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authorClément Foucault <foucault.clem@gmail.com>2022-04-05 15:36:53 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-04-05 15:36:53 +0300
commitd889762590a4f068aa312879976e98dbd0ee93fc (patch)
tree8e1726d78e867659cd61379151f3f228244c3c68
parentc8d658c5ed68b7d8ce3702cee0e58438da52e88e (diff)
Cleanup: Change globalBlock members to snake case
This avoid conflicting defines in GLSL Fix T96998 Blender 3.2.0 Alpha crashes on startup
-rw-r--r--source/blender/draw/engines/overlay/overlay_antialiasing.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c70
-rw-r--r--source/blender/draw/engines/overlay/overlay_background.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_text.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_extra.c20
-rw-r--r--source/blender/draw/engines/overlay/overlay_gpencil.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_grid.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_metaball.c8
-rw-r--r--source/blender/draw/engines/select/select_engine.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c2
-rw-r--r--source/blender/draw/intern/draw_common.c249
-rw-r--r--source/blender/draw/intern/draw_common_shader_shared.h402
12 files changed, 384 insertions, 383 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c
index a07fd559f4f..27ee479cf36 100644
--- a/source/blender/draw/engines/overlay/overlay_antialiasing.c
+++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c
@@ -63,7 +63,7 @@ void OVERLAY_antialiasing_init(OVERLAY_Data *vedata)
return;
}
- bool need_wire_expansion = (G_draw.block.sizePixel > 1.0f);
+ bool need_wire_expansion = (G_draw.block.size_pixel > 1.0f);
pd->antialiasing.enabled = need_wire_expansion ||
((U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) != 0);
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index a2f9ad0d369..473fadab5ed 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -784,28 +784,28 @@ static void drw_shgroup_bone_relationship_lines(ArmatureDrawContext *ctx,
const float start[3],
const float end[3])
{
- drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorWire);
+ drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_wire);
}
static void drw_shgroup_bone_ik_lines(ArmatureDrawContext *ctx,
const float start[3],
const float end[3])
{
- drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorBoneIKLine);
+ drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_bone_ik_line);
}
static void drw_shgroup_bone_ik_no_target_lines(ArmatureDrawContext *ctx,
const float start[3],
const float end[3])
{
- drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorBoneIKLineNoTarget);
+ drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_bone_ik_line_no_target);
}
static void drw_shgroup_bone_ik_spline_lines(ArmatureDrawContext *ctx,
const float start[3],
const float end[3])
{
- drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorBoneIKLineSpline);
+ drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_bone_ik_line_spline);
}
/** \} */
@@ -918,16 +918,16 @@ static bool set_pchan_color(const ArmatureDrawContext *ctx,
}
else {
if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
- copy_v4_v4(fcolor, G_draw.block.colorBonePoseActive);
+ copy_v4_v4(fcolor, G_draw.block.color_bone_pose_active);
}
else if (boneflag & BONE_DRAW_ACTIVE) {
- copy_v4_v4(fcolor, G_draw.block.colorBonePoseActiveUnsel);
+ copy_v4_v4(fcolor, G_draw.block.color_bone_pose_active_unsel);
}
else if (boneflag & BONE_SELECTED) {
- copy_v4_v4(fcolor, G_draw.block.colorBonePose);
+ copy_v4_v4(fcolor, G_draw.block.color_bone_pose);
}
else {
- copy_v4_v4(fcolor, G_draw.block.colorWire);
+ copy_v4_v4(fcolor, G_draw.block.color_wire);
}
}
return true;
@@ -940,23 +940,23 @@ static bool set_pchan_color(const ArmatureDrawContext *ctx,
srgb_to_linearrgb_v4(fcolor, fcolor);
}
else {
- copy_v4_v4(fcolor, G_draw.block.colorBoneSolid);
+ copy_v4_v4(fcolor, G_draw.block.color_bone_solid);
}
return true;
}
case PCHAN_COLOR_CONSTS: {
if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) {
if (constflag & PCHAN_HAS_TARGET) {
- copy_v4_v4(fcolor, G_draw.block.colorBonePoseTarget);
+ copy_v4_v4(fcolor, G_draw.block.color_bone_pose_target);
}
else if (constflag & PCHAN_HAS_IK) {
- copy_v4_v4(fcolor, G_draw.block.colorBonePoseIK);
+ copy_v4_v4(fcolor, G_draw.block.color_bone_pose_ik);
}
else if (constflag & PCHAN_HAS_SPLINEIK) {
- copy_v4_v4(fcolor, G_draw.block.colorBonePoseSplineIK);
+ copy_v4_v4(fcolor, G_draw.block.color_bone_pose_spline_ik);
}
else if (constflag & PCHAN_HAS_CONST) {
- copy_v4_v4(fcolor, G_draw.block.colorBonePoseConstraint);
+ copy_v4_v4(fcolor, G_draw.block.color_bone_pose_constraint);
}
else {
return false;
@@ -978,7 +978,7 @@ static bool set_pchan_color(const ArmatureDrawContext *ctx,
static void bone_locked_color_shade(float color[4])
{
- float *locked_color = G_draw.block.colorBoneLocked;
+ float *locked_color = G_draw.block.color_bone_locked;
interp_v3_v3v3(color, color, locked_color, locked_color[3]);
}
@@ -991,7 +991,7 @@ static const float *get_bone_solid_color(const ArmatureDrawContext *ctx,
const short constflag)
{
if (ctx->const_color) {
- return G_draw.block.colorBoneSolid;
+ return G_draw.block.color_bone_solid;
}
if (arm->flag & ARM_POSEMODE) {
@@ -1006,7 +1006,7 @@ static const float *get_bone_solid_color(const ArmatureDrawContext *ctx,
return disp_color;
}
- return G_draw.block.colorBoneSolid;
+ return G_draw.block.color_bone_solid;
}
static const float *get_bone_solid_with_consts_color(const ArmatureDrawContext *ctx,
@@ -1017,7 +1017,7 @@ static const float *get_bone_solid_with_consts_color(const ArmatureDrawContext *
const short constflag)
{
if (ctx->const_color) {
- return G_draw.block.colorBoneSolid;
+ return G_draw.block.color_bone_solid;
}
const float *col = get_bone_solid_color(ctx, eBone, pchan, arm, boneflag, constflag);
@@ -1060,18 +1060,18 @@ static const float *get_bone_wire_color(const ArmatureDrawContext *ctx,
else if (eBone) {
if (boneflag & BONE_SELECTED) {
if (boneflag & BONE_DRAW_ACTIVE) {
- copy_v3_v3(disp_color, G_draw.block.colorBoneActive);
+ copy_v3_v3(disp_color, G_draw.block.color_bone_active);
}
else {
- copy_v3_v3(disp_color, G_draw.block.colorBoneSelect);
+ copy_v3_v3(disp_color, G_draw.block.color_bone_select);
}
}
else {
if (boneflag & BONE_DRAW_ACTIVE) {
- copy_v3_v3(disp_color, G_draw.block.colorBoneActiveUnsel);
+ copy_v3_v3(disp_color, G_draw.block.color_bone_active_unsel);
}
else {
- copy_v3_v3(disp_color, G_draw.block.colorWireEdit);
+ copy_v3_v3(disp_color, G_draw.block.color_wire_edit);
}
}
}
@@ -1084,7 +1084,7 @@ static const float *get_bone_wire_color(const ArmatureDrawContext *ctx,
}
}
else {
- copy_v3_v3(disp_color, G_draw.block.colorVertex);
+ copy_v3_v3(disp_color, G_draw.block.color_vertex);
}
disp_color[3] = get_bone_wire_thickness(ctx, boneflag);
@@ -1111,7 +1111,7 @@ static const float *get_bone_hint_color(const ArmatureDrawContext *ctx,
static float hint_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
if (ctx->const_color) {
- bone_hint_color_shade(hint_color, G_draw.block.colorBoneSolid);
+ bone_hint_color_shade(hint_color, G_draw.block.color_bone_solid);
}
else {
const float *wire_color = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag);
@@ -1408,8 +1408,8 @@ static void draw_axes(ArmatureDrawContext *ctx,
{
float final_col[4];
const float *col = (ctx->const_color) ? ctx->const_color :
- (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? G_draw.block.colorTextHi :
- G_draw.block.colorText;
+ (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? G_draw.block.color_text_hi :
+ G_draw.block.color_text;
copy_v4_v4(final_col, col);
/* Mix with axes color. */
