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.
640 lines
14 KiB
C++
640 lines
14 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 Class gathering basic stroke shaders
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*/
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#include <fstream>
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#include "Stroke.h"
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#include "StrokeShader.h"
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#include "../geometry/Bezier.h"
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#include "../geometry/Geom.h"
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extern "C" {
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struct MTex;
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struct bNodeTree;
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}
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using namespace std;
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namespace Freestyle {
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using namespace Geometry;
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namespace StrokeShaders {
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//
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// Thickness modifiers
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//
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//////////////////////////////////////////////////////
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/** [ Thickness Shader ].
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* Assigns an absolute constant thickness to every vertices of the Stroke.
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*/
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class ConstantThicknessShader : public StrokeShader {
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public:
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/** Builds the shader.
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* \param thickness:
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* The thickness that must be assigned to the stroke.
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*/
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ConstantThicknessShader(float thickness)
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{
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_thickness = thickness;
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}
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/** Destructor. */
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virtual ~ConstantThicknessShader() {}
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/** Returns the string "ConstantThicknessShader". */
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virtual string getName() const
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{
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return "ConstantThicknessShader";
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}
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/** The shading method. */
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virtual int shade(Stroke &stroke) const;
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private:
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float _thickness;
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};
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/* [ Thickness Shader ].
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* Assigns an absolute constant external thickness to every vertices of the Stroke. The external
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* thickness of a point is its thickness from the point to the strip border in the direction
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* pointing outside the object the Stroke delimitates.
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*/
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class ConstantExternThicknessShader : public StrokeShader {
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public:
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ConstantExternThicknessShader(float thickness)
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{
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_thickness = thickness;
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}
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virtual ~ConstantExternThicknessShader() {}
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virtual string getName() const
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{
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return "ConstantExternThicknessShader";
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}
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virtual int shade(Stroke &stroke) const;
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private:
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float _thickness;
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};
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/** [ Thickness Shader ].
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* Assigns thicknesses values such as the thickness increases from a thickness value A to a
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* thickness value B between the first vertex to the midpoint vertex and then decreases from B to a
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* A between this midpoint vertex and the last vertex. The thickness is linearly interpolated from
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* A to B.
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*/
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class IncreasingThicknessShader : public StrokeShader {
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public:
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/** Builds the shader.
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* \param iThicknessMin:
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* The first thickness value.
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* \param iThicknessMax:
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* The second thickness value.
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*/
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IncreasingThicknessShader(float iThicknessMin, float iThicknessMax)
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{
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_ThicknessMin = iThicknessMin;
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_ThicknessMax = iThicknessMax;
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}
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/** Destructor. */
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virtual ~IncreasingThicknessShader() {}
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virtual string getName() const
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{
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return "IncreasingThicknessShader";
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}
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/** The shading method. */
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virtual int shade(Stroke &stroke) const;
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private:
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float _ThicknessMin;
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float _ThicknessMax;
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};
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/** [ Thickness shader ].
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* Same as previous but here we allow the user to control the ratio thickness/length so that we
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* don't get fat short lines
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*/
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class ConstrainedIncreasingThicknessShader : public StrokeShader {
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private:
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float _ThicknessMin;
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float _ThicknessMax;
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float _ratio;
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public:
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/** Builds the shader.
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* \param iThicknessMin:
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* The first thickness value.
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* \param iThicknessMax:
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* The second thickness value.
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* \param iRatio:
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* The ration thickness/length we don't want to exceed.
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*/
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ConstrainedIncreasingThicknessShader(float iThicknessMin, float iThicknessMax, float iRatio)
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{
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_ThicknessMin = iThicknessMin;
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_ThicknessMax = iThicknessMax;
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_ratio = iRatio;
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}
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/** Destructor. */
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virtual ~ConstrainedIncreasingThicknessShader() {}
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virtual string getName() const
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{
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return "ConstrainedIncreasingThicknessShader";
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}
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/** The shading method. */
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virtual int shade(Stroke &stroke) const;
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};
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/* [ Thickness Shader ].
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* Modifies the thickness in a relative way depending on its length.
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*/
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class LengthDependingThicknessShader : public StrokeShader {
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private:
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float _minThickness;
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float _maxThickness;
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// We divide the strokes in 4 categories:
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// l > 300
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// 100 < l < 300
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// 50 < l < 100
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// l < 50
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public:
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LengthDependingThicknessShader(float iMinThickness, float iMaxThickness)
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{
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_minThickness = iMinThickness;
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_maxThickness = iMaxThickness;
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}
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virtual ~LengthDependingThicknessShader() {}
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virtual string getName() const
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{
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return "LengthDependingThicknessShader";
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}
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virtual int shade(Stroke &stroke) const;
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};
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/** [ Thickness Shader ].
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* Adds some noise to the stroke thickness.
