Cleanup: Change globalBlock members to snake case
This avoid conflicting defines in GLSL Fix T96998 Blender 3.2.0 Alpha crashes on startup
This commit is contained in:
@@ -63,7 +63,7 @@ void OVERLAY_antialiasing_init(OVERLAY_Data *vedata)
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return;
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}
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bool need_wire_expansion = (G_draw.block.sizePixel > 1.0f);
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bool need_wire_expansion = (G_draw.block.size_pixel > 1.0f);
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pd->antialiasing.enabled = need_wire_expansion ||
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((U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) != 0);
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@@ -784,28 +784,28 @@ static void drw_shgroup_bone_relationship_lines(ArmatureDrawContext *ctx,
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const float start[3],
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const float end[3])
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{
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drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorWire);
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drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_wire);
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}
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static void drw_shgroup_bone_ik_lines(ArmatureDrawContext *ctx,
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const float start[3],
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const float end[3])
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{
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drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorBoneIKLine);
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drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_bone_ik_line);
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}
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static void drw_shgroup_bone_ik_no_target_lines(ArmatureDrawContext *ctx,
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const float start[3],
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const float end[3])
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{
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drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorBoneIKLineNoTarget);
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drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_bone_ik_line_no_target);
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}
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static void drw_shgroup_bone_ik_spline_lines(ArmatureDrawContext *ctx,
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const float start[3],
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const float end[3])
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{
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drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorBoneIKLineSpline);
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drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_bone_ik_line_spline);
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}
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/** \} */
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@@ -918,16 +918,16 @@ static bool set_pchan_color(const ArmatureDrawContext *ctx,
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}
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else {
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if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
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copy_v4_v4(fcolor, G_draw.block.colorBonePoseActive);
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copy_v4_v4(fcolor, G_draw.block.color_bone_pose_active);
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}
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else if (boneflag & BONE_DRAW_ACTIVE) {
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copy_v4_v4(fcolor, G_draw.block.colorBonePoseActiveUnsel);
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copy_v4_v4(fcolor, G_draw.block.color_bone_pose_active_unsel);
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}
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else if (boneflag & BONE_SELECTED) {
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copy_v4_v4(fcolor, G_draw.block.colorBonePose);
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copy_v4_v4(fcolor, G_draw.block.color_bone_pose);
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}
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else {
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copy_v4_v4(fcolor, G_draw.block.colorWire);
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copy_v4_v4(fcolor, G_draw.block.color_wire);
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}
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}
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return true;
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@@ -940,23 +940,23 @@ static bool set_pchan_color(const ArmatureDrawContext *ctx,
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srgb_to_linearrgb_v4(fcolor, fcolor);
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}
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else {
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copy_v4_v4(fcolor, G_draw.block.colorBoneSolid);
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copy_v4_v4(fcolor, G_draw.block.color_bone_solid);
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}
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return true;
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}
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case PCHAN_COLOR_CONSTS: {
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if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) {
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if (constflag & PCHAN_HAS_TARGET) {
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copy_v4_v4(fcolor, G_draw.block.colorBonePoseTarget);
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copy_v4_v4(fcolor, G_draw.block.color_bone_pose_target);
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}
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else if (constflag & PCHAN_HAS_IK) {
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copy_v4_v4(fcolor, G_draw.block.colorBonePoseIK);
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copy_v4_v4(fcolor, G_draw.block.color_bone_pose_ik);
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}
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else if (constflag & PCHAN_HAS_SPLINEIK) {
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copy_v4_v4(fcolor, G_draw.block.colorBonePoseSplineIK);
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copy_v4_v4(fcolor, G_draw.block.color_bone_pose_spline_ik);
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}
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else if (constflag & PCHAN_HAS_CONST) {
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copy_v4_v4(fcolor, G_draw.block.colorBonePoseConstraint);
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copy_v4_v4(fcolor, G_draw.block.color_bone_pose_constraint);
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}
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else {
