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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/intern/draw_common.h
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/intern/draw_common.h')
-rw-r--r--source/blender/draw/intern/draw_common.h301
1 files changed, 174 insertions, 127 deletions
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index f6ebfcab788..db8f8d46e85 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -40,81 +40,81 @@ struct ViewLayer;
/* Keep in sync with: common_globals_lib.glsl (globalsBlock) */
/* NOTE! Also keep all color as vec4 and between UBO_FIRST_COLOR and UBO_LAST_COLOR */
typedef struct GlobalsUboStorage {
- /* UBOs data needs to be 16 byte aligned (size of vec4) */
- float colorWire[4];
- float colorWireEdit[4];
- float colorActive[4];
- float colorSelect[4];
- float colorDupliSelect[4];
- float colorDupli[4];
- float colorLibrarySelect[4];
- float colorLibrary[4];
- float colorTransform[4];
- float colorLight[4];
- float colorSpeaker[4];
- float colorCamera[4];
- float colorEmpty[4];
- float colorVertex[4];
- float colorVertexSelect[4];
- float colorVertexUnreferenced[4];
- float colorVertexMissingData[4];
- float colorEditMeshActive[4];
- float colorEdgeSelect[4];
- float colorEdgeSeam[4];
- float colorEdgeSharp[4];
- float colorEdgeCrease[4];
- float colorEdgeBWeight[4];
- float colorEdgeFaceSelect[4];
- float colorEdgeFreestyle[4];
- float colorFace[4];
- float colorFaceSelect[4];
- float colorFaceFreestyle[4];
- float colorNormal[4];
- float colorVNormal[4];
- float colorLNormal[4];
- float colorFaceDot[4];
-
- float colorDeselect[4];
- float colorOutline[4];
- float colorLightNoAlpha[4];
-
- float colorBackground[4];
- float colorEditMeshMiddle[4];
-
- float colorHandleFree[4];
- float colorHandleAuto[4];
- float colorHandleVect[4];
- float colorHandleAlign[4];
- float colorHandleAutoclamp[4];
- float colorHandleSelFree[4];
- float colorHandleSelAuto[4];
- float colorHandleSelVect[4];
- float colorHandleSelAlign[4];
- float colorHandleSelAutoclamp[4];
- float colorNurbUline[4];
- float colorNurbVline[4];
- float colorNurbSelUline[4];
- float colorNurbSelVline[4];
- float colorActiveSpline[4];
-
- float colorBonePose[4];
-
- float colorCurrentFrame[4];
-
- float colorGrid[4];
- float colorGridEmphasise[4];
- float colorGridAxisX[4];
- float colorGridAxisY[4];
- float colorGridAxisZ[4];
-
- /* NOTE! Put all color before UBO_LAST_COLOR */
-
- /* Pack individual float at the end of the buffer to avoid alignment errors */
- float sizeLightCenter, sizeLightCircle, sizeLightCircleShadow;
- float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
- float gridDistance, gridResolution, gridSubdivisions, gridScale;
-
- float pad_globalsBlock;
+ /* UBOs data needs to be 16 byte aligned (size of vec4) */
+ float colorWire[4];
+ float colorWireEdit[4];
+ float colorActive[4];
+ float colorSelect[4];
+ float colorDupliSelect[4];
+ float colorDupli[4];
+ float colorLibrarySelect[4];
+ float colorLibrary[4];
+ float colorTransform[4];
+ float colorLight[4];
+ float colorSpeaker[4];
+ float colorCamera[4];
+ float colorEmpty[4];
+ float colorVertex[4];
+ float colorVertexSelect[4];
+ float colorVertexUnreferenced[4];
+ float colorVertexMissingData[4];
+ float colorEditMeshActive[4];
+ float colorEdgeSelect[4];
+ float colorEdgeSeam[4];
+ float colorEdgeSharp[4];
+ float colorEdgeCrease[4];
+ float colorEdgeBWeight[4];
+ float colorEdgeFaceSelect[4];
+ float colorEdgeFreestyle[4];
+ float colorFace[4];
+ float colorFaceSelect[4];
+ float colorFaceFreestyle[4];
+ float colorNormal[4];
+ float colorVNormal[4];
+ float colorLNormal[4];
+ float colorFaceDot[4];
+
+ float colorDeselect[4];
+ float colorOutline[4];
+ float colorLightNoAlpha[4];
+
+ float colorBackground[4];
+ float colorEditMeshMiddle[4];
+
+ float colorHandleFree[4];
+ float colorHandleAuto[4];
+ float colorHandleVect[4];
+ float colorHandleAlign[4];
+ float colorHandleAutoclamp[4];
+ float colorHandleSelFree[4];
+ float colorHandleSelAuto[4];
+ float colorHandleSelVect[4];
+ float colorHandleSelAlign[4];
+ float colorHandleSelAutoclamp[4];
+ float colorNurbUline[4];
+ float colorNurbVline[4];
+ float colorNurbSelUline[4];
+ float colorNurbSelVline[4];
+ float colorActiveSpline[4];
+
+ float colorBonePose[4];
+
+ float colorCurrentFrame[4];
+
+ float colorGrid[4];
+ float colorGridEmphasise[4];
+ float colorGridAxisX[4];
+ float colorGridAxisY[4];
+ float colorGridAxisZ[4];
+
+ /* NOTE! Put all color before UBO_LAST_COLOR */
+
+ /* Pack individual float at the end of the buffer to avoid alignment errors */
+ float sizeLightCenter, sizeLightCircle, sizeLightCircleShadow;
+ float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
+ float gridDistance, gridResolution, gridSubdivisions, gridScale;
+
+ float pad_globalsBlock;
