diff options
Diffstat (limited to 'source/blender/freestyle/intern/stroke/BasicStrokeShaders.h')
-rw-r--r-- | source/blender/freestyle/intern/stroke/BasicStrokeShaders.h | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h index d55a689def4..5559613debb 100644 --- a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h +++ b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h @@ -52,7 +52,7 @@ namespace StrokeShaders { /*! [ Thickness Shader ]. * Assigns an absolute constant thickness to every vertices of the Stroke. */ -class LIB_STROKE_EXPORT ConstantThicknessShader : public StrokeShader +class ConstantThicknessShader : public StrokeShader { public: /*! Builds the shader. @@ -85,7 +85,7 @@ private: * is its thickness from the point to the strip border in the direction pointing outside the object the * Stroke delimitates. */ -class LIB_STROKE_EXPORT ConstantExternThicknessShader : public StrokeShader +class ConstantExternThicknessShader : public StrokeShader { public: ConstantExternThicknessShader(float thickness) : StrokeShader() @@ -112,7 +112,7 @@ private: * and the last vertex. * The thickness is linearly interpolated from A to B. */ -class LIB_STROKE_EXPORT IncreasingThicknessShader : public StrokeShader +class IncreasingThicknessShader : public StrokeShader { public: /*! Builds the shader. @@ -147,7 +147,7 @@ private: * Same as previous but here we allow the user to control the ratio thickness/length so that we don't get * fat short lines */ -class LIB_STROKE_EXPORT ConstrainedIncreasingThicknessShader : public StrokeShader +class ConstrainedIncreasingThicknessShader : public StrokeShader { private: float _ThicknessMin; @@ -185,7 +185,7 @@ public: /* [ Thickness Shader ]. * Modifys the thickness in a relative way depending on its length. */ -class LIB_STROKE_EXPORT LengthDependingThicknessShader : public StrokeShader +class LengthDependingThicknessShader : public StrokeShader { private: float _minThickness; @@ -218,7 +218,7 @@ public: * The new thicknesses are the result of the multiplication * of the pattern and the original thickness */ -class LIB_STROKE_EXPORT ThicknessVariationPatternShader : public StrokeShader +class ThicknessVariationPatternShader : public StrokeShader { public: /*! Builds the shader. @@ -263,7 +263,7 @@ private: * Adds some noise to the stroke thickness. * \see \htmlonly <a href=noise/noise.html>noise/noise.html</a>\endhtmlonly */ -class LIB_STROKE_EXPORT ThicknessNoiseShader : public StrokeShader +class ThicknessNoiseShader : public StrokeShader { private: float _amplitude; @@ -297,7 +297,7 @@ public: /*! [ Color Shader ]. * Assigns a constant color to every vertices of the Stroke. */ -class LIB_STROKE_EXPORT ConstantColorShader : public StrokeShader +class ConstantColorShader : public StrokeShader { public: /*! Builds the shader from a user-specified color. @@ -335,7 +335,7 @@ private: * 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. */ -class LIB_STROKE_EXPORT IncreasingColorShader : public StrokeShader +class IncreasingColorShader : public StrokeShader { private: float _colorMin[4]; @@ -388,7 +388,7 @@ public: * Applys a pattern to vary original color. * The new color is the result of the multiplication of the pattern and the original color */ -class LIB_STROKE_EXPORT ColorVariationPatternShader : public StrokeShader +class ColorVariationPatternShader : public StrokeShader { public: /*! Builds the shader from the pattern texture file name. @@ -425,7 +425,7 @@ private: /* [ Color Shader ]. * Assigns a color to the stroke depending on the material of the shape to which ot belongs to. (Disney shader) */ -class LIB_STROKE_EXPORT MaterialColorShader : public StrokeShader +class MaterialColorShader : public StrokeShader { private: float _coefficient; @@ -444,7 +444,7 @@ public: virtual int