final_col[3] = (ctx->const_color) ? 1.0 : (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? 0.1 : 0.65;
@@ -1444,10 +1444,10 @@ static void draw_points(ArmatureDrawContext *ctx,
float col_solid_root[4], col_solid_tail[4], col_wire_root[4], col_wire_tail[4];
float col_hint_root[4], col_hint_tail[4];
- copy_v4_v4(col_solid_root, G_draw.block.colorBoneSolid);
- copy_v4_v4(col_solid_tail, G_draw.block.colorBoneSolid);
- copy_v4_v4(col_wire_root, (ctx->const_color) ? ctx->const_color : G_draw.block.colorVertex);
- copy_v4_v4(col_wire_tail, (ctx->const_color) ? ctx->const_color : G_draw.block.colorVertex);
+ copy_v4_v4(col_solid_root, G_draw.block.color_bone_solid);
+ copy_v4_v4(col_solid_tail, G_draw.block.color_bone_solid);
+ copy_v4_v4(col_wire_root, (ctx->const_color) ? ctx->const_color : G_draw.block.color_vertex);
+ copy_v4_v4(col_wire_tail, (ctx->const_color) ? ctx->const_color : G_draw.block.color_vertex);
const bool is_envelope_draw = (arm->drawtype == ARM_ENVELOPE);
const float envelope_ignore = -1.0f;
@@ -1457,10 +1457,10 @@ static void draw_points(ArmatureDrawContext *ctx,
/* Edit bone points can be selected */
if (eBone) {
if (eBone->flag & BONE_ROOTSEL) {
- copy_v3_v3(col_wire_root, G_draw.block.colorVertexSelect);
+ copy_v3_v3(col_wire_root, G_draw.block.color_vertex_select);
}
if (eBone->flag & BONE_TIPSEL) {
- copy_v3_v3(col_wire_tail, G_draw.block.colorVertexSelect);
+ copy_v3_v3(col_wire_tail, G_draw.block.color_vertex_select);
}
}
else if (arm->flag & ARM_POSEMODE) {
@@ -1648,12 +1648,12 @@ static void draw_bone_line(ArmatureDrawContext *ctx,
else {
if (eBone) {
if (eBone->flag & BONE_TIPSEL) {
- col_tail = G_draw.block.colorVertexSelect;
+ col_tail = G_draw.block.color_vertex_select;
}
if (boneflag & BONE_SELECTED) {
- col_bone = G_draw.block.colorBoneActive;
+ col_bone = G_draw.block.color_bone_active;
}
- col_wire = G_draw.block.colorWire;
+ col_wire = G_draw.block.color_wire;
}
/* Draw root point if we are not connected to our parent. */
@@ -1661,7 +1661,7 @@ static void draw_bone_line(ArmatureDrawContext *ctx,
(pchan->bone->parent && (boneflag & BONE_CONNECTED)))) {
if (eBone) {
- col_head = (eBone->flag & BONE_ROOTSEL) ? G_draw.block.colorVertexSelect : col_bone;
+ col_head = (eBone->flag & BONE_ROOTSEL) ? G_draw.block.color_vertex_select : col_bone;
}
else {
col_head = col_bone;
diff --git a/source/blender/draw/engines/overlay/overlay_background.c b/source/blender/draw/engines/overlay/overlay_background.c
index 74fed530ed7..6a87658b57c 100644
--- a/source/blender/draw/engines/overlay/overlay_background.c
+++ b/source/blender/draw/engines/overlay/overlay_background.c
@@ -96,7 +96,7 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
GPUShader *sh = OVERLAY_shader_clipbound();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->clipping_frustum_ps);
- DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.colorClippingBorder);
+ DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_clipping_border);
DRW_shgroup_uniform_vec3(grp, "boundbox", &bb->vec[0][0], 8);
struct GPUBatch *cube = DRW_cache_cube_get();
diff --git a/source/blender/draw/engines/overlay/overlay_edit_text.c b/source/blender/draw/engines/overlay/overlay_edit_text.c
index 40c905c6db9..dfef5b3c241 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_text.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_text.c
@@ -35,7 +35,7 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata)
sh = OVERLAY_shader_uniform_color();
pd->edit_text_wire_grp[i] = grp = DRW_shgroup_create(sh, psl->edit_text_wire_ps[i]);
- DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.colorWire);
+ DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_wire);
}
{
state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
@@ -139,7 +139,7 @@ static void edit_text_cache_populate_boxes(OVERLAY_Data *vedata, Object *ob)
for (int i = 0; i < cu->totbox; i++) {
TextBox *tb = &cu->tb[i];
const bool is_active = (i == (cu->actbox - 1));
- float *color = is_active ? G_draw.block.colorActive : G_draw.block.colorWire;
+ float *color = is_active ? G_draw.block.color_active : G_draw.block.color_wire;
if ((tb->w != 0.0f) || (tb->h != 0.0f)) {
float vecs[4][3];
diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c
index 4f0bf0b8048..73450db8eea 100644
--- a/source/blender/draw/engines/overlay/overlay_extra.c
+++ b/source/blender/draw/engines/overlay/overlay_extra.c
@@ -194,23 +194,23 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
grp_sub = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorActive);
+ DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_active);
cb->center_active = BUF_POINT(grp_sub, format);
grp_sub = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorSelect);
+ DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_select);
cb->center_selected = BUF_POINT(grp_sub, format);
grp_sub = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorDeselect);
+ DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_deselect);
cb->center_deselected = BUF_POINT(grp_sub, format);
grp_sub = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorLibrarySelect);
+ DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_library_select);
cb->center_selected_lib = BUF_POINT(grp_sub, format);
grp_sub = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorLibrary);
+ DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_library);
cb->center_deselected_lib = BUF_POINT(grp_sub, format);
}
}
@@ -861,8 +861,8 @@ static void camera_view3d_reconstruction(
int track_index = 1;
float bundle_color_custom[3];
- float *bundle_color_solid = G_draw.block.colorBundleSolid;
- float *bundle_color_unselected = G_draw.block.colorWire;
+ float *bundle_color_solid = G_draw.block.color_bundle_solid;
+ float *bundle_color_unselected = G_draw.block.color_wire;
uchar text_color_selected[4], text_color_unselected[4];
/* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor4ubv(TH_SELECT, text_color_selected);
@@ -1034,7 +1034,7 @@ static void camera_stereoscopy_extra(OVERLAY_ExtraCallBuffers *cb,
DRW_buffer_add_entry_struct(cb->camera_frame, &stereodata);
/* Connecting line between cameras. */
- OVERLAY_extra_line_dashed(cb, stereodata.pos, instdata->pos, G_draw.block.colorWire);
+ OVERLAY_extra_line_dashed(cb, stereodata.pos, instdata->pos, G_draw.block.color_wire);
}
if (is_stereo3d_volume && !is_select) {
@@ -1248,8 +1248,8 @@ static void OVERLAY_relationship_lines(OVERLAY_ExtraCallBuffers *cb,
Scene *scene,
Object *ob)
{
- float *relation_color = G_draw.block.colorWire;
- float *constraint_color = G_draw.block.colorGridAxisZ; /* ? */
+ float *relation_color = G_draw.block.color_wire;
+ float *constraint_color = G_draw.block.color_grid_axis_z; /* ? */
if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) {
float *parent_pos = ob->runtime.parent_display_origin;
diff --git a/source/blender/draw/engines/overlay/overlay_gpencil.c b/source/blender/draw/engines/overlay/overlay_gpencil.c
index 79d0e62c25c..5c5226bfe65 100644
--- a/source/blender/draw/engines/overlay/overlay_gpencil.c
+++ b/source/blender/draw/engines/overlay/overlay_gpencil.c
@@ -174,7 +174,7 @@ void OVERLAY_edit_gpencil_cache_init(OVERLAY_Data *vedata)
bGPDcontrolpoint *cp = &gpd->runtime.cp_points[i];
grp = DRW_shgroup_create_sub(grp);
DRW_shgroup_uniform_vec3_copy(grp, "pPosition", &cp->x);
- DRW_shgroup_uniform_float_copy(grp, "pSize", cp->size * 0.8f * G_draw.block.sizePixel);
+ DRW_shgroup_uniform_float_copy(grp, "pSize", cp->size * 0.8f * G_draw.block.size_pixel);
DRW_shgroup_uniform_vec4_copy(grp, "pColor", cp->color);
DRW_shgroup_call_procedural_points(grp, NULL, 1);
}
@@ -196,7 +196,7 @@ void OVERLAY_edit_gpencil_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_vec3_copy(grp, "pPosition", scene->cursor.location);
