Freestyle: Fix for references of deprecated texture stroke shaders.
Removed all references of deprecated texture shader. Also deleted several lines of dead code. Since texture_shader.py no longer does what it was supposed to do, the file itself was removed. Patch reviewed by Tamito Kajiyama (kjym3).
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a0fa3de267
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@ -34,7 +34,6 @@ from freestyle.shaders import (
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ConstantThicknessShader,
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IncreasingColorShader,
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SamplingShader,
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StrokeTextureShader,
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pyDiffusion2Shader,
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)
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from freestyle.types import Operators, Stroke
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@ -50,7 +49,6 @@ bpred = TrueBP1D()
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Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred), NotUP1D(upred))
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shaders_list = [
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ConstantThicknessShader(4),
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StrokeTextureShader("smoothAlpha.bmp", Stroke.OPAQUE_MEDIUM, False),
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SamplingShader(2),
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pyDiffusion2Shader(offset, nbIter),
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IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
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@ -30,7 +30,6 @@ from freestyle.predicates import (
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from freestyle.shaders import (
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BackboneStretcherShader,
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ConstantColorShader,
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TextureAssignerShader,
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)
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from freestyle.types import Operators
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@ -38,7 +37,6 @@ from freestyle.types import Operators
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Operators.select(QuantitativeInvisibilityUP1D(0))
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Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0)))
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shaders_list = [
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TextureAssignerShader(4),
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ConstantColorShader(0.5, 0.5, 0.5),
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BackboneStretcherShader(20),
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]
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@ -34,7 +34,6 @@ from freestyle.predicates import (
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from freestyle.shaders import (
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ConstantThicknessShader,
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IncreasingColorShader,
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TextureAssignerShader,
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pyBluePrintCirclesShader,
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pyPerlinNoise1DShader,
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)
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@ -50,7 +49,6 @@ shaders_list = [
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ConstantThicknessShader(5),
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pyBluePrintCirclesShader(3),
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pyPerlinNoise1DShader(0.1, 15, 8),
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TextureAssignerShader(4),
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IncreasingColorShader(0.8, 0.8, 0.3, 0.4, 0.3, 0.3, 0.3, 0.1),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -34,7 +34,6 @@ from freestyle.predicates import (
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from freestyle.shaders import (
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ConstantThicknessShader,
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IncreasingColorShader,
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TextureAssignerShader,
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pyBluePrintEllipsesShader,
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pyPerlinNoise1DShader,
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)
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@ -50,7 +49,6 @@ shaders_list = [
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ConstantThicknessShader(5),
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pyBluePrintEllipsesShader(3),
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pyPerlinNoise1DShader(0.1, 10, 8),
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TextureAssignerShader(4),
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IncreasingColorShader(0.6, 0.3, 0.3, 0.7, 0.3, 0.3, 0.3, 0.1),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -34,7 +34,6 @@ from freestyle.predicates import (
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from freestyle.shaders import (
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ConstantThicknessShader,
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IncreasingColorShader,
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TextureAssignerShader,
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pyBluePrintSquaresShader,
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pyPerlinNoise1DShader,
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)
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@ -50,7 +49,6 @@ shaders_list = [
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ConstantThicknessShader(8),
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pyBluePrintSquaresShader(2, 20),
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pyPerlinNoise1DShader(0.07, 10, 8),
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TextureAssignerShader(4),
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IncreasingColorShader(0.6, 0.3, 0.3, 0.7, 0.6, 0.3, 0.3, 0.3),
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ConstantThicknessShader(4),
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]
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@ -30,7 +30,6 @@ from freestyle.predicates import (
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)
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from freestyle.shaders import (
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ConstantThicknessShader,
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StrokeTextureShader,
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py2DCurvatureColorShader,
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)
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from freestyle.types import Operators, Stroke
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@ -39,7 +38,6 @@ from freestyle.types import Operators, Stroke
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Operators.select(QuantitativeInvisibilityUP1D(0))
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Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0)))
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shaders_list = [
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StrokeTextureShader("smoothAlpha.bmp", Stroke.OPAQUE_MEDIUM, False),
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ConstantThicknessShader(5),
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py2DCurvatureColorShader()
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]
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@ -37,7 +37,6 @@ from freestyle.shaders import (
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SamplingShader,
