Rietveld Code Review Tool
Help | Bug tracker | Discussion group | Source code | Sign in
(849)

Unified Diff: source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h

Issue 7416049: Freestyle r54826 branch review Base URL: https://svn.blender.org/svnroot/bf-blender/trunk/blender/
Patch Set: Created 11 years, 1 month ago
Use n/p to move between diff chunks; N/P to move between comments. Please Sign in to add in-line comments.
Jump to:
View side-by-side diff with in-line comments
Download patch
Index: source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h
===================================================================
--- source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h (revision 0)
+++ source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h (working copy)
@@ -0,0 +1,226 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2010 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __FREESTYLE_ADVANCED_STROKE_SHADERS_H__
+#define __FREESTYLE_ADVANCED_STROKE_SHADERS_H__
+
+/** \file blender/freestyle/intern/stroke/AdvancedStrokeShaders.h
+ * \ingroup freestyle
+ * \brief Fredo's stroke shaders
+ * \author Fredo Durand
+ * \date 17/12/2002
+ */
+
+#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 int 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 int 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 int 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 int shade(Stroke &ioStroke) const;
+
+protected:
+ real _sizeWindow;
+ real _thresholdVariation;
+ real _thresholdFlat;
+ real _lengthFlat;
+};
+
+#endif // __FREESTYLE_ADVANCED_STROKE_SHADERS_H__

Powered by Google App Engine
RSS Feeds Recent Issues | This issue
This is Rietveld f62528b