this can be added back on case-by-case basis, but better not assume ownership of another projects work by default.
328 lines
12 KiB
C++
328 lines
12 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file source/blender/freestyle/intern/python/BPy_StrokeShader.cpp
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* \ingroup freestyle
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*/
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#include "BPy_StrokeShader.h"
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#include "BPy_Convert.h"
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#include "Interface1D/BPy_Stroke.h"
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#include "StrokeShader/BPy_BackboneStretcherShader.h"
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#include "StrokeShader/BPy_BezierCurveShader.h"
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#include "StrokeShader/BPy_CalligraphicShader.h"
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#include "StrokeShader/BPy_ColorNoiseShader.h"
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#include "StrokeShader/BPy_ColorVariationPatternShader.h"
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#include "StrokeShader/BPy_ConstantColorShader.h"
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#include "StrokeShader/BPy_ConstantThicknessShader.h"
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#include "StrokeShader/BPy_ConstrainedIncreasingThicknessShader.h"
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#include "StrokeShader/BPy_fstreamShader.h"
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#include "StrokeShader/BPy_GuidingLinesShader.h"
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#include "StrokeShader/BPy_IncreasingColorShader.h"
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#include "StrokeShader/BPy_IncreasingThicknessShader.h"
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#include "StrokeShader/BPy_PolygonalizationShader.h"
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#include "StrokeShader/BPy_SamplingShader.h"
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#include "StrokeShader/BPy_SmoothingShader.h"
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#include "StrokeShader/BPy_SpatialNoiseShader.h"
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#include "StrokeShader/BPy_streamShader.h"
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#include "StrokeShader/BPy_StrokeTextureShader.h"
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#include "StrokeShader/BPy_TextureAssignerShader.h"
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#include "StrokeShader/BPy_ThicknessNoiseShader.h"
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#include "StrokeShader/BPy_ThicknessVariationPatternShader.h"
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#include "StrokeShader/BPy_TipRemoverShader.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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///////////////////////////////////////////////////////////////////////////////////////////
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//-------------------MODULE INITIALIZATION--------------------------------
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int StrokeShader_Init(PyObject *module)
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{
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if (module == NULL)
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return -1;
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if (PyType_Ready(&StrokeShader_Type) < 0)
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return -1;
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Py_INCREF(&StrokeShader_Type);
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PyModule_AddObject(module, "StrokeShader", (PyObject *)&StrokeShader_Type);
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if (PyType_Ready(&BackboneStretcherShader_Type) < 0)
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return -1;
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Py_INCREF(&BackboneStretcherShader_Type);
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PyModule_AddObject(module, "BackboneStretcherShader", (PyObject *)&BackboneStretcherShader_Type);
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if (PyType_Ready(&BezierCurveShader_Type) < 0)
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return -1;
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Py_INCREF(&BezierCurveShader_Type);
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PyModule_AddObject(module, "BezierCurveShader", (PyObject *)&BezierCurveShader_Type);
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if (PyType_Ready(&CalligraphicShader_Type) < 0)
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return -1;
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Py_INCREF(&CalligraphicShader_Type);
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PyModule_AddObject(module, "CalligraphicShader", (PyObject *)&CalligraphicShader_Type);
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if (PyType_Ready(&ColorNoiseShader_Type) < 0)
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return -1;
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Py_INCREF(&ColorNoiseShader_Type);
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PyModule_AddObject(module, "ColorNoiseShader", (PyObject *)&ColorNoiseShader_Type);
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if (PyType_Ready(&ColorVariationPatternShader_Type) < 0)
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return -1;
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Py_INCREF(&ColorVariationPatternShader_Type);
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PyModule_AddObject(module, "ColorVariationPatternShader", (PyObject *)&ColorVariationPatternShader_Type);
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if (PyType_Ready(&ConstantColorShader_Type) < 0)
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return -1;
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Py_INCREF(&ConstantColorShader_Type);
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PyModule_AddObject(module, "ConstantColorShader", (PyObject *)&ConstantColorShader_Type);
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if (PyType_Ready(&ConstantThicknessShader_Type) < 0)
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return -1;
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Py_INCREF(&ConstantThicknessShader_Type);
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PyModule_AddObject(module, "ConstantThicknessShader", (PyObject *)&ConstantThicknessShader_Type);
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if (PyType_Ready(&ConstrainedIncreasingThicknessShader_Type) < 0)
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return -1;
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Py_INCREF(&ConstrainedIncreasingThicknessShader_Type);
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PyModule_AddObject(module, "ConstrainedIncreasingThicknessShader",
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(PyObject *)&ConstrainedIncreasingThicknessShader_Type);
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if (PyType_Ready(&fstreamShader_Type) < 0)
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return -1;
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Py_INCREF(&fstreamShader_Type);
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PyModule_AddObject(module, "fstreamShader", (PyObject *)&fstreamShader_Type);
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if (PyType_Ready(&GuidingLinesShader_Type) < 0)
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return -1;
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Py_INCREF(&GuidingLinesShader_Type);
