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Diffstat (limited to 'source/blender/draw/engines/overlay')
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c10
-rw-r--r--source/blender/draw/engines/overlay/overlay_extra.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_outline.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h6
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c2
-rw-r--r--source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl2
13 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index 0e350ea5a68..ec5d43683d1 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -699,7 +699,7 @@ static void drw_shgroup_bone_ik_spline_lines(ArmatureDrawContext *ctx,
/* -------------------------------------------------------------------- */
/** \name Drawing Theme Helpers
*
- * Note, this section is duplicate of code in 'drawarmature.c'.
+ * \note this section is duplicate of code in 'drawarmature.c'.
*
* \{ */
@@ -1036,7 +1036,7 @@ static void draw_bone_update_disp_matrix_default(EditBone *eBone, bPoseChannel *
float(*disp_mat)[4];
float(*disp_tail_mat)[4];
- /* TODO : This should be moved to depsgraph or armature refresh
+ /* TODO: This should be moved to depsgraph or armature refresh
* and not be tight to the draw pass creation.
* This would refresh armature without invalidating the draw cache */
if (pchan) {
@@ -1200,9 +1200,9 @@ static void draw_bone_update_disp_matrix_bbone(EditBone *eBone, bPoseChannel *pc
float(*bone_mat)[4];
short bbone_segments;
- /* TODO : This should be moved to depsgraph or armature refresh
+ /* TODO: This should be moved to depsgraph or armature refresh
* and not be tight to the draw pass creation.
- * This would refresh armature without invalidating the draw cache */
+ * This would refresh armature without invalidating the draw cache. */
if (pchan) {
length = pchan->bone->length;
xwidth = pchan->bone->xwidth;
@@ -1268,7 +1268,7 @@ static void draw_bone_update_disp_matrix_custom(bPoseChannel *pchan)
float(*disp_tail_mat)[4];
float rot_mat[3][3];
- /* See TODO above */
+ /* See TODO: above. */
mul_v3_v3fl(bone_scale, pchan->custom_scale_xyz, PCHAN_CUSTOM_BONE_LENGTH(pchan));
bone_mat = pchan->custom_tx ? pchan->custom_tx->pose_mat : pchan->pose_mat;
disp_mat = pchan->disp_mat;
diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c
index b70c71de188..f5be9c846d1 100644
--- a/source/blender/draw/engines/overlay/overlay_extra.c
+++ b/source/blender/draw/engines/overlay/overlay_extra.c
@@ -928,7 +928,7 @@ static void camera_view3d_reconstruction(OVERLAY_ExtraCallBuffers *cb,
const float *bundle_color;
if (track->flag & TRACK_CUSTOMCOLOR) {
/* Meh, hardcoded srgb transform here. */
- /* TODO change the actual DNA color to be linear. */
+ /* TODO: change the actual DNA color to be linear. */
srgb_to_linearrgb_v3_v3(bundle_color_custom, track->color);
bundle_color = bundle_color_custom;
}
diff --git a/source/blender/draw/engines/overlay/overlay_outline.c b/source/blender/draw/engines/overlay/overlay_outline.c
index a2c3b5bf4aa..b233e084f16 100644
--- a/source/blender/draw/engines/overlay/overlay_outline.c
+++ b/source/blender/draw/engines/overlay/overlay_outline.c
@@ -36,7 +36,7 @@
/* Returns the normal plane in NDC space. */
static void gpencil_depth_plane(Object *ob, float r_plane[4])
{
- /* TODO put that into private data. */
+ /* TODO: put that into private data. */
float viewinv[4][4];
DRW_view_viewmat_get(NULL, viewinv, true);
float *camera_z_axis = viewinv[2];
@@ -92,7 +92,7 @@ void OVERLAY_outline_init(OVERLAY_Data *vedata)
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
if (DRW_state_is_fbo()) {
- /* TODO only alloc if needed. */
+ /* TODO: only alloc if needed. */
DRW_texture_ensure_fullscreen_2d(&txl->temp_depth_tx, GPU_DEPTH24_STENCIL8, 0);
DRW_texture_ensure_fullscreen_2d(&txl->outlines_id_tx, GPU_R16UI, 0);
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index a48b46a61fc..03bfaf56f24 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -314,7 +314,7 @@ typedef struct OVERLAY_PrivateData {
DRWView *view_edit_text;
DRWView *view_reference_images;
- /** TODO get rid of this. */
+ /** TODO: get rid of this. */
ListBase smoke_domains;
ListBase bg_movie_clips;
@@ -333,8 +333,8 @@ typedef struct OVERLAY_PrivateData {
bool xray_enabled;
bool xray_enabled_and_not_wire;
float xray_opacity;
- short v3d_flag; /* TODO move to View3DOverlay */
- short v3d_gridflag; /* TODO move to View3DOverlay */
+ short v3d_flag; /* TODO: move to #View3DOverlay. */
