Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
84 lines
2.1 KiB
C++
84 lines
2.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup freestyle
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* \brief Class defining StrokeShader
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*/
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#include <iostream>
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#include <vector>
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#ifdef WITH_CXX_GUARDEDALLOC
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# include "MEM_guardedalloc.h"
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#endif
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using namespace std;
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namespace Freestyle {
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//
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// StrokeShader base class
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//
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//////////////////////////////////////////////////////
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class Stroke;
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/** Base class for Stroke Shaders.
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* Any Stroke Shader must inherit from this class and overload the shade() method.
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* A StrokeShader is designed to modify any Stroke's attribute such as Thickness, Color,
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* Geometry, Texture, Blending mode...
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* The basic way to achieve this operation consists in iterating over the StrokeVertices of the
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* Stroke and to modify each one's StrokeAttribute. Here is a python code example of such an
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* iteration: \code it = ioStroke.strokeVerticesBegin() while not it.isEnd(): att =
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* it.getObject().attribute()
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* ## perform here any attribute modification
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* it.increment()
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* \endcode
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* Here is a C++ code example of such an iteration:
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* \code
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* for (StrokeInternal::StrokeVertexIterator v = ioStroke.strokeVerticesBegin(), vend =
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* ioStroke.strokeVerticesEnd(); v != vend;
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* ++v)
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* {
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* StrokeAttribute& att = v->attribute();
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* // perform any attribute modification here...
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* }
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* \endcode
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*/
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class StrokeShader {
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public:
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void *py_ss;
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/** Default constructor. */
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StrokeShader()
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{
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py_ss = 0;
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}
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/** Destructor. */
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virtual ~StrokeShader()
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{
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}
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/** Returns the string corresponding to the shader's name. */
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virtual string getName() const
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{
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return "StrokeShader";
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}
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/** The shading method. This method must be overloaded by inherited classes.
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* \param ioStroke:
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* The stroke we wish to shade. this Stroke is modified by the Shader (which typically
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* modifies the Stroke's attribute's values such as Color, Thickness, Geometry...)
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*/
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virtual int shade(Stroke &ioStroke) const;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:StrokeShader")
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#endif
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};
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} /* namespace Freestyle */
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