}
DRW_shgroup_uniform_vec4_copy(grp, "pColor", color);
- DRW_shgroup_uniform_float_copy(grp, "pSize", 8.0f * G_draw.block.sizePixel);
+ DRW_shgroup_uniform_float_copy(grp, "pSize", 8.0f * G_draw.block.size_pixel);
DRW_shgroup_call_procedural_points(grp, NULL, 1);
}
}
diff --git a/source/blender/draw/engines/overlay/overlay_grid.c b/source/blender/draw/engines/overlay/overlay_grid.c
index 475af24d004..20403f156a1 100644
--- a/source/blender/draw/engines/overlay/overlay_grid.c
+++ b/source/blender/draw/engines/overlay/overlay_grid.c
@@ -224,7 +224,7 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *vedata)
sh = OVERLAY_shader_grid_background();
grp = DRW_shgroup_create(sh, psl->grid_ps);
float color_back[4];
- interp_v4_v4v4(color_back, G_draw.block.colorBackground, G_draw.block.colorGrid, 0.5);
+ interp_v4_v4v4(color_back, G_draw.block.color_background, G_draw.block.color_grid, 0.5);
DRW_shgroup_uniform_vec4_copy(grp, "color", color_back);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
unit_m4(mat);
diff --git a/source/blender/draw/engines/overlay/overlay_metaball.c b/source/blender/draw/engines/overlay/overlay_metaball.c
index 7805b63993e..f024f5dfac8 100644
--- a/source/blender/draw/engines/overlay/overlay_metaball.c
+++ b/source/blender/draw/engines/overlay/overlay_metaball.c
@@ -60,10 +60,10 @@ void OVERLAY_edit_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob)
MetaBall *mb = ob->data;
const float *color;
- const float *col_radius = G_draw.block.colorMballRadius;
- const float *col_radius_select = G_draw.block.colorMballRadiusSelect;
- const float *col_stiffness = G_draw.block.colorMballStiffness;
- const float *col_stiffness_select = G_draw.block.colorMballStiffnessSelect;
+ const float *col_radius = G_draw.block.color_mball_radius;
+ const float *col_radius_select = G_draw.block.color_mball_radius_select;
+ const float *col_stiffness = G_draw.block.color_mball_stiffness;
+ const float *col_stiffness_select = G_draw.block.color_mball_stiffness_select;
int select_id = 0;
if (is_select) {
diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c
index 60d9f8e1951..0b3db521e74 100644
--- a/source/blender/draw/engines/select/select_engine.c
+++ b/source/blender/draw/engines/select/select_engine.c
@@ -178,7 +178,7 @@ static void select_cache_init(void *vedata)
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
DRW_PASS_CREATE(psl->select_id_vert_pass, state);
pd->shgrp_vert = DRW_shgroup_create(sh->select_id_flat, psl->select_id_vert_pass);
- DRW_shgroup_uniform_float_copy(pd->shgrp_vert, "sizeVertex", 2 * G_draw.block.sizeVertex);
+ DRW_shgroup_uniform_float_copy(pd->shgrp_vert, "sizeVertex", 2 * G_draw.block.size_vertex);
}
}
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index 010f424b9da..326727685fc 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -275,7 +275,7 @@ void workbench_update_world_ubo(WORKBENCH_PrivateData *wpd)
copy_v2_v2(wd.viewport_size_inv, DRW_viewport_invert_size_get());
copy_v3_v3(wd.object_outline_color, wpd->shading.object_outline_color);
wd.object_outline_color[3] = 1.0f;
- wd.ui_scale = DRW_state_is_image_render() ? 1.0f : G_draw.block.sizePixel;
+ wd.ui_scale = DRW_state_is_image_render() ? 1.0f : G_draw.block.size_pixel;
wd.matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) != 0;
workbench_studiolight_data_update(wpd, &wd);
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index 462ae6f7cf1..0f330dbb519 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -40,154 +40,155 @@ void DRW_globals_update(void)
{
GlobalsUboStorage *gb = &G_draw.block;
- UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
- UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
- UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
- UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
- UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
- UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
- UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
- UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight);
- UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
- UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
- UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->colorCameraPath);
- UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
- UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
- UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
- UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
- UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
- UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
- UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
- UI_GetThemeColor4fv(TH_GP_VERTEX, gb->colorGpencilVertex);
- UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->colorGpencilVertexSelect);
-
- UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
- UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
- UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
- UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
- UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
- UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
- UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
- UI_GetThemeColor4fv(TH_FACE_BACK, gb->colorFaceBack);
- UI_GetThemeColor4fv(TH_FACE_FRONT, gb->colorFaceFront);
- UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
- UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
- UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
- UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
- UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
- UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
- UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
- UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->colorCheckerPrimary);
- UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->colorCheckerSecondary);
- gb->sizeChecker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
- UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->colorClippingBorder);
+ UI_GetThemeColor4fv(TH_WIRE, gb->color_wire);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->color_wire_edit);
+ UI_GetThemeColor4fv(TH_ACTIVE, gb->color_active);
+ UI_GetThemeColor4fv(TH_SELECT, gb->color_select);
+ UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->color_library_select);
+ UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->color_library);
+ UI_GetThemeColor4fv(TH_TRANSFORM, gb->color_transform);
+ UI_GetThemeColor4fv(TH_LIGHT, gb->color_light);
+ UI_GetThemeColor4fv(TH_SPEAKER, gb->color_speaker);
+ UI_GetThemeColor4fv(TH_CAMERA, gb->color_camera);
+ UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->color_camera_path);
+ UI_GetThemeColor4fv(TH_EMPTY, gb->color_empty);
+ UI_GetThemeColor4fv(TH_VERTEX, gb->color_vertex);
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->color_vertex_select);
+ UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->color_vertex_unreferenced);
+ UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->color_vertex_missing_data);
+ UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->color_edit_mesh_active);
+ UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->color_edge_select);
+ UI_GetThemeColor4fv(TH_GP_VERTEX, gb->color_gpencil_vertex);
+ UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->color_gpencil_vertex_select);
+
+ UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->color_edge_seam);
+ UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->color_edge_sharp);
+ UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->color_edge_crease);
+ UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->color_edge_bweight);
+ UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->color_edge_face_select);