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PyModule_AddObject(module, "GuidingLinesShader", (PyObject *)&GuidingLinesShader_Type);
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if (PyType_Ready(&IncreasingColorShader_Type) < 0)
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return -1;
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Py_INCREF(&IncreasingColorShader_Type);
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PyModule_AddObject(module, "IncreasingColorShader", (PyObject *)&IncreasingColorShader_Type);
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if (PyType_Ready(&IncreasingThicknessShader_Type) < 0)
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return -1;
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Py_INCREF(&IncreasingThicknessShader_Type);
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PyModule_AddObject(module, "IncreasingThicknessShader", (PyObject *)&IncreasingThicknessShader_Type);
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if (PyType_Ready(&PolygonalizationShader_Type) < 0)
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return -1;
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Py_INCREF(&PolygonalizationShader_Type);
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PyModule_AddObject(module, "PolygonalizationShader", (PyObject *)&PolygonalizationShader_Type);
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if (PyType_Ready(&SamplingShader_Type) < 0)
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return -1;
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Py_INCREF(&SamplingShader_Type);
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PyModule_AddObject(module, "SamplingShader", (PyObject *)&SamplingShader_Type);
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if (PyType_Ready(&SmoothingShader_Type) < 0)
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return -1;
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Py_INCREF(&SmoothingShader_Type);
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PyModule_AddObject(module, "SmoothingShader", (PyObject *)&SmoothingShader_Type);
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if (PyType_Ready(&SpatialNoiseShader_Type) < 0)
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return -1;
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Py_INCREF(&SpatialNoiseShader_Type);
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PyModule_AddObject(module, "SpatialNoiseShader", (PyObject *)&SpatialNoiseShader_Type);
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if (PyType_Ready(&streamShader_Type) < 0)
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return -1;
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Py_INCREF(&streamShader_Type);
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PyModule_AddObject(module, "streamShader", (PyObject *)&streamShader_Type);
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if (PyType_Ready(&StrokeTextureShader_Type) < 0)
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return -1;
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Py_INCREF(&StrokeTextureShader_Type);
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PyModule_AddObject(module, "StrokeTextureShader", (PyObject *)&StrokeTextureShader_Type);
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if (PyType_Ready(&TextureAssignerShader_Type) < 0)
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return -1;
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Py_INCREF(&TextureAssignerShader_Type);
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PyModule_AddObject(module, "TextureAssignerShader", (PyObject *)&TextureAssignerShader_Type);
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if (PyType_Ready(&ThicknessNoiseShader_Type) < 0)
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return -1;
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Py_INCREF(&ThicknessNoiseShader_Type);
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PyModule_AddObject(module, "ThicknessNoiseShader", (PyObject *)&ThicknessNoiseShader_Type);
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if (PyType_Ready(&ThicknessVariationPatternShader_Type) < 0)
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return -1;
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Py_INCREF(&ThicknessVariationPatternShader_Type);
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PyModule_AddObject(module, "ThicknessVariationPatternShader", (PyObject *)&ThicknessVariationPatternShader_Type);
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if (PyType_Ready(&TipRemoverShader_Type) < 0)
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return -1;
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Py_INCREF(&TipRemoverShader_Type);
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PyModule_AddObject(module, "TipRemoverShader", (PyObject *)&TipRemoverShader_Type);
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return 0;
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}
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//------------------------INSTANCE METHODS ----------------------------------
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static char StrokeShader___doc__[] =
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"Base class for stroke shaders. Any stroke shader must inherit from\n"
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"this class and overload the shade() method. A StrokeShader is\n"
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"designed to modify stroke attributes such as thickness, color,\n"
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"geometry, texture, blending mode, and so on. The basic way for this\n"
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"operation is to iterate over the stroke vertices of the :class:`Stroke`\n"
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"and to modify the :class:`StrokeAttribute` of each vertex. Here is a\n"
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"code example of such an iteration::\n"
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"\n"
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" it = ioStroke.strokeVerticesBegin()\n"
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" while not it.is_end:\n"
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" att = it.object.attribute\n"
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" ## perform here any attribute modification\n"
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" it.increment()\n"
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"\n"
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".. method:: __init__()\n"
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"\n"
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" Default constructor.\n";
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static int StrokeShader___init__(BPy_StrokeShader *self, PyObject *args, PyObject *kwds)
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{
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static const char *kwlist[] = {NULL};
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "", (char **)kwlist))
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return -1;
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self->ss = new StrokeShader();
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self->ss->py_ss = (PyObject *)self;
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return 0;
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}
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static void StrokeShader___dealloc__(BPy_StrokeShader *self)
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{
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if (self->ss)
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delete self->ss;
