diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-05-09 14:35:52 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-05-09 14:37:20 +0300 |
commit | 3f37787c804a2eab3fd5ac26fb24772ef52c9b60 (patch) | |
tree | eb2100d0a9280087196395fcdaa1273e2aaafe7a /source/blender/draw/engines/eevee/eevee_lookdev.c | |
parent | 8342a124c462104c12a98cca0b16e69920316346 (diff) |
UI: rename Look Dev 'Ball' to 'Sphere'
D4813 by @Gvgeo
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lookdev.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lookdev.c | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index 13f7ab1c562..2ca60861995 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -72,21 +72,21 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, Scene *scene = draw_ctx->scene; if (LOOK_DEV_OVERLAY_ENABLED(v3d)) { - /* Viewport / Ball size. */ + /* Viewport / Spheres size. */ rcti rect; ED_region_visible_rect(draw_ctx->ar, &rect); - /* Make the viewport width scale the lookdev balls a bit. + /* Make the viewport width scale the lookdev spheres a bit. * Scale between 1000px and 2000px. */ const float viewport_scale = clamp_f( BLI_rcti_size_x(&rect) / (2000.0f * U.dpi_fac), 0.5f, 1.0f); - const int ball_size = U.lookdev_ball_size * U.dpi_fac * viewport_scale; + const int sphere_size = U.lookdev_sphere_size * U.dpi_fac * viewport_scale; - if (ball_size != effects->ball_size || rect.xmax != effects->anchor[0] || + if (sphere_size != effects->sphere_size || rect.xmax != effects->anchor[0] || rect.ymin != effects->anchor[1]) { - /* If ball size or anchor point moves, reset TAA to avoid ghosting issue. + /* If sphere size or anchor point moves, reset TAA to avoid ghosting issue. * This needs to happen early because we are changing taa_current_sample. */ - effects->ball_size = ball_size; + effects->sphere_size = sphere_size; effects->anchor[0] = rect.xmax; effects->anchor[1] = rect.ymin; EEVEE_temporal_sampling_reset(vedata); @@ -184,7 +184,7 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, } static void eevee_lookdev_apply_taa(const EEVEE_EffectsInfo *effects, - int ball_size, + int sphere_size, float winmat[4][4]) { if (DRW_state_is_image_render() || ((effects->enabled_effects & EFFECT_TAA) != 0)) { @@ -195,8 +195,8 @@ static void eevee_lookdev_apply_taa(const EEVEE_EffectsInfo *effects, BLI_halton_2d(ht_primes, ht_offset, effects->taa_current_sample, ht_point); EEVEE_temporal_sampling_offset_calc(ht_point, 1.5f, ofs); - winmat[3][0] += ofs[0] / ball_size; - winmat[3][1] += ofs[1] / ball_size; + winmat[3][0] += ofs[0] / sphere_size; + winmat[3][1] += ofs[1] / sphere_size; } } @@ -226,7 +226,7 @@ void EEVEE_lookdev_draw(EEVEE_Data *vedata) DRWMatrixState matstate; unit_m4(matstate.winmat); - eevee_lookdev_apply_taa(effects, effects->ball_size, matstate.winmat); + eevee_lookdev_apply_taa(effects, effects->sphere_size, matstate.winmat); /* "Remove" view matrix location. Leaving only rotation. */ DRW_viewport_matrix_get(matstate.viewmat, DRW_MAT_VIEW); @@ -246,25 +246,25 @@ void EEVEE_lookdev_draw(EEVEE_Data *vedata) GPU_framebuffer_bind(fb); - const int ball_margin = effects->ball_size / 6.0f; - float offset[2] = {0.0f, ball_margin}; + const int sphere_margin = effects->sphere_size / 6.0f; + float offset[2] = {0.0f, sphere_margin}; - offset[0] = effects->ball_size + ball_margin; + offset[0] = effects->sphere_size + sphere_margin; GPU_framebuffer_viewport_set(fb, effects->anchor[0] - offset[0], effects->anchor[1] + offset[1], - effects->ball_size, - effects->ball_size); + effects->sphere_size, + effects->sphere_size); DRW_draw_pass(psl->lookdev_diffuse_pass); - offset[0] = (effects->ball_size + ball_margin) + - (ball_margin + effects->ball_size + ball_margin); + offset[0] = (effects->sphere_size + sphere_margin) + + (sphere_margin + effects->sphere_size + sphere_margin); GPU_framebuffer_viewport_set(fb, effects->anchor[0] - offset[0], effects->anchor[1] + offset[1], - effects->ball_size, - effects->ball_size); + effects->sphere_size, + effects->sphere_size); DRW_draw_pass(psl->lookdev_glossy_pass); |