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SmoothingShader,
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SpatialNoiseShader,
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TextureAssignerShader,
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)
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from freestyle.types import Operators
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@ -51,6 +50,5 @@ shaders_list = [
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IncreasingThicknessShader(4, 10),
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SmoothingShader(400, 0.1, 0, 0.2, 0, 0, 0, 1),
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IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
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TextureAssignerShader(4),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -37,7 +37,6 @@ from freestyle.shaders import (
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ConstantColorShader,
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ConstantThicknessShader,
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SamplingShader,
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TextureAssignerShader,
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TipRemoverShader,
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pyNonLinearVaryingThicknessShader,
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pySamplingShader,
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@ -62,7 +61,6 @@ shaders_list = [
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SamplingShader(50),
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ConstantThicknessShader(10),
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pyNonLinearVaryingThicknessShader(4, 25, 0.6),
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TextureAssignerShader(6),
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ConstantColorShader(0.2, 0.2, 0.2,1.0),
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TipRemoverShader(10),
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]
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@ -37,7 +37,6 @@ from freestyle.shaders import (
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IncreasingColorShader,
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IncreasingThicknessShader,
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SamplingShader,
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TextureAssignerShader,
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pyHLRShader,
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)
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from freestyle.types import Operators
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@ -52,7 +51,6 @@ shaders_list = [
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IncreasingThicknessShader(1.5, 30),
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ConstantColorShader(0.0, 0.0, 0.0),
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IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
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TextureAssignerShader(-1),
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pyHLRShader(), ## this shader draws only visible portions
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -33,7 +33,6 @@ from freestyle.predicates import (
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from freestyle.shaders import (
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ConstantColorShader,
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ConstantThicknessShader,
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TextureAssignerShader,
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)
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from freestyle.types import IntegrationType, Operators
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@ -42,7 +41,6 @@ upred = AndUP1D(QuantitativeInvisibilityUP1D(0), pyZSmallerUP1D(0.5, Integration
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Operators.select(upred)
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Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred))
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shaders_list = [
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TextureAssignerShader(-1),
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ConstantThicknessShader(5),
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ConstantColorShader(0.0, 0.0, 0.0),
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]
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@ -36,7 +36,6 @@ from freestyle.shaders import (
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IncreasingThicknessShader,
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SamplingShader,
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SpatialNoiseShader,
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TextureAssignerShader,
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)
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from freestyle.types import Operators
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@ -50,6 +49,5 @@ shaders_list = [
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IncreasingThicknessShader(2, 5),
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BackboneStretcherShader(20),
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IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
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TextureAssignerShader(4),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -35,7 +35,6 @@ from freestyle.shaders import (
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ConstantColorShader,
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IncreasingThicknessShader,
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SpatialNoiseShader,
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TextureAssignerShader,
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)
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from freestyle.types import Nature, Operators
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@ -51,6 +50,5 @@ shaders_list = [
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SpatialNoiseShader(7, 120, 2, True, True),
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IncreasingThicknessShader(5, 8),
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ConstantColorShader(0.2, 0.2, 0.2, 1),
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TextureAssignerShader(4),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -34,7 +34,6 @@ from freestyle.shaders import (
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SamplingShader,
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SmoothingShader,
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SpatialNoiseShader,
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TextureAssignerShader,
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pyHLRShader,
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)
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from freestyle.types import Operators
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@ -48,7 +47,6 @@ shaders_list = [
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IncreasingThicknessShader(5, 30),
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SmoothingShader(100, 0.05, 0, 0.2, 0, 0, 0, 1),
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IncreasingColorShader(0, 0.2, 0, 1, 0.2, 0.7, 0.2, 1),
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TextureAssignerShader(6),
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pyHLRShader(),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -34,8 +34,7 @@ from freestyle.shaders import (
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SamplingShader,
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SmoothingShader,
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SpatialNoiseShader,
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TextureAssignerShader,
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pyBackboneStretcherNoCuspShader
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pyBackboneStretcherNoCuspShader,
