#  Filename : multiple_parameterization.py
#  Author   : Stephane Grabli
#  Date     : 04/08/2005
#  Purpose  : The thickness and the color of the strokes vary continuously
#             independently from occlusions although only
#             visible lines are actually drawn. This is equivalent
#             to assigning the thickness using a parameterization covering
#             the complete silhouette (visible+invisible) and drawing
#             the strokes using a second parameterization that only
#             covers the visible portions.

from freestyle import ChainSilhouetteIterator, ConstantColorShader, IncreasingColorShader, \
    IncreasingThicknessShader, Operators, QuantitativeInvisibilityUP1D, SamplingShader, \
    TextureAssignerShader, TrueUP1D
from shaders import pyHLRShader

Operators.select(QuantitativeInvisibilityUP1D(0))
## Chain following the same nature, but without the restriction
## of staying inside the selection (0).
Operators.bidirectional_chain(ChainSilhouetteIterator(0))
shaders_list = [
    SamplingShader(20),
    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)
예제 #2
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#  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 : external_contour_smooth.py
#  Author   : Stephane Grabli
#  Date     : 04/08/2005
#  Purpose  : Draws a smooth external contour

from freestyle import ChainPredicateIterator, ExternalContourUP1D, IncreasingColorShader, \
    IncreasingThicknessShader, Operators, QuantitativeInvisibilityUP1D, SamplingShader, \
    SmoothingShader, TrueBP1D, TrueUP1D
from logical_operators import AndUP1D, NotUP1D

upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ExternalContourUP1D())
Operators.select(upred)
bpred = TrueBP1D()
Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred),
                              NotUP1D(upred))
shaders_list = [
    SamplingShader(2),
    IncreasingThicknessShader(4, 20),
    IncreasingColorShader(1.0, 0.0, 0.5, 1, 0.5, 1, 0.3, 1),
    SmoothingShader(100, 0.05, 0, 0.2, 0, 0, 0, 1),
]
Operators.create(TrueUP1D(), shaders_list)
예제 #3
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#  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 : blueprint_squares.py
#  Author   : Emmanuel Turquin
#  Date     : 04/08/2005
#  Purpose  : Produces a blueprint using square contour strokes

from freestyle import ChainPredicateIterator, ConstantThicknessShader, ContourUP1D, IncreasingColorShader, \
    Operators, QuantitativeInvisibilityUP1D, SameShapeIdBP1D, TextureAssignerShader, TrueUP1D
from PredicatesU1D import pyHigherLengthUP1D
from logical_operators import AndUP1D, NotUP1D
from shaders import pyBluePrintSquaresShader, pyPerlinNoise1DShader

upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ContourUP1D())
bpred = SameShapeIdBP1D()
Operators.select(upred)
Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred), NotUP1D(upred))
Operators.select(pyHigherLengthUP1D(200))
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),
    ]
Operators.create(TrueUP1D(), shaders_list)
예제 #4
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#  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 : nature.py
#  Author   : Stephane Grabli
#  Date     : 04/08/2005
#  Purpose  : Uses the NatureUP1D predicate to select the lines
#             of a given type (among Nature.SILHOUETTE, Nature.CREASE, Nature.SUGGESTIVE_CONTOURS,
#             Nature.BORDERS).
#             The suggestive contours must have been enabled in the
#             options dialog to appear in the View Map.

from freestyle import ChainSilhouetteIterator, IncreasingColorShader, \
    IncreasingThicknessShader, Nature, Operators, TrueUP1D
from PredicatesU1D import pyNatureUP1D
from logical_operators import NotUP1D

Operators.select(pyNatureUP1D(Nature.SILHOUETTE))
Operators.bidirectional_chain(ChainSilhouetteIterator(),
                              NotUP1D(pyNatureUP1D(Nature.SILHOUETTE)))
shaders_list = [
    IncreasingThicknessShader(3, 10),
    IncreasingColorShader(0.0, 0.0, 0.0, 1, 0.8, 0, 0, 1),
]
Operators.create(TrueUP1D(), shaders_list)
예제 #5
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#  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 : blueprint_circles.py
#  Author   : Emmanuel Turquin
#  Date     : 04/08/2005
#  Purpose  : Produces a blueprint using circular contour strokes

from freestyle import ChainPredicateIterator, ConstantThicknessShader, ContourUP1D, IncreasingColorShader, \
    Operators, QuantitativeInvisibilityUP1D, SameShapeIdBP1D, TextureAssignerShader, TrueUP1D
from PredicatesU1D import pyHigherLengthUP1D
from logical_operators import AndUP1D, NotUP1D
from shaders import pyBluePrintCirclesShader, pyPerlinNoise1DShader

upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ContourUP1D())
bpred = SameShapeIdBP1D()
Operators.select(upred)
Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred),
                              NotUP1D(upred))
Operators.select(pyHigherLengthUP1D(200))
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)
예제 #6
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#  Filename : sketchy_topology_broken.py
#  Author   : Stephane Grabli
#  Date     : 04/08/2005
#  Purpose  : The topology of the strokes is, first, built
#             independantly from the 3D topology of objects,
#             and, second, so as to chain several times the same ViewEdge.

from ChainingIterators import pySketchyChainingIterator
from freestyle import IncreasingColorShader, IncreasingThicknessShader, Operators, \
    QuantitativeInvisibilityUP1D, SamplingShader, SmoothingShader, SpatialNoiseShader, \
    TextureAssignerShader, TrueUP1D
from shaders import pyBackboneStretcherNoCuspShader

Operators.select(QuantitativeInvisibilityUP1D(0))
## Chain 3 times each ViewEdge indpendantly from the
## initial objects topology
Operators.bidirectional_chain(pySketchyChainingIterator(3))
shaders_list = [
    SamplingShader(4),
    SpatialNoiseShader(6, 120, 2, True, True),
    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)
#  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 : sketchy_multiple_parameterization.py
#  Author   : Stephane Grabli
#  Date     : 04/08/2005
#  Purpose  : Builds sketchy strokes whose topology relies on a 
#             parameterization that covers the complete lines (visible+invisible)
#             whereas only the visible portions are actually drawn

from ChainingIterators import pySketchyChainSilhouetteIterator
from freestyle import IncreasingColorShader, IncreasingThicknessShader, Operators, \
    QuantitativeInvisibilityUP1D, SamplingShader, SmoothingShader, SpatialNoiseShader, \
    TextureAssignerShader, TrueUP1D
from shaders import pyHLRShader

Operators.select(QuantitativeInvisibilityUP1D(0))
Operators.bidirectional_chain(pySketchyChainSilhouetteIterator(3, False))
shaders_list = [
    SamplingShader(2),
    SpatialNoiseShader(15, 120, 2, True, True),
    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)