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Diffstat (limited to 'source/blender/freestyle/intern/stroke/StrokeShader.h')
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diff --git a/source/blender/freestyle/intern/stroke/StrokeShader.h b/source/blender/freestyle/intern/stroke/StrokeShader.h
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+//
+// Filename : StrokeShader.h
+// Author(s) : Stephane Grabli, Emmanuel Turquin
+// Purpose : Class defining StrokeShader
+// Date of creation : 01/07/2003
+//
+///////////////////////////////////////////////////////////////////////////////
+
+
+//
+// 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 SHADERS_H
+# define SHADERS_H
+
+# include <iostream>
+# include <vector>
+
+# include "../python/Director.h"
+
+//
+// StrokeShader base class
+//
+//////////////////////////////////////////////////////
+
+class Stroke;
+/*! Base class for Stroke Shaders.
+ * Any Stroke Shader must inherit from
+ * this class and overload the shade() method.
+ * A StrokeShader is designed to modify any
+ * Stroke's attribute such as Thickness, Color,
+ * Geometry, Texture, Blending mode...
+ * The basic way to achieve this operation consists
+ * in iterating over the StrokeVertices of the Stroke
+ * and to modify each one's StrokeAttribute.
+ * Here is a python code example of such an iteration:
+ * \code
+ * it = ioStroke.strokeVerticesBegin()
+ * while it.isEnd() == 0:
+ * att = it.getObject().attribute()
+ * ## perform here any attribute modification
+ * it.increment()
+ * \endcode
+ * Here is a C++ code example of such an iteration:
+ * \code
+ * for(StrokeInternal::StrokeVertexIterator v=ioStroke.strokeVerticesBegin(), vend=ioStroke.strokeVerticesEnd();
+ * v!=vend;
+ * ++v){
+ * StrokeAttribute& att = v->attribute();
+ * // perform any attribute modification here...
+ * }
+ * \endcode
+ */
+class LIB_STROKE_EXPORT StrokeShader
+{
+public:
+
+ PyObject *py_ss;
+
+ /*! Default constructor. */
+ StrokeShader() { py_ss = 0; }
+ /*! Destructor. */
+ virtual ~StrokeShader() {}
+ /*! Returns the string corresponding to the
+ * shader's name.
+ */
+ virtual string getName() const {
+ return "StrokeShader";
+ }
+ /*! The shading method. This method must
+ * be overloaded by inherited classes.
+ * The shading method is designed to modify any
+ * Stroke's attribute such as Thickness, Color,
+ * Geometry, Texture, Blending mode...
+ * The basic way to achieve this operation consists
+ * in iterating over the StrokeVertices of the Stroke
+ * and to modify each one's StrokeAttribute.
+ * Here is a python code example of such an iteration:
+ * \code
+ * it = ioStroke.strokeVerticesBegin()
+ * while it.isEnd() == 0:
+ * att = it.getObject().attribute()
+ * ## perform here any attribute modification
+ * it.increment()
+ * \endcode
+ * Here is a C++ code example of such an iteration:
+ * \code
+ * for(StrokeInternal::StrokeVertexIterator v=ioStroke.strokeVerticesBegin(), vend=ioStroke.strokeVerticesEnd();
+ * v!=vend;
+ * ++v){
+ * StrokeAttribute& att = v->attribute();
+ * // perform any attribute modification here...
+ * }
+ * \endcode
+ * \param ioStroke
+ * The stroke we wish to shade. this Stroke
+ * is modified by the Shader (which typically
+ * modifies the Stroke's attribute's values such
+ * as Color, Thickness, Geometry...)
+ */
+ virtual int shade(Stroke& ioStroke) const {
+ return Director_BPy_StrokeShader_shade( const_cast<StrokeShader *>(this), ioStroke );
+ }
+
+};
+
+# endif // SHADERS_H