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)
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from freestyle.types import Operators
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@ -50,9 +49,6 @@ shaders_list = [
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IncreasingThicknessShader(4, 10),
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SmoothingShader(100, 0.1, 0, 0.2, 0, 0, 0, 1),
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pyBackboneStretcherNoCuspShader(20),
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#ConstantColorShader(0.0, 0.0, 0.0)
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IncreasingColorShader(0.2, 0.2, 0.2, 1, 0.5, 0.5, 0.5, 1),
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#IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
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TextureAssignerShader(4),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -34,7 +34,6 @@ from freestyle.shaders import (
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SamplingShader,
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SmoothingShader,
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SpatialNoiseShader,
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TextureAssignerShader,
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)
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from freestyle.types import Operators
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@ -48,6 +47,5 @@ shaders_list = [
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IncreasingThicknessShader(4, 8),
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SmoothingShader(300, 0.05, 0, 0.2, 0, 0, 0, 0.5),
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ConstantColorShader(0.6, 0.2, 0.0),
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TextureAssignerShader(4),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -34,7 +34,6 @@ from freestyle.predicates import (
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from freestyle.shaders import (
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ConstantThicknessShader,
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IncreasingColorShader,
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TextureAssignerShader,
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)
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from freestyle.types import Operators
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@ -46,6 +45,5 @@ Operators.recursive_split(func, pyParameterUP0D(0.4, 0.6), NotUP1D(pyHigherLengt
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shaders_list = [
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ConstantThicknessShader(10),
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IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
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TextureAssignerShader(3),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -31,7 +31,6 @@ from freestyle.predicates import (
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from freestyle.shaders import (
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ConstantThicknessShader,
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IncreasingColorShader,
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TextureAssignerShader,
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)
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from freestyle.types import Nature, Operators
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@ -45,6 +44,5 @@ Operators.sequential_split(start, start, 10)
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shaders_list = [
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ConstantThicknessShader(5),
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IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
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TextureAssignerShader(3),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -1,49 +0,0 @@
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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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# Filename : stroke_texture.py
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# Author : Stephane Grabli
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# Date : 04/08/2005
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# Purpose : Draws textured strokes (illustrate the StrokeTextureShader shader)
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from freestyle.chainingiterators import ChainSilhouetteIterator
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from freestyle.predicates import (
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NotUP1D,
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QuantitativeInvisibilityUP1D,
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TrueUP1D,
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)
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from freestyle.shaders import (
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BezierCurveShader,
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ConstantColorShader,
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ConstantThicknessShader,
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SamplingShader,
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StrokeTextureShader,
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)
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from freestyle.types import Operators, Stroke
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Operators.select(QuantitativeInvisibilityUP1D(0))
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Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0)))
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shaders_list = [
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SamplingShader(3),
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BezierCurveShader(4),
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StrokeTextureShader("washbrushAlpha.bmp", Stroke.DRY_MEDIUM, True),
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ConstantThicknessShader(40),
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ConstantColorShader(0, 0, 0, 1),
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]
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Operators.create(TrueUP1D(), shaders_list)
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@ -30,7 +30,6 @@ from freestyle.shaders import (
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ConstantColorShader,
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ConstantThicknessShader,
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SamplingShader,
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StrokeTextureShader,
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)
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from freestyle.types import IntegrationType, Operators, Stroke
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@ -40,10 +39,8 @@ Operators.bidirectional_chain(ChainSilhouetteIterator())
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#Operators.sequential_split(pyVertexNatureUP0D(Nature.VIEW_VERTEX), 2)
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Operators.sort(pyZBP1D())
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shaders_list = [
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StrokeTextureShader("smoothAlpha.bmp", Stroke.OPAQUE_MEDIUM, False),
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ConstantThicknessShader(3),
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SamplingShader(5.0),
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ConstantColorShader(0, 0, 0, 1),
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]
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Operators.create(pyDensityUP1D(2, 0.05, IntegrationType.MEAN, 4), shaders_list)
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#Operators.create(pyDensityFunctorUP1D(8, 0.03, pyGetInverseProjectedZF1D(), 0, 1, IntegrationType.MEAN), shaders_list)
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