*/
@@ -407,7 +407,7 @@ class BackboneStretcherShader : public StrokeShader {
float _amount;
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param iAmount:
* The stretching amount value.
*/
@@ -421,11 +421,11 @@ class BackboneStretcherShader : public StrokeShader {
return "BackboneStretcherShader";
}
- /*! The shading method */
+ /** The shading method */
virtual int shade(Stroke &stroke) const;
};
-/*! [ Geometry Shader. ]
+/** [ Geometry Shader. ]
* Resamples the stroke.
* \see Stroke::Resample(float).
*/
@@ -434,7 +434,7 @@ class SamplingShader : public StrokeShader {
float _sampling;
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param sampling:
* The sampling to use for the stroke resampling
*/
@@ -448,7 +448,7 @@ class SamplingShader : public StrokeShader {
return "SamplingShader";
}
- /*! The shading method */
+ /** The shading method */
virtual int shade(Stroke &stroke) const;
};
@@ -471,7 +471,7 @@ class ExternalContourStretcherShader : public StrokeShader {
};
// Bezier curve stroke shader
-/*! [ Geometry Shader ].
+/** [ Geometry Shader ].
* Transforms the stroke backbone geometry so that it corresponds to a Bezier Curve approximation
* of the original backbone geometry. \see \htmlonly <a
* href=bezier/bezier.html>bezier/bezier.html</a> \endhtmlonly
@@ -481,7 +481,7 @@ class BezierCurveShader : public StrokeShader {
float _error;
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param error:
* The error we're allowing for the approximation.
* This error is the max distance allowed between the new curve and the original geometry.
@@ -496,11 +496,11 @@ class BezierCurveShader : public StrokeShader {
return "BezierCurveShader";
}
- /*! The shading method */
+ /** The shading method */
virtual int shade(Stroke &stroke) const;
};
-/*! [ Geometry Shader ].
+/** [ Geometry Shader ].
* Shader to modify the Stroke geometry so that it looks more "polygonal".
* The basic idea is to start from the minimal stroke approximation consisting in a line joining
* the first vertex to the last one and to subdivide using the original stroke vertices until a
@@ -511,7 +511,7 @@ class PolygonalizationShader : public StrokeShader {
float _error;
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param iError:
* The error we want our polygonal approximation to have with respect to the original
* geometry. The smaller, the closer the new stroke to the original one.
@@ -527,11 +527,11 @@ class PolygonalizationShader : public StrokeShader {
return "PolygonalizationShader";
}
- /*! The shading method */
+ /** The shading method */
virtual int shade(Stroke &stroke) const;
};
-/*! [ Geometry Shader ].
+/** [ Geometry Shader ].
* Shader to modify the Stroke geometry so that it corresponds to its main direction line.
* This shader must be used together with the splitting operator using the curvature criterion.
* Indeed, the precision of the approximation will depend on the size of the stroke's pieces.
@@ -542,7 +542,7 @@ class GuidingLinesShader : public StrokeShader {
float _offset;
public:
- /*! Builds a Guiding Lines shader
+ /** Builds a Guiding Lines shader
* \param iOffset:
* The line that replaces the stroke is initially in the middle of the initial stroke
* "bbox". iOffset is the value of the displacement which is applied to this line along its
@@ -558,27 +558,27 @@ class GuidingLinesShader : public StrokeShader {
return "GuidingLinesShader";
}
- /*! The shading method */
+ /** The shading method */
virtual int shade(Stroke &stroke) const;
};
-/*! [ Geometry Shader ].
+/** [ Geometry Shader ].
* Removes the stroke's extremities.
*/
class TipRemoverShader : public StrokeShader {
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param tipLength:
* The length of the piece of stroke we want to remove at each extremity.
*/
TipRemoverShader(real tipLength);
- /*! Destructor. */
+ /** Destructor. */
virtual ~TipRemoverShader()
{
}
- /*! The shading method */
+ /** The shading method */
virtual string getName() const
{
return "TipRemoverShader";
@@ -590,7 +590,7 @@ class TipRemoverShader : public StrokeShader {
real _tipLength;
};
-/*! [ Texture Shader ].
+/** [ Texture Shader ].
* Shader to assign texture to the Stroke material.
*/
@@ -600,7 +600,7 @@ class BlenderTextureShader : public StrokeShader {
bNodeTree *_nodeTree;
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param mtex:
* The blender texture to use.
*/
@@ -610,7 +610,7 @@ class BlenderTextureShader : public StrokeShader {
_nodeTree = NULL;
}
- /*! Builds the shader.
+ /** Builds the shader.
* \param nodetree:
* A node tree (of new shading nodes) to define textures.
*/
@@ -625,11 +625,11 @@ class BlenderTextureShader : public StrokeShader {
return "BlenderTextureShader";
}
- /*! The shading method */
+ /** The shading method */
virtual int shade(Stroke &stroke) const;
};
-/*! [ Texture Shader ].
+/** [ Texture Shader ].
* Shader to assign texture to the Stroke material.
*/
@@ -638,7 +638,7 @@ class StrokeTextureStepShader : public StrokeShader {
float _step;
public:
- /*! Builds the shader.
+ /** Builds the shader.
* \param id:
* The number of the preset to use.
*/
@@ -652,7 +652,7 @@ class StrokeTextureStepShader : public StrokeShader {
return "StrokeTextureStepShader";
}
- /*! The shading method */
+ /** The shading method */
virtual int shade(Stroke &stroke) const;
};