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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/modes/shaders/edit_curve_overlay_handle_geom.glsl
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/modes/shaders/edit_curve_overlay_handle_geom.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl160
1 files changed, 84 insertions, 76 deletions
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
index c2ab0ecfd40..0a152cefaed 100644
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
@@ -1,7 +1,7 @@
/* Keep the same value of `ACTIVE_NURB` in `draw_cache_imp_curve.c` */
-#define ACTIVE_NURB 1 << 2
-#define EVEN_U_BIT 1 << 3
+#define ACTIVE_NURB 1 << 2
+#define EVEN_U_BIT 1 << 3
layout(lines) in;
layout(triangle_strip, max_vertices = 10) out;
@@ -15,88 +15,96 @@ out vec4 finalColor;
void output_line(vec2 offset, vec4 color)
{
- finalColor = color;
+ finalColor = color;
- gl_Position = gl_in[0].gl_Position;
- gl_Position.xy += offset * gl_in[0].gl_Position.w;
+ gl_Position = gl_in[0].gl_Position;
+ gl_Position.xy += offset * gl_in[0].gl_Position.w;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
- gl_Position = gl_in[1].gl_Position;
- gl_Position.xy += offset * gl_in[1].gl_Position.w;
+ gl_Position = gl_in[1].gl_Position;
+ gl_Position.xy += offset * gl_in[1].gl_Position.w;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
}
void main()
{
- vec4 v1 = gl_in[0].gl_Position;
- vec4 v2 = gl_in[1].gl_Position;
-
- int is_active_nurb = (vertFlag[1] & ACTIVE_NURB);
- int color_id = (vertFlag[1] >> 4);
-
- /* Don't output any edges if we don't show handles */
- if (!showCurveHandles && (color_id < 5)) {
- return;
- }
-
- bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERT_SELECTED) != 0);
-
- vec4 inner_color;
- if (color_id == 0) inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree;
- else if (color_id == 1) inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto;
- else if (color_id == 2) inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect;
- else if (color_id == 3) inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign;
- else if (color_id == 4) inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp;
- else {
- bool is_selected = (((vertFlag[1] & vertFlag[0]) & VERT_SELECTED) != 0);
- bool is_u_segment = (((vertFlag[1] ^ vertFlag[0]) & EVEN_U_BIT) != 0);
- if (is_u_segment) {
- inner_color = (is_selected) ? colorNurbSelUline : colorNurbUline;
- }
- else {
- inner_color = (is_selected) ? colorNurbSelVline : colorNurbVline;
- }
- }
-
- vec4 outer_color = (is_active_nurb != 0)
- ? mix(colorActiveSpline, inner_color, 0.25) /* Minimize active color bleeding on inner_color. */
- : vec4(inner_color.rgb, 0.0);
-
- vec2 v1_2 = (v2.xy/v2.w - v1.xy/v1.w);
- vec2 offset = sizeEdge * 4.0 / viewportSize; /* 4.0 is eyeballed */
-
- if (abs(v1_2.x * viewportSize.x) < abs(v1_2.y * viewportSize.y)) {
- offset.y = 0.0;
- }
- else {
- offset.x = 0.0;
- }
-
- /* draw the transparent border (AA). */
- if (is_active_nurb != 0) {
- offset *= 0.75; /* Don't make the active "halo" appear very thick. */
- output_line(offset * 2.0, vec4(colorActiveSpline.rgb, 0.0));
- }
-
- /* draw the outline. */
- output_line(offset, outer_color);
-
- /* draw the core of the line. */
- output_line(vec2(0.0), inner_color);
-
- /* draw the outline. */
- output_line(-offset, outer_color);
-
- /* draw the transparent border (AA). */
- if (is_active_nurb != 0) {
- output_line(offset * -2.0, vec4(colorActiveSpline.rgb, 0.0));
- }
-
- EndPrimitive();
+ vec4 v1 = gl_in[0].gl_Position;
+ vec4 v2 = gl_in[1].gl_Position;
+
+ int is_active_nurb = (vertFlag[1] & ACTIVE_NURB);
+ int color_id = (vertFlag[1] >> 4);
+
+ /* Don't output any edges if we don't show handles */
+ if (!showCurveHandles && (color_id < 5)) {
+ return;
+ }
+
+ bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERT_SELECTED) != 0);
+
+ vec4 inner_color;
+ if (color_id == 0)
+ inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree;
+ else if (color_id == 1)
+ inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto;
+ else if (color_id == 2)
+ inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect;
+ else if (color_id == 3)
+ inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign;
+ else if (color_id == 4)
+ inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp;
+ else {
+ bool is_selected = (((vertFlag[1] & vertFlag[0]) & VERT_SELECTED) != 0);
+ bool is_u_segment = (((vertFlag[1] ^ vertFlag[0]) & EVEN_U_BIT) != 0);
+ if (is_u_segment) {
+ inner_color = (is_selected) ? colorNurbSelUline : colorNurbUline;
+ }
+ else {
+ inner_color = (is_selected) ? colorNurbSelVline : colorNurbVline;
+ }
+ }
+
+ vec4 outer_color = (is_active_nurb != 0) ?
+ mix(colorActiveSpline,
+ inner_color,
+ 0.25) /* Minimize active color bleeding on inner_color. */
+ :
+ vec4(inner_color.rgb, 0.0);
+
+ vec2 v1_2 = (v2.xy / v2.w - v1.xy / v1.w);
+ vec2 offset = sizeEdge * 4.0 / viewportSize; /* 4.0 is eyeballed */
+
+ if (abs(v1_2.x * viewportSize.x) < abs(v1_2.y * viewportSize.y)) {
+ offset.y = 0.0;
+ }
+ else {
+ offset.x = 0.0;
+ }
+
+ /* draw the transparent border (AA). */
+ if (is_active_nurb != 0) {
+ offset *= 0.75; /* Don't make the active "halo" appear very thick. */
+ output_line(offset * 2.0, vec4(colorActiveSpline.rgb, 0.0));
+ }
+
+ /* draw the outline. */
+ output_line(offset, outer_color);
+
+ /* draw the core of the line. */
+ output_line(vec2(0.0), inner_color);
+
+ /* draw the outline. */
+ output_line(-offset, outer_color);
+
+ /* draw the transparent border (AA). */
+ if (is_active_nurb != 0) {
+ output_line(offset * -2.0, vec4(colorActiveSpline.rgb, 0.0));
+ }
+
+ EndPrimitive();
}