1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
#include "BPy_TextureAssignerShader.h"
#include "../../stroke/BasicStrokeShaders.h"
#ifdef __cplusplus
extern "C" {
#endif
///////////////////////////////////////////////////////////////////////////////////////////
//------------------------INSTANCE METHODS ----------------------------------
static char TextureAssignerShader___doc__[] =
"Class hierarchy: :class:`StrokeShader` > :class:`TextureAssignerShader`\n"
"\n"
"[Texture shader]\n"
"\n"
".. method:: __init__(id)\n"
"\n"
" Builds a TextureAssignerShader object.\n"
"\n"
" :arg id: The preset number to use.\n"
" :type id: int\n"
"\n"
".. method:: shade(s)\n"
"\n"
" Assigns a texture to the stroke in order to simulate its marks\n"
" system. This shader takes as input an integer value telling which\n"
" texture and blending mode to use among a set of predefined\n"
" textures. Here are the different presets:\n"
"\n"
" * 0: `/brushes/charcoalAlpha.bmp`, `MediumType.HUMID_MEDIUM`\n"
" * 1: `/brushes/washbrushAlpha.bmp`, `MediumType.HUMID_MEDIUM`\n"
" * 2: `/brushes/oil.bmp`, `MediumType.HUMID_MEDIUM`\n"
" * 3: `/brushes/oilnoblend.bmp`, `MediumType.HUMID_MEDIUM`\n"
" * 4: `/brushes/charcoalAlpha.bmp`, `MediumType.DRY_MEDIUM`\n"
" * 5: `/brushes/washbrushAlpha.bmp`, `MediumType.DRY_MEDIUM`\n"
" * 6: `/brushes/opaqueDryBrushAlpha.bmp`, `MediumType.OPAQUE_MEDIUM`\n"
" * 7: `/brushes/opaqueBrushAlpha.bmp`, `MediumType.OPAQUE_MEDIUM`\n"
"\n"
" Any other value will lead to the following preset:\n"
"\n"
" * Default: `/brushes/smoothAlpha.bmp`, `MediumType.OPAQUE_MEDIUM`\n"
"\n"
" :arg s: A Stroke object.\n"
" :type s: :class:`Stroke`\n";
static int TextureAssignerShader___init__( BPy_TextureAssignerShader* self, PyObject *args)
{
int i;
if(!( PyArg_ParseTuple(args, "i", &i) ))
return -1;
self->py_ss.ss = new StrokeShaders::TextureAssignerShader(i);
return 0;
}
/*-----------------------BPy_TextureAssignerShader type definition ------------------------------*/
PyTypeObject TextureAssignerShader_Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"TextureAssignerShader", /* tp_name */
sizeof(BPy_TextureAssignerShader), /* tp_basicsize */
0, /* tp_itemsize */
0, /* tp_dealloc */
0, /* tp_print */
0, /* tp_getattr */
0, /* tp_setattr */
0, /* tp_reserved */
0, /* tp_repr */
0, /* tp_as_number */
0, /* tp_as_sequence */
0, /* tp_as_mapping */
0, /* tp_hash */
0, /* tp_call */
0, /* tp_str */
0, /* tp_getattro */
0, /* tp_setattro */
0, /* tp_as_buffer */
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, /* tp_flags */
TextureAssignerShader___doc__, /* tp_doc */
0, /* tp_traverse */
0, /* tp_clear */
0, /* tp_richcompare */
0, /* tp_weaklistoffset */
0, /* tp_iter */
0, /* tp_iternext */
0, /* tp_methods */
0, /* tp_members */
0, /* tp_getset */
&StrokeShader_Type, /* tp_base */
0, /* tp_dict */
0, /* tp_descr_get */
0, /* tp_descr_set */
0, /* tp_dictoffset */
(initproc)TextureAssignerShader___init__, /* tp_init */
0, /* tp_alloc */
0, /* tp_new */
};
///////////////////////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
}
#endif
|