+ UI_GetThemeColor4fv(TH_FACE, gb->color_face);
+ UI_GetThemeColor4fv(TH_FACE_SELECT, gb->color_face_select);
+ UI_GetThemeColor4fv(TH_FACE_BACK, gb->color_face_back);
+ UI_GetThemeColor4fv(TH_FACE_FRONT, gb->color_face_front);
+ UI_GetThemeColor4fv(TH_NORMAL, gb->color_normal);
+ UI_GetThemeColor4fv(TH_VNORMAL, gb->color_vnormal);
+ UI_GetThemeColor4fv(TH_LNORMAL, gb->color_lnormal);
+ UI_GetThemeColor4fv(TH_FACE_DOT, gb->color_facedot);
+ UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->color_skinroot);
+ UI_GetThemeColor4fv(TH_BACK, gb->color_background);
+ UI_GetThemeColor4fv(TH_BACK_GRAD, gb->color_background_gradient);
+ UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->color_checker_primary);
+ UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->color_checker_secondary);
+ gb->size_checker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
+ UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->color_clipping_border);
/* Custom median color to slightly affect the edit mesh colors. */
- interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
- copy_v3_fl(
- gb->colorEditMeshMiddle,
- dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
+ interp_v4_v4v4(gb->color_edit_mesh_middle, gb->color_vertex_select, gb->color_wire_edit, 0.35f);
+ copy_v3_fl(gb->color_edit_mesh_middle,
+ dot_v3v3(gb->color_edit_mesh_middle,
+ (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
#ifdef WITH_FREESTYLE
- UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
- UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
+ UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->color_edge_freestyle);
+ UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->color_face_freestyle);
#else
- zero_v4(gb->colorEdgeFreestyle);
- zero_v4(gb->colorFaceFreestyle);
+ zero_v4(gb->color_edge_freestyle);
+ zero_v4(gb->color_face_freestyle);
#endif
- UI_GetThemeColor4fv(TH_TEXT, gb->colorText);
- UI_GetThemeColor4fv(TH_TEXT_HI, gb->colorTextHi);
+ UI_GetThemeColor4fv(TH_TEXT, gb->color_text);
+ UI_GetThemeColor4fv(TH_TEXT_HI, gb->color_text_hi);
/* Bone colors */
- UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
- UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->colorBonePoseActive);
- UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->colorBoneActive);
- UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->colorBoneSelect);
- UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->colorBonePoseActiveUnsel);
- UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->colorBoneActiveUnsel);
- UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->colorBonePoseTarget);
- UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->colorBonePoseIK);
- UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->colorBonePoseSplineIK);
- UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->colorBonePoseConstraint);
- UI_GetThemeColor4fv(TH_BONE_SOLID, gb->colorBoneSolid);
- UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->colorBoneLocked);
- copy_v4_fl4(gb->colorBoneIKLine, 0.8f, 0.5f, 0.0f, 1.0f);
- copy_v4_fl4(gb->colorBoneIKLineNoTarget, 0.8f, 0.8f, 0.2f, 1.0f);
- copy_v4_fl4(gb->colorBoneIKLineSpline, 0.8f, 0.8f, 0.2f, 1.0f);
+ UI_GetThemeColor4fv(TH_BONE_POSE, gb->color_bone_pose);
+ UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->color_bone_pose_active);
+ UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->color_bone_active);
+ UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->color_bone_select);
+ UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->color_bone_pose_active_unsel);
+ UI_GetThemeColorBlendShade3fv(
+ TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->color_bone_active_unsel);
+ UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->color_bone_pose_target);
+ UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->color_bone_pose_ik);
+ UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->color_bone_pose_spline_ik);
+ UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->color_bone_pose_constraint);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, gb->color_bone_solid);
+ UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->color_bone_locked);
+ copy_v4_fl4(gb->color_bone_ik_line, 0.8f, 0.5f, 0.0f, 1.0f);
+ copy_v4_fl4(gb->color_bone_ik_line_no_target, 0.8f, 0.8f, 0.2f, 1.0f);
+ copy_v4_fl4(gb->color_bone_ik_line_spline, 0.8f, 0.8f, 0.2f, 1.0f);
/* Curve */
- UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
- UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
- UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
- UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
- UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
- UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
- UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
- UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
- UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
- UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
- UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
- UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
- UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
- UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
- UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
-
- UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
+ UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->color_handle_free);
+ UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->color_handle_auto);
+ UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->color_handle_vect);
+ UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->color_handle_align);
+ UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->color_handle_autoclamp);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->color_handle_sel_free);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->color_handle_sel_auto);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->color_handle_sel_vect);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->color_handle_sel_align);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->color_handle_sel_autoclamp);
+ UI_GetThemeColor4fv(TH_NURB_ULINE, gb->color_nurb_uline);
+ UI_GetThemeColor4fv(TH_NURB_VLINE, gb->color_nurb_vline);
+ UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->color_nurb_sel_uline);
+ UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->color_nurb_sel_vline);
+ UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->color_active_spline);
+
+ UI_GetThemeColor4fv(TH_CFRAME, gb->color_current_frame);
/* Meta-ball. */
- UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->colorMballRadius);
- UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->colorMballRadiusSelect);
- UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->colorMballStiffness);
- UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->colorMballStiffnessSelect);
+ UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->color_mball_radius);
+ UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->color_mball_radius_select);
+ UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->color_mball_stiffness);
+ UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->color_mball_stiffness_select);
/* Grid */
- UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
+ UI_GetThemeColorShade4fv(TH_GRID, 10, gb->color_grid);
/* Emphasize division lines lighter instead of darker, if background is darker than grid. */
UI_GetThemeColorShade4fv(
TH_GRID,
- (gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
- gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
+ (gb->color_grid[0] + gb->color_grid[1] + gb->color_grid[2] + 0.12f >
+ gb->color_background[0] + gb->color_background[1] + gb->color_background[2]) ?
