47 const Vec2f &iOrientation,
84 SpatialNoiseShader(
float iAmount,
float ixScale,
int nbOctave,
bool smooth,
bool pureRandom);
131 real ifactorCurvature,
132 real iFactorCurvatureDifference,
135 real iAnisoCurvature,
136 real icarricatureFactor);
163 void smooth(
int nbIterations,
165 real ifactorCurvature,
166 real iFactorCurvatureDifference,
169 real iAnisoCurvature,
170 real icarricatureFactor);
Class gathering basic stroke shaders.
CalligraphicShader(real iMinThickness, real iMaxThickness, const Vec2f &iOrientation, bool clamp)
virtual int shade(Stroke &ioStroke) const
virtual ~CalligraphicShader()
virtual ~OmissionShader()
OmissionShader(real sizeWindow, real thrVari, real thrFlat, real lFlat)
virtual int shade(Stroke &ioStroke) const
Omitter(Stroke &ioStroke)
void omit(real sizeWindow, real thrVari, real thrFlat, real lFlat)
void smooth(int nbIterations, real iFactorPoint, real ifactorCurvature, real iFactorCurvatureDifference, real iAnisoPoint, real iAnisoNormal, real iAnisoCurvature, real icarricatureFactor)
Smoother(Stroke &ioStroke)
real _factorCurvatureDifference
real _factorCurvatureDifference
virtual ~SmoothingShader()
virtual int shade(Stroke &ioStroke) const
SmoothingShader(int iNbIteration, real iFactorPoint, real ifactorCurvature, real iFactorCurvatureDifference, real iAnisoPoint, real iAnisoNormal, real iAnisoCurvature, real icarricatureFactor)
virtual ~SpatialNoiseShader()
virtual int shade(Stroke &ioStroke) const
SpatialNoiseShader(float iAmount, float ixScale, int nbOctave, bool smooth, bool pureRandom)
ccl_device_inline int clamp(int a, int mn, int mx)