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blender-archive/source/blender/freestyle/intern/stroke/StrokeShader.h
Tamito Kajiyama 77b37fa461 Freestyle: Fix for VC++ warnings about 'hypot' macro redefinitions (Part 3).
(See commit e1771e72fbbf828dbf5bed871b814288389f3611 for more detail of
the problem).

Made changes to intern/view_map/Interface0D.h and intern/python/Director.h to
avoid #include <Python.h> and keep non-Python header files independent of it.
2014-04-17 14:37:08 +09:00

110 lines
3.0 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_SHADERS_H__
#define __FREESTYLE_STROKE_SHADERS_H__
/** \file blender/freestyle/intern/stroke/StrokeShader.h
* \ingroup freestyle
* \brief Class defining StrokeShader
* \author Stephane Grabli
* \author Emmanuel Turquin
* \date 01/07/2003
*/
#include <iostream>
#include <vector>
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
using namespace std;
namespace Freestyle {
//
// StrokeShader base class
//
//////////////////////////////////////////////////////
class Stroke;
/*! Base class for Stroke Shaders.
* Any Stroke Shader must inherit from this class and overload the shade() method.
* A StrokeShader is designed to modify any Stroke's attribute such as Thickness, Color,
* Geometry, Texture, Blending mode...
* The basic way to achieve this operation consists in iterating over the StrokeVertices of the Stroke
* and to modify each one's StrokeAttribute.
* Here is a python code example of such an iteration:
* \code
* it = ioStroke.strokeVerticesBegin()
* while not it.isEnd():
* att = it.getObject().attribute()
* ## perform here any attribute modification
* it.increment()
* \endcode
* Here is a C++ code example of such an iteration:
* \code
* for (StrokeInternal::StrokeVertexIterator v = ioStroke.strokeVerticesBegin(), vend = ioStroke.strokeVerticesEnd();
* v != vend;
* ++v)
* {
* StrokeAttribute& att = v->attribute();
* // perform any attribute modification here...
* }
* \endcode
*/
class StrokeShader
{
public:
void *py_ss;
/*! Default constructor. */
StrokeShader()
{
py_ss = 0;
}
/*! Destructor. */
virtual ~StrokeShader() {}
/*! Returns the string corresponding to the shader's name. */
virtual string getName() const
{
return "StrokeShader";
}
/*! The shading method. This method must be overloaded by inherited classes.
* \param ioStroke
* The stroke we wish to shade. this Stroke is modified by the Shader (which typically
* modifies the Stroke's attribute's values such as Color, Thickness, Geometry...)
*/
virtual int shade(Stroke& ioStroke) const;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:StrokeShader")
#endif
};
} /* namespace Freestyle */
#endif // __FREESTYLE_STROKE_SHADERS_H__