20 :
-10,
- gb->colorGridEmphasis);
+ gb->color_grid_emphasis);
/* Grid Axis */
- UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
- UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
- UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->color_grid_axis_x);
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->color_grid_axis_y);
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->color_grid_axis_z);
- UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
- UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
- UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
+ UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->color_deselect);
+ UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->color_outline);
+ UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->color_light_no_alpha);
/* UV colors */
- UI_GetThemeColor4fv(TH_UV_SHADOW, gb->colorUVShadow);
+ UI_GetThemeColor4fv(TH_UV_SHADOW, gb->color_uv_shadow);
- gb->sizePixel = U.pixelsize;
- gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
- gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
- gb->sizeLightCircle = U.pixelsize * 9.0f;
- gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;
+ gb->size_pixel = U.pixelsize;
+ gb->size_object_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
+ gb->size_light_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
+ gb->size_light_circle = U.pixelsize * 9.0f;
+ gb->size_light_circle_shadow = gb->size_light_circle + U.pixelsize * 3.0f;
/* M_SQRT2 to be at least the same size of the old square */
- gb->sizeVertex = U.pixelsize *
- (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
- gb->sizeVertexGpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
- gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
- gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO: Theme. */
- gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
+ gb->size_vertex = U.pixelsize *
+ (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
+ gb->size_vertex_gpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
+ gb->size_face_dot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
+ gb->size_edge = U.pixelsize * (1.0f / 2.0f); /* TODO: Theme. */
+ gb->size_edge_fix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->size_edge * (float)M_SQRT1_2)));
const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get();
for (int i = 0; i < 2; i++) {
- copy_v3_v3(gb->screenVecs[i], screen_vecs[i]);
+ copy_v3_v3(gb->screen_vecs[i], screen_vecs[i]);
}
- gb->pixelFac = *DRW_viewport_pixelsize_get();
+ gb->pixel_fac = *DRW_viewport_pixelsize_get();
/* Deprecated, use drw_view.viewport_size instead */
- copy_v2_v2(&gb->sizeViewport[0], DRW_viewport_size_get());
- copy_v2_v2(&gb->sizeViewport[2], &gb->sizeViewport[0]);
- invert_v2(&gb->sizeViewport[2]);
+ copy_v2_v2(&gb->size_viewport[0], DRW_viewport_size_get());
+ copy_v2_v2(&gb->size_viewport[2], &gb->size_viewport[0]);
+ invert_v2(&gb->size_viewport[2]);
/* Color management. */
{
@@ -328,36 +329,36 @@ int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color
if (r_color != NULL) {
if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
- *r_color = G_draw.block.colorWire;
+ *r_color = G_draw.block.color_wire;
}
else {
switch (theme_id) {
case TH_WIRE_EDIT:
- *r_color = G_draw.block.colorWireEdit;
+ *r_color = G_draw.block.color_wire_edit;
break;
case TH_ACTIVE:
- *r_color = G_draw.block.colorActive;
+ *r_color = G_draw.block.color_active;
break;
case TH_SELECT:
- *r_color = G_draw.block.colorSelect;
+ *r_color = G_draw.block.color_select;
break;
case TH_TRANSFORM:
- *r_color = G_draw.block.colorTransform;
+ *r_color = G_draw.block.color_transform;
break;
case TH_SPEAKER:
- *r_color = G_draw.block.colorSpeaker;
+ *r_color = G_draw.block.color_speaker;
break;
case TH_CAMERA:
- *r_color = G_draw.block.colorCamera;
+ *r_color = G_draw.block.color_camera;
break;
case TH_EMPTY:
- *r_color = G_draw.block.colorEmpty;
+ *r_color = G_draw.block.color_empty;
break;
case TH_LIGHT:
- *r_color = G_draw.block.colorLight;
+ *r_color = G_draw.block.color_light;
break;
default:
- *r_color = G_draw.block.colorWire;
+ *r_color = G_draw.block.color_wire;
break;
}
}
diff --git a/source/blender/draw/intern/draw_common_shader_shared.h b/source/blender/draw/intern/draw_common_shader_shared.h
index ecddddded78..52e0917ae5a 100644
--- a/source/blender/draw/intern/draw_common_shader_shared.h
+++ b/source/blender/draw/intern/draw_common_shader_shared.h
@@ -15,233 +15,233 @@ typedef struct GlobalsUboStorage GlobalsUboStorage;
* have been merged into one engine, there is no reasons to keep these globals out of the overlay
* engine. */
-#define UBO_FIRST_COLOR colorWire
-#define UBO_LAST_COLOR colorUVShadow
+#define UBO_FIRST_COLOR color_wire
+#define UBO_LAST_COLOR color_uv_shadow
/* Used as ubo but colors can be directly referenced as well */
/* NOTE: Also keep all color as vec4 and between #UBO_FIRST_COLOR and #UBO_LAST_COLOR. */
struct GlobalsUboStorage {
/* UBOs data needs to be 16 byte aligned (size of vec4) */
- float4 colorWire;
- float4 colorWireEdit;
- float4 colorActive;
- float4 colorSelect;
- float4 colorLibrarySelect;
- float4 colorLibrary;
- float4 colorTransform;
- float4 colorLight;
- float4 colorSpeaker;
- float4 colorCamera;
- float4 colorCameraPath;
- float4 colorEmpty;
- float4 colorVertex;
- float4 colorVertexSelect;
- float4 colorVertexUnreferenced;
- float4 colorVertexMissingData;
- float4 colorEditMeshActive;
- float4 colorEdgeSelect;
- float4 colorEdgeSeam;
- float4 colorEdgeSharp;
- float4 colorEdgeCrease;
- float4 colorEdgeBWeight;
- float4 colorEdgeFaceSelect;
- float4 colorEdgeFreestyle;
- float4 colorFace;
- float4 colorFaceSelect;
