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blender-archive/source/blender/freestyle/intern/stroke/StrokeRep.h
Tamito Kajiyama 34c133a488 Freestyle: an improved workflow of line style shading nodes.
Removed the previous changes for passing a line style through the Controller, and
revised the BlenderTextureShader to assign the shader node tree of a line style
(if specified) to strokes.  This way the assignment of shading nodes can be done
through both the Freestyle GUI and Python scripting.
2014-08-12 10:10:36 +09:00

282 lines
5.4 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __FREESTYLE_STROKE_REP_H__
#define __FREESTYLE_STROKE_REP_H__
/** \file blender/freestyle/intern/stroke/StrokeRep.h
* \ingroup freestyle
* \brief Class to define the representation of a stroke (for display purpose)
* \author Stephane Grabli
* \date 05/03/2003
*/
#include "Stroke.h"
#include "../geometry/Geom.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
extern "C" {
#include "DNA_material_types.h" // for MAX_MTEX
struct bNodeTree;
}
namespace Freestyle {
using namespace Geometry;
#if 0
//symbolic constant to call the appropriate renderers and textures
#define NO_TEXTURE_WITH_BLEND_STROKE -2
#define NO_TEXTURE_STROKE -1
#define PSEUDO_CHARCOAL_STROKE 0
#define WASH_BRUSH_STROKE 1
#define OIL_STROKE 2
#define NO_BLEND_STROKE 3
#define CHARCOAL_MIN_STROKE 4
#define BRUSH_MIN_STROKE 5
#define OPAQUE_DRY_STROKE 6
#define OPAQUE_STROKE 7
#define DEFAULT_STROKE 0
#define NUMBER_STROKE_RENDERER 8
#endif
class StrokeVertexRep
{
public:
StrokeVertexRep() {}
StrokeVertexRep(const Vec2r& iPoint2d)
{
_point2d = iPoint2d;
}
StrokeVertexRep(const StrokeVertexRep& iBrother);
virtual ~StrokeVertexRep() {}
inline Vec2r& point2d()
{
return _point2d;
}
inline Vec2r& texCoord(bool tips=false)
{
if (tips) {
return _texCoord_w_tips;
}
else
return _texCoord;
}
inline Vec3r& color()
{
return _color;
}
inline float alpha()
{
return _alpha;
}
inline void setPoint2d(const Vec2r& p)
{
_point2d = p;
}
inline void setTexCoord(const Vec2r& p, bool tips=false)
{
if (tips) {
_texCoord_w_tips = p;
}
else {
_texCoord = p;
}
}
inline void setColor(const Vec3r& p)
{
_color = p;
}
inline void setAlpha(float a)
{
_alpha = a;
}
protected:
Vec2r _point2d;
Vec2r _texCoord;
Vec2r _texCoord_w_tips;
Vec3r _color;
float _alpha;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:StrokeVertexRep")
#endif
};
class Strip
{
public:
typedef std::vector<StrokeVertexRep*> vertex_container;
protected:
vertex_container _vertices;
float _averageThickness;
public:
Strip(const std::vector<StrokeVertex*>& iStrokeVertices, bool hasTex = false,
bool tipBegin = false, bool tipEnd = false, float texStep = 1.0);
Strip(const Strip& iBrother);
virtual ~Strip();
protected:
void createStrip(const std::vector<StrokeVertex*>& iStrokeVertices);
void cleanUpSingularities(const std::vector<StrokeVertex*>& iStrokeVertices);
void setVertexColor (const std::vector<StrokeVertex*>& iStrokeVertices);
void computeTexCoord (const std::vector<StrokeVertex*>& iStrokeVertices, float texStep);
void computeTexCoordWithTips (const std::vector<StrokeVertex*>& iStrokeVertices, bool tipBegin, bool tipEnd, float texStep);
public:
inline int sizeStrip() const
{
return _vertices.size();
}
inline vertex_container& vertices()
{
return _vertices;
}
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:Strip")
#endif
};
class StrokeRep
{
protected:
Stroke *_stroke;
vector<Strip*> _strips;
Stroke::MediumType _strokeType;
unsigned int _textureId;
float _textureStep;
MTex *_mtex[MAX_MTEX];
bNodeTree *_nodeTree;
Material *_material;
bool _hasTex;
// float _averageTextureAlpha;
public:
StrokeRep();
StrokeRep(const StrokeRep&);
StrokeRep(Stroke *iStroke);
virtual ~StrokeRep();
/*! Creates the strips */
virtual void create();
/*! Renders the stroke using a Renderer */
virtual void Render(const StrokeRenderer *iRenderer);
/*! accessors */
inline Stroke::MediumType getMediumType() const
{
return _strokeType;
}
inline unsigned getTextureId() const
{
return _textureId;
}
inline MTex *getMTex(int idx) const
{
return _mtex[idx];
}
inline Material *getMaterial() const
{
return _material;
}
inline bNodeTree *getNodeTree() const
{
return _nodeTree;
}
inline bool hasTex() const
{
return _hasTex;
}
inline vector<Strip*>& getStrips()
{
return _strips;
}
inline unsigned int getNumberOfStrips() const
{
return _strips.size();
}
inline Stroke *getStroke()
{
return _stroke;
}
/*! modifiers */
inline void setMediumType(Stroke::MediumType itype)
{
_strokeType = itype;
}
inline void setTextureId(unsigned textureId)
{
_textureId = textureId;
}
inline void setMaterial(Material *mat)
{
_material = mat;
}
/*
inline void setMTex(int idx, MTex *mtex_ptr)
{
_mtex[idx] = mtex_ptr;
}*/
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:StrokeRep")
#endif
};
} /* namespace Freestyle */
#endif // __FREESTYLE_STROKE_REP_H__