shade(Stroke& stroke) const; }; -class LIB_STROKE_EXPORT CalligraphicColorShader : public StrokeShader +class CalligraphicColorShader : public StrokeShader { private: /* UNUSED */ @@ -469,7 +469,7 @@ public: /*! [ Color Shader ]. * Shader to add noise to the stroke colors. */ -class LIB_STROKE_EXPORT ColorNoiseShader : public StrokeShader +class ColorNoiseShader : public StrokeShader { private: float _amplitude; @@ -516,7 +516,7 @@ public: * Any other value will lead to the following preset: * default) -> /brushes/smoothAlpha.bmp, OPAQUE_MEDIUM. */ -class LIB_STROKE_EXPORT TextureAssignerShader : public StrokeShader // FIXME +class TextureAssignerShader : public StrokeShader // FIXME { private: int _textureId; @@ -544,7 +544,7 @@ public: * Assigns a texture and a blending mode to the stroke * in order to simulate its marks system. */ -class LIB_STROKE_EXPORT StrokeTextureShader : public StrokeShader +class StrokeTextureShader : public StrokeShader { private: string _texturePath; @@ -601,7 +601,7 @@ public: /*! [ Geometry Shader ]. * Stretches the stroke at its two extremities and following the respective directions: v(1)v(0) and v(n-1)v(n). */ -class LIB_STROKE_EXPORT BackboneStretcherShader : public StrokeShader +class BackboneStretcherShader : public StrokeShader { private: float _amount; @@ -629,7 +629,7 @@ public: * Resamples the stroke. * @see Stroke::Resample(float). */ -class LIB_STROKE_EXPORT SamplingShader: public StrokeShader +class SamplingShader: public StrokeShader { private: float _sampling; @@ -654,7 +654,7 @@ public: }; -class LIB_STROKE_EXPORT ExternalContourStretcherShader : public StrokeShader +class ExternalContourStretcherShader : public StrokeShader { private: float _amount; @@ -674,7 +674,7 @@ public: }; // B-Spline stroke shader -class LIB_STROKE_EXPORT BSplineShader: public StrokeShader +class BSplineShader: public StrokeShader { public: BSplineShader() : StrokeShader() {} @@ -694,7 +694,7 @@ public: * original backbone geometry. * @see \htmlonly <a href=bezier/bezier.html>bezier/bezier.html</a> \endhtmlonly */ -class LIB_STROKE_EXPORT BezierCurveShader : public StrokeShader +class BezierCurveShader : public StrokeShader { private: float _error; @@ -723,7 +723,7 @@ public: * The displacement value is proportional to the 2d curvature at the considered point (the higher the curvature, * the smaller the displacement) and to a value specified by the user. */ -class LIB_STROKE_EXPORT InflateShader : public StrokeShader +class InflateShader : public StrokeShader { private: float _amount; @@ -756,7 +756,7 @@ public: * 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 certain error is reached. */ -class LIB_STROKE_EXPORT PolygonalizationShader : public StrokeShader +class PolygonalizationShader : public StrokeShader { private: float _error; @@ -789,7 +789,7 @@ public: * Indeed, the precision of the approximation will depend on the size of the stroke's pieces. * The bigger the pieces, the rougher the approximation. */ -class LIB_STROKE_EXPORT GuidingLinesShader : public StrokeShader +class GuidingLinesShader : public StrokeShader { private: float _offset; @@ -817,7 +817,7 @@ public: /*! [ Geometry Shader ]. * Removes the stroke's extremities. */ -class LIB_STROKE_EXPORT TipRemoverShader : public StrokeShader +class TipRemoverShader : public StrokeShader { public: /*! Builds the shader. @@ -844,7 +844,7 @@ protected: /*! [ output Shader ]. * streams the Stroke */ -class LIB_STROKE_EXPORT streamShader : public StrokeShader +class streamShader : public StrokeShader { public: /*! Destructor. */ @@ -863,7 +863,7 @@ public: /*! [ output Shader ]. * streams the Stroke in a file */ -class LIB_STROKE_EXPORT fstreamShader : public StrokeShader +class fstreamShader : public StrokeShader { protected: mutable ofstream _stream; |