Cleanup: RNA naming, use highlight as suffux
This is whats done already elsewhere.
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@@ -3528,7 +3528,7 @@ class VIEW3D_PT_shading(Panel):
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col.row().prop(shading, "studiolight_rot_z")
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row = col.row()
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row.prop(shading, "show_specular_highlights")
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row.prop(shading, "show_specular_highlight")
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col.separator()
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@@ -1505,7 +1505,7 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
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for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
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if (sl->spacetype == SPACE_VIEW3D) {
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View3D *v3d = (View3D *)sl;
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v3d->shading.flag |= V3D_SHADING_SPECULAR_HIGHLIGHTS;
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v3d->shading.flag |= V3D_SHADING_SPECULAR_HIGHLIGHT;
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}
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}
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}
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@@ -22,15 +22,15 @@ vec3 get_camera_diffuse_light(WorldData world_data, vec3 N)
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/* N And I are in View Space. */
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vec3 get_world_specular_light(WorldData world_data, vec3 N, vec3 I)
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{
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#ifdef V3D_SHADING_SPECULAR_HIGHLIGHTS
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#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
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vec3 reflection_vector = reflect(I, N);
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vec3 specular_light = vec3(1.0);
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/* Simple frontal specular highlights. */
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float specular_influence = pow(max(0.0, dot(world_data.light_direction_vs.xyz, reflection_vector)), world_data.specular_sharpness);
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vec3 specular_color = specular_light * specular_influence;
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#else /* V3D_SHADING_SPECULAR_HIGHLIGHTS */
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#else /* V3D_SHADING_SPECULAR_HIGHLIGHT */
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vec3 specular_color = vec3(0.0);
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#endif /* V3D_SHADING_SPECULAR_HIGHLIGHTS */
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#endif /* V3D_SHADING_SPECULAR_HIGHLIGHT */
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return specular_color;
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}
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@@ -52,8 +52,8 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
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if (wpd->shading.flag & V3D_SHADING_SHADOW) {
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BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n");
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}
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if (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHTS) {
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BLI_dynstr_appendf(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHTS\n");
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if (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) {
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BLI_dynstr_appendf(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n");
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}
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if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
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BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
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@@ -110,7 +110,7 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
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int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
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{
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const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW | V3D_SHADING_SPECULAR_HIGHLIGHTS;
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const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW | V3D_SHADING_SPECULAR_HIGHLIGHT;
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int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
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index = (index << 2) + wpd->shading.light;
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index = (index << 2);
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@@ -323,7 +323,7 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
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v3d->gridlines = 16;
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v3d->gridsubdiv = 10;
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v3d->drawtype = OB_SOLID;
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v3d->shading.flag = V3D_SHADING_SPECULAR_HIGHLIGHTS;
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v3d->shading.flag = V3D_SHADING_SPECULAR_HIGHLIGHT;
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v3d->shading.light = V3D_LIGHTING_STUDIO;
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v3d->shading.shadow_intensity = 0.5;
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copy_v3_fl(v3d->shading.single_color, 0.8f);
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@@ -341,7 +341,7 @@ enum {
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V3D_SHADING_XRAY = (1 << 1),
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V3D_SHADING_SHADOW = (1 << 2),
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V3D_SHADING_SCENE_LIGHT = (1 << 3),
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V3D_SHADING_SPECULAR_HIGHLIGHTS = (1 << 4),
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V3D_SHADING_SPECULAR_HIGHLIGHT = (1 << 4),
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};
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/* View3DShading->single_color_type */
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@@ -2342,8 +2342,8 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "Scene Light", "Render lamps and light probes of the scene");
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
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prop = RNA_def_property(srna, "show_specular_highlights", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SPECULAR_HIGHLIGHTS);
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prop = RNA_def_property(srna, "show_specular_highlight", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SPECULAR_HIGHLIGHT);
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RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
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RNA_def_property_ui_text(prop, "Specular Highlights", "Render specular highlights");
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
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