Files
test/source/blender/freestyle/intern/stroke/StrokeShader.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

84 lines
2.1 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* 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 */