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).
This commit is contained in:
Folkert de Vries 2015-01-27 23:11:31 +01:00 committed by Tamito Kajiyama
parent a0fa3de267
commit 7d38d85340
19 changed files with 1 additions and 89 deletions

@ -34,7 +34,6 @@ from freestyle.shaders import (
ConstantThicknessShader,
IncreasingColorShader,
SamplingShader,
StrokeTextureShader,
pyDiffusion2Shader,
)
from freestyle.types import Operators, Stroke
@ -50,7 +49,6 @@ bpred = TrueBP1D()
Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred), NotUP1D(upred))
shaders_list = [
ConstantThicknessShader(4),
StrokeTextureShader("smoothAlpha.bmp", Stroke.OPAQUE_MEDIUM, False),
SamplingShader(2),
pyDiffusion2Shader(offset, nbIter),
IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),

@ -30,7 +30,6 @@ from freestyle.predicates import (
from freestyle.shaders import (
BackboneStretcherShader,
ConstantColorShader,
TextureAssignerShader,
)
from freestyle.types import Operators
@ -38,7 +37,6 @@ from freestyle.types import Operators
Operators.select(QuantitativeInvisibilityUP1D(0))
Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0)))
shaders_list = [
TextureAssignerShader(4),
ConstantColorShader(0.5, 0.5, 0.5),
BackboneStretcherShader(20),
]

@ -34,7 +34,6 @@ from freestyle.predicates import (
from freestyle.shaders import (
ConstantThicknessShader,
IncreasingColorShader,
TextureAssignerShader,
pyBluePrintCirclesShader,
pyPerlinNoise1DShader,
)
@ -50,7 +49,6 @@ shaders_list = [
ConstantThicknessShader(5),
pyBluePrintCirclesShader(3),
pyPerlinNoise1DShader(0.1, 15, 8),
TextureAssignerShader(4),
IncreasingColorShader(0.8, 0.8, 0.3, 0.4, 0.3, 0.3, 0.3, 0.1),
]
Operators.create(TrueUP1D(), shaders_list)

@ -34,7 +34,6 @@ from freestyle.predicates import (
from freestyle.shaders import (
ConstantThicknessShader,
IncreasingColorShader,
TextureAssignerShader,
pyBluePrintEllipsesShader,
pyPerlinNoise1DShader,
)
@ -50,7 +49,6 @@ shaders_list = [
ConstantThicknessShader(5),
pyBluePrintEllipsesShader(3),
pyPerlinNoise1DShader(0.1, 10, 8),
TextureAssignerShader(4),
IncreasingColorShader(0.6, 0.3, 0.3, 0.7, 0.3, 0.3, 0.3, 0.1),
]
Operators.create(TrueUP1D(), shaders_list)

@ -34,7 +34,6 @@ from freestyle.predicates import (
from freestyle.shaders import (
ConstantThicknessShader,
IncreasingColorShader,
TextureAssignerShader,
pyBluePrintSquaresShader,
pyPerlinNoise1DShader,
)
@ -50,7 +49,6 @@ shaders_list = [
ConstantThicknessShader(8),
pyBluePrintSquaresShader(2, 20),
pyPerlinNoise1DShader(0.07, 10, 8),
TextureAssignerShader(4),
IncreasingColorShader(0.6, 0.3, 0.3, 0.7, 0.6, 0.3, 0.3, 0.3),
ConstantThicknessShader(4),
]

@ -30,7 +30,6 @@ from freestyle.predicates import (
)
from freestyle.shaders import (
ConstantThicknessShader,
StrokeTextureShader,
py2DCurvatureColorShader,
)
from freestyle.types import Operators, Stroke
@ -39,7 +38,6 @@ from freestyle.types import Operators, Stroke
Operators.select(QuantitativeInvisibilityUP1D(0))
Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0)))
shaders_list = [
StrokeTextureShader("smoothAlpha.bmp", Stroke.OPAQUE_MEDIUM, False),
ConstantThicknessShader(5),
py2DCurvatureColorShader()
]