} GlobalsUboStorage;
/* Keep in sync with globalsBlock in shaders */
BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
@@ -122,34 +122,78 @@ BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
void DRW_globals_update(void);
void DRW_globals_free(void);
-void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, const RegionView3D *rv3d);
+void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp,
+ const RegionView3D *rv3d);
struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass,
+ const float color[4],
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass,
+ const float color[4],
+ const float *size,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass,
+ const float color[4],
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass,
+ const float color[4],
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ const float *size,
+ eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
-struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid);
-struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ int *baseid);
+struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass,
+ eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
-struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass,
+ bool transp,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass,
+ struct GPUBatch *geom,
+ bool transp,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass,
+ eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass,
+ bool transp,
+ eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom);
@@ -158,8 +202,7 @@ struct GPUShader *mpath_points_shader_get(void);
struct GPUShader *volume_velocity_shader_get(bool use_needle);
-int DRW_object_wire_theme_get(
- struct Object *ob, struct ViewLayer *view_layer, float **r_color);
+int DRW_object_wire_theme_get(struct Object *ob, struct ViewLayer *view_layer, float **r_color);
float *DRW_color_background_blend_get(int theme_id);
bool DRW_object_is_flat(Object *ob, int *axis);
@@ -167,15 +210,18 @@ bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);
/* draw_armature.c */
typedef struct DRWArmaturePasses {
- struct DRWPass *bone_solid;
- struct DRWPass *bone_outline;
- struct DRWPass *bone_wire;
- struct DRWPass *bone_envelope;
- struct DRWPass *bone_axes;
- struct DRWPass *relationship_lines;
+ struct DRWPass *bone_solid;
+ struct DRWPass *bone_outline;
+ struct DRWPass *bone_wire;
+ struct DRWPass *bone_envelope;
+ struct DRWPass *bone_axes;
+ struct DRWPass *relationship_lines;
} DRWArmaturePasses;
-void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes, bool transp);
+void DRW_shgroup_armature_object(struct Object *ob,
+ struct ViewLayer *view_layer,
+ struct DRWArmaturePasses passes,
+ bool transp);
void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes, bool transp);
void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes, bool transp);
@@ -183,37 +229,38 @@ void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passe
/* This creates a shading group with display hairs.
* The draw call is already added by this function, just add additional uniforms. */
-struct DRWShadingGroup *DRW_shgroup_hair_create(
- struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
- struct DRWPass *hair_pass,
- struct GPUShader *shader);
-
-struct DRWShadingGroup *DRW_shgroup_material_hair_create(
- struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
- struct DRWPass *hair_pass,
- struct GPUMaterial *material);
+struct DRWShadingGroup *DRW_shgroup_hair_create(struct Object *object,
+ struct ParticleSystem *psys,
+ struct ModifierData *md,
+ struct DRWPass *hair_pass,
+ struct GPUShader *shader);
+
+struct DRWShadingGroup *DRW_shgroup_material_hair_create(struct Object *object,
+ struct ParticleSystem *psys,
+ struct ModifierData *md,
+ struct DRWPass *hair_pass,
+ struct GPUMaterial *material);
void DRW_hair_init(void);
void DRW_hair_update(void);
void DRW_hair_free(void);
/* pose_mode.c */
-bool DRW_pose_mode_armature(
- struct Object *ob, struct Object *active_ob);
+bool DRW_pose_mode_armature(struct Object *ob, struct Object *active_ob);
/* draw_common.c */
struct DRW_Global {
- /** If needed, contains all global/Theme colors
- * Add needed theme colors / values to DRW_globals_update() and update UBO
- * Not needed for constant color. */
- GlobalsUboStorage block;
- /** Define "globalsBlock" uniform for 'block'. */
- struct GPUUniformBuffer *block_ubo;
+ /** If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+ GlobalsUboStorage block;
+ /** Define "globalsBlock" uniform for 'block'. */
+ struct GPUUniformBuffer *block_ubo;
- struct GPUTexture *ramp;
- struct GPUTexture *weight_ramp;
+ struct GPUTexture *ramp;
+ struct GPUTexture *weight_ramp;
- struct GPUUniformBuffer *view_ubo;
+ struct GPUUniformBuffer *view_ubo;
};
extern struct DRW_Global G_draw;