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StrokeShader.h « stroke « intern « freestyle « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */

#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 */