33 const Vec2f &iOrientation,
117 real ifactorCurvature,
118 real iFactorCurvatureDifference,
121 real iAnisoCurvature,
122 real icarricatureFactor);
149 void smooth(
int nbIterations,
151 real ifactorCurvature,
152 real iFactorCurvatureDifference,
155 real iAnisoCurvature,
156 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)
T clamp(const T &a, const T &min, const T &max)
smooth(Type::FLOAT, "mask_weight")