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/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup freestyle
* \brief Class defining StrokeShader
*/
#include <iostream>
#include <vector>
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
using namespace std;
namespace Freestyle {
//
// 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 not it.isEnd(): 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 StrokeShader {
public:
void *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.
* \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;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:StrokeShader")
#endif
};
} /* namespace Freestyle */
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