@ -37,7 +37,6 @@ from freestyle.shaders import (
SamplingShader,
SmoothingShader,
SpatialNoiseShader,
TextureAssignerShader,
)
from freestyle.types import Operators
@ -51,6 +50,5 @@ shaders_list = [
IncreasingThicknessShader(4, 10),
SmoothingShader(400, 0.1, 0, 0.2, 0, 0, 0, 1),
IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
TextureAssignerShader(4),
]
Operators.create(TrueUP1D(), shaders_list)

@ -37,7 +37,6 @@ from freestyle.shaders import (
ConstantColorShader,
ConstantThicknessShader,
SamplingShader,
TextureAssignerShader,
TipRemoverShader,
pyNonLinearVaryingThicknessShader,
pySamplingShader,
@ -62,7 +61,6 @@ shaders_list = [
SamplingShader(50),
ConstantThicknessShader(10),
pyNonLinearVaryingThicknessShader(4, 25, 0.6),
TextureAssignerShader(6),
ConstantColorShader(0.2, 0.2, 0.2,1.0),
TipRemoverShader(10),
]

@ -37,7 +37,6 @@ from freestyle.shaders import (
IncreasingColorShader,
IncreasingThicknessShader,
SamplingShader,
TextureAssignerShader,
pyHLRShader,
)
from freestyle.types import Operators
@ -52,7 +51,6 @@ shaders_list = [
IncreasingThicknessShader(1.5, 30),
ConstantColorShader(0.0, 0.0, 0.0),
IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
TextureAssignerShader(-1),
pyHLRShader(), ## this shader draws only visible portions
]
Operators.create(TrueUP1D(), shaders_list)

@ -33,7 +33,6 @@ from freestyle.predicates import (
from freestyle.shaders import (
ConstantColorShader,
ConstantThicknessShader,
TextureAssignerShader,
)
from freestyle.types import IntegrationType, Operators
@ -42,7 +41,6 @@ upred = AndUP1D(QuantitativeInvisibilityUP1D(0), pyZSmallerUP1D(0.5, Integration
Operators.select(upred)
Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred))
shaders_list = [
TextureAssignerShader(-1),
ConstantThicknessShader(5),
ConstantColorShader(0.0, 0.0, 0.0),
]

@ -36,7 +36,6 @@ from freestyle.shaders import (
IncreasingThicknessShader,
SamplingShader,
SpatialNoiseShader,
TextureAssignerShader,
)
from freestyle.types import Operators
@ -50,6 +49,5 @@ shaders_list = [
IncreasingThicknessShader(2, 5),
BackboneStretcherShader(20),
IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
TextureAssignerShader(4),
]
Operators.create(TrueUP1D(), shaders_list)

@ -35,7 +35,6 @@ from freestyle.shaders import (
ConstantColorShader,
IncreasingThicknessShader,
SpatialNoiseShader,
TextureAssignerShader,
)
from freestyle.types import Nature, Operators
@ -51,6 +50,5 @@ shaders_list = [
SpatialNoiseShader(7, 120, 2, True, True),
IncreasingThicknessShader(5, 8),
ConstantColorShader(0.2, 0.2, 0.2, 1),
TextureAssignerShader(4),
]
Operators.create(TrueUP1D(), shaders_list)

@ -34,7 +34,6 @@ from freestyle.shaders import (
SamplingShader,
SmoothingShader,
SpatialNoiseShader,
TextureAssignerShader,
pyHLRShader,
)
from freestyle.types import Operators
@ -48,7 +47,6 @@ shaders_list = [
IncreasingThicknessShader(5, 30),
SmoothingShader(100, 0.05, 0, 0.2, 0, 0, 0, 1),
IncreasingColorShader(0, 0.2, 0, 1, 0.2, 0.7, 0.2, 1),
TextureAssignerShader(6),
pyHLRShader(),
]
Operators.create(TrueUP1D(), shaders_list)