+ short v3d_gridflag; /* TODO: move to #View3DOverlay. */
int cfra;
DRWState clipping_state;
OVERLAY_ShadingData shdata;
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index c9c26e3faaa..7a7ae9a921b 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -1726,7 +1726,7 @@ OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void)
{
{"boneStart", DRW_ATTR_FLOAT, 3},
{"boneEnd", DRW_ATTR_FLOAT, 3},
- {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO uchar color */
+ {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO: uchar color. */
{"boneColor", DRW_ATTR_FLOAT, 4},
{"headColor", DRW_ATTR_FLOAT, 4},
{"tailColor", DRW_ATTR_FLOAT, 4},
diff --git a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl
index c204949cc45..67d172fbd01 100644
--- a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl
@@ -105,7 +105,7 @@ void main()
float dist_raw = texelFetch(lineTex, center_texel, 0).b;
float dist = decode_line_dist(dist_raw);
- /* TODO Opti: use textureGather */
+ /* TODO: Opti: use textureGather. */
vec4 neightbor_col0 = texelFetchOffset(colorTex, center_texel, 0, ivec2(1, 0));
vec4 neightbor_col1 = texelFetchOffset(colorTex, center_texel, 0, ivec2(-1, 0));
vec4 neightbor_col2 = texelFetchOffset(colorTex, center_texel, 0, ivec2(0, 1));
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
index 45ebad0aafe..ddc6328e6a2 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
@@ -36,7 +36,7 @@ void main()
/* This is slow and run per vertex, but it's still faster than
* doing it per instance on CPU and sending it on via instance attribute. */
mat3 normal_mat = transpose(inverse(mat3(model_mat)));
- /* TODO FIX: there is still a problem with this vector
+ /* TODO: FIX: there is still a problem with this vector
* when the bone is scaled or in persp mode. But it's
* barely visible at the outline corners. */
ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
index cb70a3b433c..b241a1f0568 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
@@ -11,7 +11,7 @@ out vec4 fillColor;
out vec4 outlineColor;
out vec4 radii;
-/* TODO Theme? */
+/* TODO: Theme? */
const vec4 pinned_col = vec4(1.0, 0.0, 0.0, 1.0);
void main()
diff --git a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl
index 1c54076f3ea..df10f3f7ae2 100644
--- a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl
@@ -279,7 +279,7 @@ void main()
vec2 line_start, line_end;
vec2 line_ofs;
bvec4 extra_edges, extra_edges2;
- /* TODO simplify this branching hell. */
+ /* TODO: simplify this branching hell. */
switch (edge_case) {
/* Straight lines. */
case YPOS:
diff --git a/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl b/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl
index 282799e1660..b89cd821b37 100644
--- a/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl
@@ -40,7 +40,7 @@ void main()
/* Don't outline if concave edge. */
/* That would hide a lot of non useful edge but it flickers badly.
- * TODO revisit later... */
+ * TODO: revisit later... */
// if (dot(n0, v13) > 0.01)
// return;
diff --git a/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl
index 9d102bd4295..052ad2a7f36 100644
--- a/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl
@@ -14,7 +14,7 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
/* Add offset in Z to avoid zfighting and render selected wires on top. */
- /* TODO scale this bias using znear and zfar range. */
+ /* TODO: scale this bias using znear and zfar range. */
gl_Position.z -= (is_select ? 2e-4 : 1e-4);
if (is_hidden) {
diff --git a/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl
index d5a42d2d309..6a937d846c4 100644
--- a/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl
@@ -16,7 +16,7 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
/* Add offset in Z to avoid zfighting and render selected wires on top. */
- /* TODO scale this bias using znear and zfar range. */
+ /* TODO: scale this bias using znear and zfar range. */
gl_Position.z -= (is_select ? 2e-4 : 1e-4);
if (is_hidden) {
diff --git a/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl
index 0b827601f8e..174b31b6816 100644
--- a/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl
@@ -33,7 +33,7 @@ const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5),
const int indices[12] = int[12](0, 1, 1, 2, 2, 0, 0, 3, 1, 3, 2, 3);
/* Straight Port from BKE_defvert_weight_to_rgb()
- * TODO port this to a color ramp. */
+ * TODO: port this to a color ramp. */
vec3 weight_to_color(float weight)
{
vec3 r_rgb = vec3(0.0);