35 const Vec2f &iOrientation,
115 real ifactorCurvature,
116 real iFactorCurvatureDifference,
119 real iAnisoCurvature,
120 real icarricatureFactor);
145 void smooth(
int nbIterations,
147 real ifactorCurvature,
148 real iFactorCurvatureDifference,
151 real iAnisoCurvature,
152 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)
smooth(Type::VEC3, "P") .flat(Type out_color storage_buf(0, Qualifier::READ, "Surfel", "surfels_buf[]") .push_constant(Type smooth(Type::VEC4, "interp_color")
VecMat::Vec2< real > Vec2r
VecMat::Vec2< float > Vec2f
ccl_device_inline int clamp(int a, int mn, int mx)