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.
212 lines
5.0 KiB
C++
212 lines
5.0 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* 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 Fredo's stroke shaders
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*/
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#include "BasicStrokeShaders.h"
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namespace Freestyle {
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/** [ Thickness Shader ].
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* Assigns thicknesses to the stroke vertices so that the stroke looks like made with a
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* calligraphic tool. i.e. The stroke will be the thickest in a main direction, the thinnest in the
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* direction perpendicular to this one, and an interpolation in between.
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*/
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class CalligraphicShader : public StrokeShader {
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public:
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/** Builds the shader.
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* \param iMinThickness:
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* The minimum thickness in the direction perpendicular to the main direction.
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* \param iMaxThickness:
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* The maximum thickness in the main direction.
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* \param iOrientation:
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* The 2D vector giving the main direction.
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* \param clamp:
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* Tells ???
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*/
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CalligraphicShader(real iMinThickness,
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real iMaxThickness,
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const Vec2f &iOrientation,
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bool clamp);
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/** Destructor. */
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virtual ~CalligraphicShader() {}
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/** The shading method */
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virtual int shade(Stroke &ioStroke) const;
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protected:
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real _maxThickness;
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real _minThickness;
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Vec2f _orientation;
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bool _clamp;
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};
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/** [ Geometry Shader ].
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* Spatial Noise stroke shader.
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* Moves the vertices to make the stroke more noisy.
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* \see \htmlonly <a href=noise/noise.html>noise/noise.html</a> \endhtmlonly
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*/
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class SpatialNoiseShader : public StrokeShader {
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public:
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/** Builds the shader.
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* \param iAmount:
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* The amplitude of the noise.
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* \param ixScale:
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* The noise frequency
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* \param nbOctave:
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* The number of octaves
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* \param smooth:
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* If you want the noise to be smooth
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* \param pureRandom:
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* If you don't want any coherence
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*/
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SpatialNoiseShader(float iAmount, float ixScale, int nbOctave, bool smooth, bool pureRandom);
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/** Destructor. */
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virtual ~SpatialNoiseShader() {}
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/** The shading method. */
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virtual int shade(Stroke &ioStroke) const;
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protected:
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float _amount;
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float _xScale;
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int _nbOctave;
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bool _smooth;
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bool _pureRandom;
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};
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/** [ Geometry Shader ].
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* Smooths the stroke.
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* (Moves the vertices to make the stroke smoother).
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* Uses curvature flow to converge towards a curve of constant curvature. The diffusion method we
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* use is anisotropic to prevent the diffusion across corners. \see \htmlonly <a
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* href=/smoothing/smoothing.html>smoothing/smoothing.html</a> \endhtmlonly
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*/
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class SmoothingShader : public StrokeShader {
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public:
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/** Builds the shader.
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* \param iNbIteration:
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* The number of iterations. (400)
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* \param iFactorPoint:
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* 0
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* \param ifactorCurvature:
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* 0
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* \param iFactorCurvatureDifference:
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* 0.2
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* \param iAnisoPoint:
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* 0
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* \param iAnisoNormal:
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* 0
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* \param iAnisoCurvature:
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* 0
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* \param icarricatureFactor:
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* 1
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*/
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SmoothingShader(int iNbIteration,
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real iFactorPoint,
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real ifactorCurvature,
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real iFactorCurvatureDifference,
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real iAnisoPoint,
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real iAnisoNormal,
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real iAnisoCurvature,
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real icarricatureFactor);
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/** Destructor. */
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virtual ~SmoothingShader() {}
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/** The shading method. */
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virtual int shade(Stroke &ioStroke) const;
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protected:
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int _nbIterations;
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real _factorPoint;
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real _factorCurvature;
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real _factorCurvatureDifference;
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real _anisoPoint;
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real _anisoNormal;
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real _anisoCurvature;
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real _carricatureFactor;
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};
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class Smoother {
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public:
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Smoother(Stroke &ioStroke);
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virtual ~Smoother();
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void smooth(int nbIterations,
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real iFactorPoint,
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real ifactorCurvature,
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real iFactorCurvatureDifference,
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real iAnisoPoint,
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real iAnisoNormal,
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real iAnisoCurvature,
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real icarricatureFactor);
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void computeCurvature();
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protected:
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real _factorPoint;
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real _factorCurvature;
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real _factorCurvatureDifference;
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real _anisoPoint;
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real _anisoNormal;
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real _anisoCurvature;
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real _carricatureFactor;
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void iteration();
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void copyVertices();
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Stroke *_stroke;
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int _nbVertices;
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Vec2r *_vertex;
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Vec2r *_normal;
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real *_curvature;
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bool *_isFixedVertex;
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bool _isClosedCurve;
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bool _safeTest;
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};
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class Omitter : public Smoother {
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public:
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Omitter(Stroke &ioStroke);
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virtual ~Omitter() {}
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void omit(real sizeWindow, real thrVari, real thrFlat, real lFlat);
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protected:
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real *_u;
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real _sizeWindow;
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real _thresholdVariation;
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real _thresholdFlat;
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real _lengthFlat;
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};
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/** Omission shader */
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class OmissionShader : public StrokeShader {
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public:
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OmissionShader(real sizeWindow, real thrVari, real thrFlat, real lFlat);
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virtual ~OmissionShader() {}
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virtual int shade(Stroke &ioStroke) const;
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protected:
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real _sizeWindow;
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real _thresholdVariation;
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real _thresholdFlat;
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real _lengthFlat;
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};
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} /* namespace Freestyle */
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