- float4 colorFaceFreestyle;
- float4 colorGpencilVertex;
- float4 colorGpencilVertexSelect;
- float4 colorNormal;
- float4 colorVNormal;
- float4 colorLNormal;
- float4 colorFaceDot;
- float4 colorSkinRoot;
+ float4 color_wire;
+ float4 color_wire_edit;
+ float4 color_active;
+ float4 color_select;
+ float4 color_library_select;
+ float4 color_library;
+ float4 color_transform;
+ float4 color_light;
+ float4 color_speaker;
+ float4 color_camera;
+ float4 color_camera_path;
+ float4 color_empty;
+ float4 color_vertex;
+ float4 color_vertex_select;
+ float4 color_vertex_unreferenced;
+ float4 color_vertex_missing_data;
+ float4 color_edit_mesh_active;
+ float4 color_edge_select;
+ float4 color_edge_seam;
+ float4 color_edge_sharp;
+ float4 color_edge_crease;
+ float4 color_edge_bweight;
+ float4 color_edge_face_select;
+ float4 color_edge_freestyle;
+ float4 color_face;
+ float4 color_face_select;
+ float4 color_face_freestyle;
+ float4 color_gpencil_vertex;
+ float4 color_gpencil_vertex_select;
+ float4 color_normal;
+ float4 color_vnormal;
+ float4 color_lnormal;
+ float4 color_facedot;
+ float4 color_skinroot;
- float4 colorDeselect;
- float4 colorOutline;
- float4 colorLightNoAlpha;
+ float4 color_deselect;
+ float4 color_outline;
+ float4 color_light_no_alpha;
- float4 colorBackground;
- float4 colorBackgroundGradient;
- float4 colorCheckerPrimary;
- float4 colorCheckerSecondary;
- float4 colorClippingBorder;
- float4 colorEditMeshMiddle;
+ float4 color_background;
+ float4 color_background_gradient;
+ float4 color_checker_primary;
+ float4 color_checker_secondary;
+ float4 color_clipping_border;
+ float4 color_edit_mesh_middle;
- float4 colorHandleFree;
- float4 colorHandleAuto;
- float4 colorHandleVect;
- float4 colorHandleAlign;
- float4 colorHandleAutoclamp;
- float4 colorHandleSelFree;
- float4 colorHandleSelAuto;
- float4 colorHandleSelVect;
- float4 colorHandleSelAlign;
- float4 colorHandleSelAutoclamp;
- float4 colorNurbUline;
- float4 colorNurbVline;
- float4 colorNurbSelUline;
- float4 colorNurbSelVline;
- float4 colorActiveSpline;
+ float4 color_handle_free;
+ float4 color_handle_auto;
+ float4 color_handle_vect;
+ float4 color_handle_align;
+ float4 color_handle_autoclamp;
+ float4 color_handle_sel_free;
+ float4 color_handle_sel_auto;
+ float4 color_handle_sel_vect;
+ float4 color_handle_sel_align;
+ float4 color_handle_sel_autoclamp;
+ float4 color_nurb_uline;
+ float4 color_nurb_vline;
+ float4 color_nurb_sel_uline;
+ float4 color_nurb_sel_vline;
+ float4 color_active_spline;
- float4 colorBonePose;
- float4 colorBonePoseActive;
- float4 colorBonePoseActiveUnsel;
- float4 colorBonePoseConstraint;
- float4 colorBonePoseIK;
- float4 colorBonePoseSplineIK;
- float4 colorBonePoseTarget;
- float4 colorBoneSolid;
- float4 colorBoneLocked;
- float4 colorBoneActive;
- float4 colorBoneActiveUnsel;
- float4 colorBoneSelect;
- float4 colorBoneIKLine;
- float4 colorBoneIKLineNoTarget;
- float4 colorBoneIKLineSpline;
+ float4 color_bone_pose;
+ float4 color_bone_pose_active;
+ float4 color_bone_pose_active_unsel;
+ float4 color_bone_pose_constraint;
+ float4 color_bone_pose_ik;
+ float4 color_bone_pose_spline_ik;
+ float4 color_bone_pose_target;
+ float4 color_bone_solid;
+ float4 color_bone_locked;
+ float4 color_bone_active;
+ float4 color_bone_active_unsel;
+ float4 color_bone_select;
+ float4 color_bone_ik_line;
+ float4 color_bone_ik_line_no_target;
+ float4 color_bone_ik_line_spline;
- float4 colorText;
- float4 colorTextHi;
+ float4 color_text;
+ float4 color_text_hi;
- float4 colorBundleSolid;
+ float4 color_bundle_solid;
- float4 colorMballRadius;
- float4 colorMballRadiusSelect;
- float4 colorMballStiffness;
- float4 colorMballStiffnessSelect;
+ float4 color_mball_radius;
+ float4 color_mball_radius_select;
+ float4 color_mball_stiffness;
+ float4 color_mball_stiffness_select;
- float4 colorCurrentFrame;
+ float4 color_current_frame;
- float4 colorGrid;
- float4 colorGridEmphasis;
- float4 colorGridAxisX;
- float4 colorGridAxisY;
- float4 colorGridAxisZ;
+ float4 color_grid;
+ float4 color_grid_emphasis;
+ float4 color_grid_axis_x;
+ float4 color_grid_axis_y;
+ float4 color_grid_axis_z;
- float4 colorFaceBack;
- float4 colorFaceFront;
+ float4 color_face_back;
+ float4 color_face_front;
- float4 colorUVShadow;
+ float4 color_uv_shadow;
/* NOTE: Put all color before #UBO_LAST_COLOR. */
- float4 screenVecs[2]; /* Padded as vec4. */
- float4 sizeViewport; /* Packed as vec4. */
+ float4 screen_vecs[2]; /* Padded as vec4. */
+ float4 size_viewport; /* Packed as vec4. */
/* Pack individual float at the end of the buffer to avoid alignment errors */
- float sizePixel, pixelFac;
- float sizeObjectCenter, sizeLightCenter, sizeLightCircle, sizeLightCircleShadow;
- float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
- float sizeChecker;
- float sizeVertexGpencil;
+ float size_pixel, pixel_fac;
+ float size_object_center, size_light_center, size_light_circle, size_light_circle_shadow;
+ float size_vertex, size_edge, size_edge_fix, size_face_dot;
+ float size_checker;
+ float size_vertex_gpencil;
};
BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
#ifdef GPU_SHADER
/* Keep compatibility_with old global scope syntax. */
/* TODO(@fclem) Mass rename and remove the camel case. */
-# define colorWire globalsBlock.colorWire
-# define colorWireEdit globalsBlock.colorWireEdit
-# define colorActive globalsBlock.colorActive
-# define colorSelect globalsBlock.colorSelect
-# define colorLibrarySelect globalsBlock.colorLibrarySelect
-# define colorLibrary globalsBlock.colorLibrary
-# define colorTransform globalsBlock.colorTransform
-# define colorLight globalsBlock.colorLight
