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