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authorMike Erwin <significant.bit@gmail.com>2017-02-28 10:18:52 +0300
committerMike Erwin <significant.bit@gmail.com>2017-02-28 10:18:52 +0300
commit8a76049e84c79c6267c3c51fe32145f0ebf7805c (patch)
tree4adbfad5728d98aeb64bebec5a8cb3a69086844f /source/blender/editors
parente7d57628c955c1843c70c8fc5023f5d8954847bd (diff)
rename built-in point shaders, SMOOTH --> AA
Updated shader names and code that uses them. All of these shaders produce round points that are anti-aliased and blended against the background. These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)). Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/gpencil/drawgpencil.c4
-rw-r--r--source/blender/editors/mask/mask_draw.c8
-rw-r--r--source/blender/editors/screen/area.c2
-rw-r--r--source/blender/editors/space_graph/graph_draw.c4
-rw-r--r--source/blender/editors/space_node/node_draw.c2
-rw-r--r--source/blender/editors/space_view3d/drawobject.c6
6 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index 05eb51fb02f..0f0c1c9752b 100644
--- a/source/blender/editors/gpencil/drawgpencil.c
+++ b/source/blender/editors/gpencil/drawgpencil.c
@@ -629,10 +629,10 @@ static void gp_draw_stroke_point(
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
if (sflag & GP_STROKE_3DSPACE) {
- immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
}
else {
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
/* get 2D coordinates of point */
float co[3] = { 0.0f };
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index e1d303965be..7a30cefd9f8 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -159,7 +159,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
immUnbindProgram();
/* draw handle points */
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", handle_size);
immUniform1f("outlineWidth", 1.5f);
@@ -213,7 +213,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
VertexFormat *format = immVertexFormat();
unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", 0.7f * handle_size);
/* feather points */
@@ -306,7 +306,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
}
/* bind program in loop so it does not interfere with draw_single_handle */
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
/* draw CV point */
if (MASKPOINT_ISSEL_KNOT(point)) {
@@ -335,7 +335,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
float x = (min[0] + max[0]) * 0.5f;
float y = (min[1] + max[1]) * 0.5f;
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("outlineWidth", 1.5f);
if (masklay->act_spline == spline) {
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 46864f6c549..f0364735247 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -302,7 +302,7 @@ static void region_draw_azone_icon(AZone *az)
/* outlined circle */
GPU_enable_program_point_size(); /* TODO: make a fixed-size shader to avoid this */
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform4f("color", 1.0f, 1.0f, 1.0f, 0.8f);
immUniform4f("outlineColor", 0.2f, 0.2f, 0.2f, 0.9f);
immUniform1f("outlineWidth", 1.0f);
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c
index 9781c909ef6..cdc7d62e267 100644
--- a/source/blender/editors/space_graph/graph_draw.c
+++ b/source/blender/editors/space_graph/graph_draw.c
@@ -181,7 +181,7 @@ static void draw_fcurve_selected_keyframe_vertices(FCurve *fcu, View2D *v2d, boo
/* helper func - draw keyframe vertices only for an F-Curve */
static void draw_fcurve_keyframe_vertices(FCurve *fcu, View2D *v2d, bool edit, unsigned pos)
{
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", UI_GetThemeValuef(TH_VERTEX_SIZE) * U.pixelsize);
@@ -236,7 +236,7 @@ static void draw_fcurve_selected_handle_vertices(FCurve *fcu, View2D *v2d, bool
static void draw_fcurve_handle_vertices(FCurve *fcu, View2D *v2d, bool sel_handle_only, unsigned pos)
{
/* smooth outlines for more consistent appearance */
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
/* set handle size */
immUniform1f("size", (UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) + 1.0f) * U.pixelsize);
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index 6f848cff952..f78087c4b51 100644
--- a/source/blender/editors/space_node/node_draw.c
+++ b/source/blender/editors/space_node/node_draw.c
@@ -760,7 +760,7 @@ void node_draw_sockets(View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *
glEnable(GL_BLEND);
GPU_enable_program_point_size();
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA);
/* set handle size */
immUniform1f("size", 2.0f * NODE_SOCKSIZE * xscale); // 2 * size to have diameter
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 7072cfdba91..52cdaa62912 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -817,7 +817,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa
GPU_enable_program_point_size();
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", size);
if (special_color) {
@@ -1317,7 +1317,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", lampdot_size);
immUniform1f("outlineWidth", outlineWidth);
immUniformColor3fvAlpha(color, 0.3f);
@@ -4130,7 +4130,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *ar, View3D *UNUSED(
Batch *verts = MBC_get_all_verts(me);
glEnable(GL_BLEND);
- Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
Batch_Uniform4f(verts, "color", 0.0f, 0.0f, 0.0f, 1.0f);
Batch_Uniform1f(verts, "size", UI_GetThemeValuef(TH_VERTEX_SIZE) * 1.5f);
Batch_draw(verts);