-# define colorSpeaker globalsBlock.colorSpeaker
-# define colorCamera globalsBlock.colorCamera
-# define colorCameraPath globalsBlock.colorCameraPath
-# define colorEmpty globalsBlock.colorEmpty
-# define colorVertex globalsBlock.colorVertex
-# define colorVertexSelect globalsBlock.colorVertexSelect
-# define colorVertexUnreferenced globalsBlock.colorVertexUnreferenced
-# define colorVertexMissingData globalsBlock.colorVertexMissingData
-# define colorEditMeshActive globalsBlock.colorEditMeshActive
-# define colorEdgeSelect globalsBlock.colorEdgeSelect
-# define colorEdgeSeam globalsBlock.colorEdgeSeam
-# define colorEdgeSharp globalsBlock.colorEdgeSharp
-# define colorEdgeCrease globalsBlock.colorEdgeCrease
-# define colorEdgeBWeight globalsBlock.colorEdgeBWeight
-# define colorEdgeFaceSelect globalsBlock.colorEdgeFaceSelect
-# define colorEdgeFreestyle globalsBlock.colorEdgeFreestyle
-# define colorFace globalsBlock.colorFace
-# define colorFaceSelect globalsBlock.colorFaceSelect
-# define colorFaceFreestyle globalsBlock.colorFaceFreestyle
-# define colorGpencilVertex globalsBlock.colorGpencilVertex
-# define colorGpencilVertexSelect globalsBlock.colorGpencilVertexSelect
-# define colorNormal globalsBlock.colorNormal
-# define colorVNormal globalsBlock.colorVNormal
-# define colorLNormal globalsBlock.colorLNormal
-# define colorFaceDot globalsBlock.colorFaceDot
-# define colorSkinRoot globalsBlock.colorSkinRoot
-# define colorDeselect globalsBlock.colorDeselect
-# define colorOutline globalsBlock.colorOutline
-# define colorLightNoAlpha globalsBlock.colorLightNoAlpha
-# define colorBackground globalsBlock.colorBackground
-# define colorBackgroundGradient globalsBlock.colorBackgroundGradient
-# define colorCheckerPrimary globalsBlock.colorCheckerPrimary
-# define colorCheckerSecondary globalsBlock.colorCheckerSecondary
-# define colorClippingBorder globalsBlock.colorClippingBorder
-# define colorEditMeshMiddle globalsBlock.colorEditMeshMiddle
-# define colorHandleFree globalsBlock.colorHandleFree
-# define colorHandleAuto globalsBlock.colorHandleAuto
-# define colorHandleVect globalsBlock.colorHandleVect
-# define colorHandleAlign globalsBlock.colorHandleAlign
-# define colorHandleAutoclamp globalsBlock.colorHandleAutoclamp
-# define colorHandleSelFree globalsBlock.colorHandleSelFree
-# define colorHandleSelAuto globalsBlock.colorHandleSelAuto
-# define colorHandleSelVect globalsBlock.colorHandleSelVect
-# define colorHandleSelAlign globalsBlock.colorHandleSelAlign
-# define colorHandleSelAutoclamp globalsBlock.colorHandleSelAutoclamp
-# define colorNurbUline globalsBlock.colorNurbUline
-# define colorNurbVline globalsBlock.colorNurbVline
-# define colorNurbSelUline globalsBlock.colorNurbSelUline
-# define colorNurbSelVline globalsBlock.colorNurbSelVline
-# define colorActiveSpline globalsBlock.colorActiveSpline
-# define colorBonePose globalsBlock.colorBonePose
-# define colorBonePoseActive globalsBlock.colorBonePoseActive
-# define colorBonePoseActiveUnsel globalsBlock.colorBonePoseActiveUnsel
-# define colorBonePoseConstraint globalsBlock.colorBonePoseConstraint
-# define colorBonePoseIK globalsBlock.colorBonePoseIK
-# define colorBonePoseSplineIK globalsBlock.colorBonePoseSplineIK
-# define colorBonePoseTarget globalsBlock.colorBonePoseTarget
-# define colorBoneSolid globalsBlock.colorBoneSolid
-# define colorBoneLocked globalsBlock.colorBoneLocked
-# define colorBoneActive globalsBlock.colorBoneActive
-# define colorBoneActiveUnsel globalsBlock.colorBoneActiveUnsel
-# define colorBoneSelect globalsBlock.colorBoneSelect
-# define colorBoneIKLine globalsBlock.colorBoneIKLine
-# define colorBoneIKLineNoTarget globalsBlock.colorBoneIKLineNoTarget
-# define colorBoneIKLineSpline globalsBlock.colorBoneIKLineSpline
-# define colorText globalsBlock.colorText
-# define colorTextHi globalsBlock.colorTextHi
-# define colorBundleSolid globalsBlock.colorBundleSolid
-# define colorMballRadius globalsBlock.colorMballRadius
-# define colorMballRadiusSelect globalsBlock.colorMballRadiusSelect
-# define colorMballStiffness globalsBlock.colorMballStiffness
-# define colorMballStiffnessSelect globalsBlock.colorMballStiffnessSelect
-# define colorCurrentFrame globalsBlock.colorCurrentFrame
-# define colorGrid globalsBlock.colorGrid
-# define colorGridEmphasis globalsBlock.colorGridEmphasis
-# define colorGridAxisX globalsBlock.colorGridAxisX
-# define colorGridAxisY globalsBlock.colorGridAxisY
-# define colorGridAxisZ globalsBlock.colorGridAxisZ
-# define colorFaceBack globalsBlock.colorFaceBack
-# define colorFaceFront globalsBlock.colorFaceFront
-# define colorUVShadow globalsBlock.colorUVShadow
-# define screenVecs globalsBlock.screenVecs
-# define sizeViewport globalsBlock.sizeViewport.xy
-# define sizePixel globalsBlock.sizePixel
-# define pixelFac globalsBlock.pixelFac
-# define sizeObjectCenter globalsBlock.sizeObjectCenter
-# define sizeLightCenter globalsBlock.sizeLightCenter
-# define sizeLightCircle globalsBlock.sizeLightCircle
-# define sizeLightCircleShadow globalsBlock.sizeLightCircleShadow
-# define sizeVertex globalsBlock.sizeVertex
-# define sizeEdge globalsBlock.sizeEdge
-# define sizeEdgeFix globalsBlock.sizeEdgeFix
-# define sizeFaceDot globalsBlock.sizeFaceDot
-# define sizeChecker globalsBlock.sizeChecker
-# define sizeVertexGpencil globalsBlock.sizeVertexGpencil
+# define colorWire globalsBlock.color_wire
+# define colorWireEdit globalsBlock.color_wire_edit
+# define colorActive globalsBlock.color_active
+# define colorSelect globalsBlock.color_select
+# define colorLibrarySelect globalsBlock.color_library_select
+# define colorLibrary globalsBlock.color_library
+# define colorTransform globalsBlock.color_transform