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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 ThicknessNoiseShader : public StrokeShader {
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private:
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float _amplitude;
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float _scale;
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public:
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ThicknessNoiseShader();
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/** Builds a Thickness Noise Shader
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* \param iAmplitude:
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* The amplitude of the noise signal
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* \param iPeriod:
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* The period of the noise signal
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*/
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ThicknessNoiseShader(float iAmplitude, float iPeriod);
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virtual string getName() const
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{
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return "ThicknessNoiseShader";
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}
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/** The shading method. */
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virtual int shade(Stroke &stroke) const;
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};
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//
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// Color shaders
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//
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/////////////////////////////////////////////////////////
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/** [ Color Shader ].
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* Assigns a constant color to every vertices of the Stroke.
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*/
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class ConstantColorShader : public StrokeShader {
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public:
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/** Builds the shader from a user-specified color.
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* \param iR:
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* The red component
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* \param iG:
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* The green component
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* \param iB:
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* The blue component
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* \param iAlpha:
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* The alpha value
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*/
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ConstantColorShader(float iR, float iG, float iB, float iAlpha = 1.0f)
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{
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_color[0] = iR;
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_color[1] = iG;
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_color[2] = iB;
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_color[3] = iAlpha;
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}
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virtual string getName() const
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{
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return "ConstantColorShader";
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}
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/** The shading method. */
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virtual int shade(Stroke &stroke) const;
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private:
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float _color[4];
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};
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/** [ Color Shader ].
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* Assigns a varying color to the stroke.
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* The user specifies 2 colors A and B. The stroke color will change linearly from A to B between
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* the first and the last vertex.
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*/
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class IncreasingColorShader : public StrokeShader {
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private:
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float _colorMin[4];
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float _colorMax[4];
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public:
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/** Builds the shader from 2 user-specified colors.
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* \param iRm:
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* The first color red component
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* \param iGm:
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* The first color green component
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* \param iBm:
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* The first color blue component
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* \param iAlpham:
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* The first color alpha value
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* \param iRM:
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* The second color red component
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* \param iGM:
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* The second color green component
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* \param iBM:
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* The second color blue component
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* \param iAlphaM:
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* The second color alpha value
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*/
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IncreasingColorShader(float iRm,
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float iGm,
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float iBm,
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float iAlpham,
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float iRM,
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float iGM,
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float iBM,
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float iAlphaM)
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{
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_colorMin[0] = iRm;
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_colorMin[1] = iGm;
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_colorMin[2] = iBm;
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_colorMin[3] = iAlpham;
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_colorMax[0] = iRM;
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_colorMax[1] = iGM;
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_colorMax[2] = iBM;
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_colorMax[3] = iAlphaM;
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}
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virtual string getName() const
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{
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return "IncreasingColorShader";
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}
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/** The shading method. */
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virtual int shade(Stroke &stroke) const;
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};
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/* [ Color Shader ].
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* Assigns a color to the stroke depending on the material of the shape to which ot belongs to.
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* (Disney shader)
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*/
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class MaterialColorShader : public StrokeShader {
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private:
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float _coefficient;
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public:
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MaterialColorShader(float coeff = 1.0f)
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{
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_coefficient = coeff;
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}
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virtual string getName() const
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{
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return "MaterialColorShader";
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}
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virtual int shade(Stroke &stroke) const;
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};
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/** [ Color Shader ].
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* Shader to add noise to the stroke colors.
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*/
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class ColorNoiseShader : public StrokeShader {
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private:
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float _amplitude;
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float _scale;
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public:
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ColorNoiseShader();
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/** Builds a Color Noise Shader
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* \param iAmplitude:
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* The amplitude of the noise signal
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* \param iPeriod:
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* The period of the noise signal
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*/
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ColorNoiseShader(float iAmplitude, float iPeriod);
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virtual string getName() const
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{
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return "ColorNoiseShader";
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}
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/** The shading method. */
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virtual int shade(Stroke &stroke) const;
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};
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//
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// Geometry Shaders
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//
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///////////////////////////////////////////////////////////////////////////////
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/** [ Geometry Shader ].
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* Stretches the stroke at its two extremities and following the respective directions: v(1)v(0)
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* and v(n-1)v(n).
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*/
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class BackboneStretcherShader : public StrokeShader {
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private:
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float _amount;
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public:
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/** Builds the shader.
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* \param iAmount:
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* The stretching amount value.
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*/
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BackboneStretcherShader(float iAmount = 2.0f)
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{
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_amount = iAmount;
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}
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virtual string getName() const
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{
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return "BackboneStretcherShader";
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}
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/** The shading method */
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virtual int shade(Stroke &stroke) const;
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};
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/** [ Geometry Shader. ]
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* Resamples the stroke.
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* \see Stroke::Resample(float).
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*/
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class SamplingShader : public StrokeShader {
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private:
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float _sampling;
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public:
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/** Builds the shader.
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* \param sampling:
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* The sampling to use for the stroke resampling
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*/
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SamplingShader(float sampling)
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{
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_sampling = sampling;
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}
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virtual string getName() const
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{
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return "SamplingShader";
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}
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/** The shading method */
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virtual int shade(Stroke &stroke) const;
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};
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class ExternalContourStretcherShader : public StrokeShader {
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private:
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float _amount;
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public:
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ExternalContourStretcherShader(float iAmount = 2.0f)
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{
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_amount = iAmount;
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}
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virtual string getName() const
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{
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return "ExternalContourStretcherShader";
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}
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virtual int shade(Stroke &stroke) const;
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};
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// Bezier curve stroke shader
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/** [ Geometry Shader ].
