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Diffstat (limited to 'source/blender/freestyle/intern/stroke/BasicStrokeShaders.h')
-rw-r--r--source/blender/freestyle/intern/stroke/BasicStrokeShaders.h52
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;