+# define colorLight globalsBlock.color_light
+# define colorSpeaker globalsBlock.color_speaker
+# define colorCamera globalsBlock.color_camera
+# define colorCameraPath globalsBlock.color_camera_path
+# define colorEmpty globalsBlock.color_empty
+# define colorVertex globalsBlock.color_vertex
+# define colorVertexSelect globalsBlock.color_vertex_select
+# define colorVertexUnreferenced globalsBlock.color_vertex_unreferenced
+# define colorVertexMissingData globalsBlock.color_vertex_missing_data
+# define colorEditMeshActive globalsBlock.color_edit_mesh_active
+# define colorEdgeSelect globalsBlock.color_edge_select
+# define colorEdgeSeam globalsBlock.color_edge_seam
+# define colorEdgeSharp globalsBlock.color_edge_sharp
+# define colorEdgeCrease globalsBlock.color_edge_crease
+# define colorEdgeBWeight globalsBlock.color_edge_bweight
+# define colorEdgeFaceSelect globalsBlock.color_edge_face_select
+# define colorEdgeFreestyle globalsBlock.color_edge_freestyle
+# define colorFace globalsBlock.color_face
+# define colorFaceSelect globalsBlock.color_face_select
+# define colorFaceFreestyle globalsBlock.color_face_freestyle
+# define colorGpencilVertex globalsBlock.color_gpencil_vertex
+# define colorGpencilVertexSelect globalsBlock.color_gpencil_vertex_select
+# define colorNormal globalsBlock.color_normal
+# define colorVNormal globalsBlock.color_vnormal
+# define colorLNormal globalsBlock.color_lnormal
+# define colorFaceDot globalsBlock.color_face_dot
+# define colorSkinRoot globalsBlock.color_skin_root
+# define colorDeselect globalsBlock.color_deselect
+# define colorOutline globalsBlock.color_outline
+# define colorLightNoAlpha globalsBlock.color_light_no_alpha
+# define colorBackground globalsBlock.color_background
+# define colorBackgroundGradient globalsBlock.color_background_gradient
+# define colorCheckerPrimary globalsBlock.color_checker_primary
+# define colorCheckerSecondary globalsBlock.color_checker_secondary
+# define colorClippingBorder globalsBlock.color_clipping_border
+# define colorEditMeshMiddle globalsBlock.color_edit_mesh_middle
+# define colorHandleFree globalsBlock.color_handle_free
+# define colorHandleAuto globalsBlock.color_handle_auto
+# define colorHandleVect globalsBlock.color_handle_vect
+# define colorHandleAlign globalsBlock.color_handle_align
+# define colorHandleAutoclamp globalsBlock.color_handle_autoclamp
+# define colorHandleSelFree globalsBlock.color_handle_sel_free
+# define colorHandleSelAuto globalsBlock.color_handle_sel_auto
+# define colorHandleSelVect globalsBlock.color_handle_sel_vect
+# define colorHandleSelAlign globalsBlock.color_handle_sel_align
+# define colorHandleSelAutoclamp globalsBlock.color_handle_sel_autoclamp
+# define colorNurbUline globalsBlock.color_nurb_uline
+# define colorNurbVline globalsBlock.color_nurb_vline
+# define colorNurbSelUline globalsBlock.color_nurb_sel_uline
+# define colorNurbSelVline globalsBlock.color_nurb_sel_vline
+# define colorActiveSpline globalsBlock.color_active_spline
+# define colorBonePose globalsBlock.color_bone_pose
+# define colorBonePoseActive globalsBlock.color_bone_pose_active
+# define colorBonePoseActiveUnsel globalsBlock.color_bone_pose_active_unsel
+# define colorBonePoseConstraint globalsBlock.color_bone_pose_constraint
+# define colorBonePoseIK globalsBlock.color_bone_pose_ik
+# define colorBonePoseSplineIK globalsBlock.color_bone_pose_spline_ik
+# define colorBonePoseTarget globalsBlock.color_bone_pose_target
+# define colorBoneSolid globalsBlock.color_bone_solid
+# define colorBoneLocked globalsBlock.color_bone_locked
+# define colorBoneActive globalsBlock.color_bone_active
+# define colorBoneActiveUnsel globalsBlock.color_bone_active_unsel
+# define colorBoneSelect globalsBlock.color_bone_select
+# define colorBoneIKLine globalsBlock.color_bone_ik_line
+# define colorBoneIKLineNoTarget globalsBlock.color_bone_ik_line_no_target
+# define colorBoneIKLineSpline globalsBlock.color_bone_ik_line_spline
+# define colorText globalsBlock.color_text
+# define colorTextHi globalsBlock.color_text_hi
+# define colorBundleSolid globalsBlock.color_bundle_solid
+# define colorMballRadius globalsBlock.color_mball_radius
+# define colorMballRadiusSelect globalsBlock.color_mball_radius_select
+# define colorMballStiffness globalsBlock.color_mball_stiffness
+# define colorMballStiffnessSelect globalsBlock.color_mball_stiffness_select
+# define colorCurrentFrame globalsBlock.color_current_frame
+# define colorGrid globalsBlock.color_grid
+# define colorGridEmphasis globalsBlock.color_grid_emphasis
+# define colorGridAxisX globalsBlock.color_grid_axis_x
+# define colorGridAxisY globalsBlock.color_grid_axis_y
+# define colorGridAxisZ globalsBlock.color_grid_axis_z
+# define colorFaceBack globalsBlock.color_face_back
+# define colorFaceFront globalsBlock.color_face_front
+# define colorUVShadow globalsBlock.color_uv_shadow
+# define screenVecs globalsBlock.screen_vecs
+# define sizeViewport globalsBlock.size_viewport.xy
+# define sizePixel globalsBlock.size_pixel
+# define pixelFac globalsBlock.pixel_fac
+# define sizeObjectCenter globalsBlock.size_object_center
+# define sizeLightCenter globalsBlock.size_light_center
+# define sizeLightCircle globalsBlock.size_light_circle
+# define sizeLightCircleShadow globalsBlock.size_light_circle_shadow
+# define sizeVertex globalsBlock.size_vertex
+# define sizeEdge globalsBlock.size_edge
+# define sizeEdgeFix globalsBlock.size_edge_fix
+# define sizeFaceDot globalsBlock.size_face_dot
+# define sizeChecker globalsBlock.size_checker
+# define sizeVertexGpencil globalsBlock.size_vertex_gpencil
#endif
/* See: 'draw_cache_impl.h' for matching includes. */