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* Transforms the stroke backbone geometry so that it corresponds to a Bezier Curve approximation
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* of the original backbone geometry. \see \htmlonly <a
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* href=bezier/bezier.html>bezier/bezier.html</a> \endhtmlonly
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*/
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class BezierCurveShader : public StrokeShader {
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private:
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float _error;
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public:
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/** Builds the shader.
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* \param error:
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* The error we're allowing for the approximation.
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* This error is the max distance allowed between the new curve and the original geometry.
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*/
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BezierCurveShader(float error = 4.0)
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{
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_error = error;
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}
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virtual string getName() const
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{
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return "BezierCurveShader";
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}
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/** The shading method */
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virtual int shade(Stroke &stroke) const;
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};
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/** [ Geometry Shader ].
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* Shader to modify the Stroke geometry so that it looks more "polygonal".
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* The basic idea is to start from the minimal stroke approximation consisting in a line joining
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* the first vertex to the last one and to subdivide using the original stroke vertices until a
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* certain error is reached.
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*/
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class PolygonalizationShader : public StrokeShader {
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private:
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float _error;
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public:
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/** Builds the shader.
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* \param iError:
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* The error we want our polygonal approximation to have with respect to the original
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* geometry. The smaller, the closer the new stroke to the original one.
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* This error corresponds * to the maximum distance between the new stroke and the old one.
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*/
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PolygonalizationShader(float iError)
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{
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_error = iError;
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}
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virtual string getName() const
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{
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return "PolygonalizationShader";
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}
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/** The shading method */
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virtual int shade(Stroke &stroke) const;
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};
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/** [ Geometry Shader ].
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* Shader to modify the Stroke geometry so that it corresponds to its main direction line.
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* This shader must be used together with the splitting operator using the curvature criterion.
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* Indeed, the precision of the approximation will depend on the size of the stroke's pieces.
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* The bigger the pieces, the rougher the approximation.
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*/
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class GuidingLinesShader : public StrokeShader {
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private:
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float _offset;
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public:
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/** Builds a Guiding Lines shader
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* \param iOffset:
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* The line that replaces the stroke is initially in the middle of the initial stroke
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* "bbox". iOffset is the value of the displacement which is applied to this line along its
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* normal.
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*/
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GuidingLinesShader(float iOffset)
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{
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_offset = iOffset;
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}
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virtual string getName() const
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{
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return "GuidingLinesShader";
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}
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/** The shading method */
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virtual int shade(Stroke &stroke) const;
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};
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/** [ Geometry Shader ].
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* Removes the stroke's extremities.
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*/
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class TipRemoverShader : public StrokeShader {
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public:
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/** Builds the shader.
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* \param tipLength:
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* The length of the piece of stroke we want to remove at each extremity.
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*/
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TipRemoverShader(real tipLength);
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/** Destructor. */
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virtual ~TipRemoverShader() {}
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/** The shading method */
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virtual string getName() const
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{
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return "TipRemoverShader";
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}
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virtual int shade(Stroke &stroke) const;
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protected:
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real _tipLength;
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};
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/**
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* Texture Shader.
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*
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* Shader to assign texture to the Stroke material.
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*/
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class BlenderTextureShader : public StrokeShader {
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private:
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MTex *_mtex;
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bNodeTree *_nodeTree;
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public:
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/** Builds the shader.
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* \param mtex:
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* The blender texture to use.
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*/
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BlenderTextureShader(MTex *mtex)
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{
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_mtex = mtex;
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_nodeTree = nullptr;
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}
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/** Builds the shader.
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* \param nodetree:
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* A node tree (of new shading nodes) to define textures.
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*/
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BlenderTextureShader(bNodeTree *nodetree)
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{
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_nodeTree = nodetree;
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_mtex = nullptr;
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}
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virtual string getName() const
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{
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return "BlenderTextureShader";
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}
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/** The shading method */
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virtual int shade(Stroke &stroke) const;
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};
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/**
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* Texture Shader.
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*
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* Shader to assign texture to the Stroke material.
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*/
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|
class StrokeTextureStepShader : public StrokeShader {
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|
private:
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|
float _step;
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|
|
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public:
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|
/** Builds the shader.
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|
* \param id:
|
|
* The number of the preset to use.
|
|
*/
|
|
StrokeTextureStepShader(float step)
|
|
{
|
|
_step = step;
|
|
}
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|
|
|
virtual string getName() const
|
|
{
|
|
return "StrokeTextureStepShader";
|
|
}
|
|
|
|
/** The shading method */
|
|
virtual int shade(Stroke &stroke) const;
|
|
};
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|
|
|
} // end of namespace StrokeShaders
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|
|
|
} /* namespace Freestyle */
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