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Py_TYPE(self)->tp_free((PyObject *)self);
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}
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static PyObject *StrokeShader___repr__(BPy_StrokeShader *self)
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{
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return PyUnicode_FromFormat("type: %s - address: %p", Py_TYPE(self)->tp_name, self->ss);
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}
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static char StrokeShader_shade___doc__[] =
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".. method:: shade(stroke)\n"
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"\n"
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" The shading method. Must be overloaded by inherited classes.\n"
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"\n"
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" :arg stroke: A Stroke object.\n"
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" :type stroke: :class:`Stroke`\n";
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static PyObject *StrokeShader_shade(BPy_StrokeShader *self, PyObject *args, PyObject *kwds)
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{
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static const char *kwlist[] = {"stroke", NULL};
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PyObject *py_s = 0;
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "O!", (char **)kwlist, &Stroke_Type, &py_s))
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return NULL;
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if (typeid(*(self->ss)) == typeid(StrokeShader)) {
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PyErr_SetString(PyExc_TypeError, "shade method not properly overridden");
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return NULL;
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}
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if (self->ss->shade(*(((BPy_Stroke *)py_s)->s)) < 0) {
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if (!PyErr_Occurred()) {
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string class_name(Py_TYPE(self)->tp_name);
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PyErr_SetString(PyExc_RuntimeError, (class_name + " shade method failed").c_str());
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}
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return NULL;
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}
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Py_RETURN_NONE;
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}
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static PyMethodDef BPy_StrokeShader_methods[] = {
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{"shade", (PyCFunction)StrokeShader_shade, METH_VARARGS | METH_KEYWORDS, StrokeShader_shade___doc__},
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{NULL, NULL, 0, NULL}
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};
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/*----------------------StrokeShader get/setters ----------------------------*/
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PyDoc_STRVAR(StrokeShader_name_doc,
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"The name of the stroke shader.\n"
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"\n"
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":type: str");
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static PyObject *StrokeShader_name_get(BPy_StrokeShader *self, void *UNUSED(closure))
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{
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return PyUnicode_FromString(Py_TYPE(self)->tp_name);
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}
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static PyGetSetDef BPy_StrokeShader_getseters[] = {
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{(char *)"name", (getter)StrokeShader_name_get, (setter)NULL, (char *)StrokeShader_name_doc, NULL},
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{NULL, NULL, NULL, NULL, NULL} /* Sentinel */
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};
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/*-----------------------BPy_StrokeShader type definition ------------------------------*/
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PyTypeObject StrokeShader_Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"StrokeShader", /* tp_name */
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sizeof(BPy_StrokeShader), /* tp_basicsize */
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0, /* tp_itemsize */
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(destructor)StrokeShader___dealloc__, /* tp_dealloc */
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0, /* tp_print */
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0, /* tp_getattr */
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0, /* tp_setattr */
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0, /* tp_reserved */
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(reprfunc)StrokeShader___repr__, /* tp_repr */
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0, /* tp_as_number */
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0, /* tp_as_sequence */
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0, /* tp_as_mapping */
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0, /* tp_hash */
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0, /* tp_call */
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0, /* tp_str */
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0, /* tp_getattro */
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0, /* tp_setattro */
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0, /* tp_as_buffer */
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, /* tp_flags */
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StrokeShader___doc__, /* tp_doc */
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0, /* tp_traverse */
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0, /* tp_clear */
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0, /* tp_richcompare */
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0, /* tp_weaklistoffset */
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0, /* tp_iter */
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0, /* tp_iternext */
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BPy_StrokeShader_methods, /* tp_methods */
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0, /* tp_members */
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BPy_StrokeShader_getseters, /* tp_getset */
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0, /* tp_base */
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0, /* tp_dict */
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0, /* tp_descr_get */
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0, /* tp_descr_set */
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0, /* tp_dictoffset */
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(initproc)StrokeShader___init__, /* tp_init */
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0, /* tp_alloc */
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PyType_GenericNew, /* tp_new */
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};
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///////////////////////////////////////////////////////////////////////////////////////////
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#ifdef __cplusplus
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}
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#endif
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