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//
//  Filename         : AdvancedStrokeShaders.h
//  Author           : Fredo Durand
//  Purpose          : Fredo's stroke shaders
//  Date of creation : 17/12/2002
//
///////////////////////////////////////////////////////////////////////////////


//
//  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  ADVANCEDSTROKESHADERS_H
# define ADVANCEDSTROKESHADERS_H

# include "BasicStrokeShaders.h"

/*! [ Thickness Shader ].
 *  Assigns thicknesses to the stroke vertices
 *  so that the stroke looks like made with a calligraphic tool.
 *  i.e. The stroke will be the thickest in a main direction,
 *  the thinest in the direction perpendicular to this one,
 *  and an interpolation inbetween.
 */
class LIB_STROKE_EXPORT CalligraphicShader : public StrokeShader 
{
	
public:
  /*! Builds the shader.
   *  \param iMinThickness
   *    The minimum thickness in the direction perpandicular
   *    to the main direction.
   *  \param iMaxThickness
   *    The maximum thickness in the main direction.
   *  \param iOrientation
   *    The 2D vector giving the main direction.
   *  \param clamp
   *    Tells ???
   */
  CalligraphicShader (real iMinThickness, real iMaxThickness,
		      const Vec2f &iOrientation, bool clamp);
  /*! Destructor. */
  virtual ~CalligraphicShader () {}
  /*! The shading method */
  virtual void shade(Stroke &ioStroke) const;
protected:
  real _maxThickness;
  real _minThickness;
  Vec2f _orientation; 
  bool _clamp;
};

/*! [ Geometry Shader ].
 *  Spatial Noise stroke shader.
 *  Moves the vertices to make the stroke more noisy.
 *  @see \htmlonly <a href=noise/noise.html>noise/noise.html</a> \endhtmlonly
 */
class LIB_STROKE_EXPORT SpatialNoiseShader : public StrokeShader 
{
public:
  /*! Builds the shader.
   *  \param iAmount
   *    The amplitude of the noise.
   *  \param ixScale
   *    The noise frequency
   *  \param nbOctave
   *    The number of octaves
   *  \param smooth
   *    If you want the noise to be smooth
   *  \param pureRandom
   *    If you don't want any coherence
   */
  SpatialNoiseShader (float iAmount, float ixScale, int nbOctave, bool smooth, bool pureRandom);
  /*! Destructor. */
  virtual ~SpatialNoiseShader () {}
  /*! The shading method. */
  virtual void shade(Stroke &ioStroke) const;

protected:

  float _amount;
  float _xScale;
  int _nbOctave;
  bool _smooth;
  bool _pureRandom;
};

/*! [ Geometry Shader ].
 *  Smoothes the stroke.
 *  (Moves the vertices to make the stroke smoother).
 *  Uses curvature flow to converge towards a curve of constant
 *  curvature. The diffusion method we use is anisotropic
 *  to prevent the diffusion accross corners.
 *  @see \htmlonly <a href=/smoothing/smoothing.html>smoothing/smoothing.html</a> endhtmlonly
 */
class LIB_STROKE_EXPORT SmoothingShader : public StrokeShader 
{
public:
  /*! Builds the shader.
   *  \param iNbIteration
   *    The number of iterations. (400)
   *  \param iFactorPoint
   *    0
   *  \param ifactorCurvature
   *    0
   *  \param iFactorCurvatureDifference
   *    0.2
   *  \param iAnisoPoint
   *    0
   *  \param iAnisNormal
   *    0
   *  \param iAnisoCurvature
   *    0
   *  \param icarricatureFactor
   *    1
   */
  SmoothingShader (int iNbIteration, real iFactorPoint, real ifactorCurvature, real iFactorCurvatureDifference,
		   real iAnisoPoint, real iAnisoNormal, real iAnisoCurvature, real icarricatureFactor);
  /*! Destructor. */
  virtual ~SmoothingShader () {}

  /*! The shading method. */
  virtual void shade(Stroke &ioStroke) const;

protected:

  int _nbIterations;
  real _factorPoint;
  real _factorCurvature;
  real _factorCurvatureDifference;
  real _anisoPoint;
  real _anisoNormal;
  real _anisoCurvature;
  real _carricatureFactor;
};

class LIB_STROKE_EXPORT Smoother
{
public:
  Smoother (Stroke &ioStroke);
	
  virtual ~Smoother () {}

  void smooth (int nbIterations, real iFactorPoint, real ifactorCurvature, real iFactorCurvatureDifference,
	       real iAnisoPoint, real iAnisoNormal, real iAnisoCurvature, real icarricatureFactor);
  void computeCurvature ();

protected:
  real _factorPoint;
  real _factorCurvature;
  real _factorCurvatureDifference;
  real _anisoPoint;
  real _anisoNormal;
  real _anisoCurvature;
  real _carricatureFactor;

  void iteration();
  void copyVertices ();

  Stroke *_stroke;
  int _nbVertices;
  Vec2r *_vertex;
  Vec2r *_normal;
  real *_curvature;
  bool *_isFixedVertex;

  bool _isClosedCurve;
  bool _safeTest;
};

class LIB_STROKE_EXPORT Omitter : public Smoother 
{
public:
  Omitter (Stroke &ioStroke);
  virtual ~Omitter () {}

  void omit (real sizeWindow, real thrVari, real thrFlat, real lFlat);
protected:
  real *_u;

  real _sizeWindow;
  real _thresholdVariation;
  real _thresholdFlat;
  real _lengthFlat;
};

/*! Omission shader 
 */
class LIB_STROKE_EXPORT OmissionShader : public StrokeShader 
{
public:
  OmissionShader (real sizeWindow, real thrVari, real thrFlat, real lFlat);
  virtual ~OmissionShader () {}

  virtual void shade(Stroke &ioStroke) const;

protected:

  real _sizeWindow;
  real _thresholdVariation;
  real _thresholdFlat;
  real _lengthFlat;
};

#endif // ADVANCEDSTROKESHADERS_H