@ -34,8 +34,7 @@ from freestyle.shaders import (
SamplingShader,
SmoothingShader,
SpatialNoiseShader,
TextureAssignerShader,
pyBackboneStretcherNoCuspShader
pyBackboneStretcherNoCuspShader,
)
from freestyle.types import Operators
@ -50,9 +49,6 @@ shaders_list = [
IncreasingThicknessShader(4, 10),
SmoothingShader(100, 0.1, 0, 0.2, 0, 0, 0, 1),
pyBackboneStretcherNoCuspShader(20),
#ConstantColorShader(0.0, 0.0, 0.0)
IncreasingColorShader(0.2, 0.2, 0.2, 1, 0.5, 0.5, 0.5, 1),
#IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
TextureAssignerShader(4),
]
Operators.create(TrueUP1D(), shaders_list)

@ -34,7 +34,6 @@ from freestyle.shaders import (
SamplingShader,
SmoothingShader,
SpatialNoiseShader,
TextureAssignerShader,
)
from freestyle.types import Operators
@ -48,6 +47,5 @@ shaders_list = [
IncreasingThicknessShader(4, 8),
SmoothingShader(300, 0.05, 0, 0.2, 0, 0, 0, 0.5),
ConstantColorShader(0.6, 0.2, 0.0),
TextureAssignerShader(4),
]
Operators.create(TrueUP1D(), shaders_list)

@ -34,7 +34,6 @@ from freestyle.predicates import (
from freestyle.shaders import (
ConstantThicknessShader,
IncreasingColorShader,
TextureAssignerShader,
)
from freestyle.types import Operators
@ -46,6 +45,5 @@ Operators.recursive_split(func, pyParameterUP0D(0.4, 0.6), NotUP1D(pyHigherLengt
shaders_list = [
ConstantThicknessShader(10),
IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
TextureAssignerShader(3),
]
Operators.create(TrueUP1D(), shaders_list)

@ -31,7 +31,6 @@ from freestyle.predicates import (
from freestyle.shaders import (
ConstantThicknessShader,
IncreasingColorShader,
TextureAssignerShader,
)
from freestyle.types import Nature, Operators
@ -45,6 +44,5 @@ Operators.sequential_split(start, start, 10)
shaders_list = [
ConstantThicknessShader(5),
IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
TextureAssignerShader(3),
]
Operators.create(TrueUP1D(), shaders_list)

@ -1,49 +0,0 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# Filename : stroke_texture.py
# Author : Stephane Grabli
# Date : 04/08/2005
# Purpose : Draws textured strokes (illustrate the StrokeTextureShader shader)
from freestyle.chainingiterators import ChainSilhouetteIterator
from freestyle.predicates import (
NotUP1D,
QuantitativeInvisibilityUP1D,
TrueUP1D,
)
from freestyle.shaders import (
BezierCurveShader,
ConstantColorShader,
ConstantThicknessShader,
SamplingShader,
StrokeTextureShader,
)
from freestyle.types import Operators, Stroke
Operators.select(QuantitativeInvisibilityUP1D(0))
Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0)))
shaders_list = [
SamplingShader(3),
BezierCurveShader(4),
StrokeTextureShader("washbrushAlpha.bmp", Stroke.DRY_MEDIUM, True),
ConstantThicknessShader(40),
ConstantColorShader(0, 0, 0, 1),
]
Operators.create(TrueUP1D(), shaders_list)

@ -30,7 +30,6 @@ from freestyle.shaders import (
ConstantColorShader,
ConstantThicknessShader,
SamplingShader,
StrokeTextureShader,
)
from freestyle.types import IntegrationType, Operators, Stroke
@ -40,10 +39,8 @@ Operators.bidirectional_chain(ChainSilhouetteIterator())
#Operators.sequential_split(pyVertexNatureUP0D(Nature.VIEW_VERTEX), 2)
Operators.sort(pyZBP1D())
shaders_list = [
StrokeTextureShader("smoothAlpha.bmp", Stroke.OPAQUE_MEDIUM, False),
ConstantThicknessShader(3),
SamplingShader(5.0),
ConstantColorShader(0, 0, 0, 1),
]
Operators.create(pyDensityUP1D(2, 0.05, IntegrationType.MEAN, 4), shaders_list)
#Operators.create(pyDensityFunctorUP1D(8, 0.03, pyGetInverseProjectedZF1D(), 0, 1, IntegrationType.MEAN), shaders_list)