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return false;
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@@ -978,7 +978,7 @@ static bool set_pchan_color(const ArmatureDrawContext *ctx,
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static void bone_locked_color_shade(float color[4])
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{
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float *locked_color = G_draw.block.colorBoneLocked;
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float *locked_color = G_draw.block.color_bone_locked;
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interp_v3_v3v3(color, color, locked_color, locked_color[3]);
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}
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@@ -991,7 +991,7 @@ static const float *get_bone_solid_color(const ArmatureDrawContext *ctx,
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const short constflag)
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{
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if (ctx->const_color) {
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return G_draw.block.colorBoneSolid;
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return G_draw.block.color_bone_solid;
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}
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if (arm->flag & ARM_POSEMODE) {
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@@ -1006,7 +1006,7 @@ static const float *get_bone_solid_color(const ArmatureDrawContext *ctx,
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return disp_color;
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}
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return G_draw.block.colorBoneSolid;
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return G_draw.block.color_bone_solid;
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}
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static const float *get_bone_solid_with_consts_color(const ArmatureDrawContext *ctx,
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@@ -1017,7 +1017,7 @@ static const float *get_bone_solid_with_consts_color(const ArmatureDrawContext *
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const short constflag)
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{
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if (ctx->const_color) {
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return G_draw.block.colorBoneSolid;
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return G_draw.block.color_bone_solid;
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}
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const float *col = get_bone_solid_color(ctx, eBone, pchan, arm, boneflag, constflag);
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@@ -1060,18 +1060,18 @@ static const float *get_bone_wire_color(const ArmatureDrawContext *ctx,
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else if (eBone) {
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if (boneflag & BONE_SELECTED) {
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if (boneflag & BONE_DRAW_ACTIVE) {
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copy_v3_v3(disp_color, G_draw.block.colorBoneActive);
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copy_v3_v3(disp_color, G_draw.block.color_bone_active);
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}
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else {
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copy_v3_v3(disp_color, G_draw.block.colorBoneSelect);
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copy_v3_v3(disp_color, G_draw.block.color_bone_select);
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}
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}
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else {
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if (boneflag & BONE_DRAW_ACTIVE) {
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copy_v3_v3(disp_color, G_draw.block.colorBoneActiveUnsel);
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copy_v3_v3(disp_color, G_draw.block.color_bone_active_unsel);
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}
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else {
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copy_v3_v3(disp_color, G_draw.block.colorWireEdit);
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copy_v3_v3(disp_color, G_draw.block.color_wire_edit);
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}
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}
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}
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@@ -1084,7 +1084,7 @@ static const float *get_bone_wire_color(const ArmatureDrawContext *ctx,
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}
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}
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else {
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copy_v3_v3(disp_color, G_draw.block.colorVertex);
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copy_v3_v3(disp_color, G_draw.block.color_vertex);
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}
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disp_color[3] = get_bone_wire_thickness(ctx, boneflag);
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@@ -1111,7 +1111,7 @@ static const float *get_bone_hint_color(const ArmatureDrawContext *ctx,
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static float hint_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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if (ctx->const_color) {
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bone_hint_color_shade(hint_color, G_draw.block.colorBoneSolid);
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bone_hint_color_shade(hint_color, G_draw.block.color_bone_solid);
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}
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else {
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const float *wire_color = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag);
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@@ -1408,8 +1408,8 @@ static void draw_axes(ArmatureDrawContext *ctx,
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{
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float final_col[4];
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const float *col = (ctx->const_color) ? ctx->const_color :
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(BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? G_draw.block.colorTextHi :
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G_draw.block.colorText;
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(BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? G_draw.block.color_text_hi :
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G_draw.block.color_text;
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copy_v4_v4(final_col, col);
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/* Mix with axes color. */
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final_col[3] = (ctx->const_color) ? 1.0 : (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? 0.1 : 0.65;
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@@ -1444,10 +1444,10 @@ static void draw_points(ArmatureDrawContext *ctx,
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float col_solid_root[4], col_solid_tail[4], col_wire_root[4], col_wire_tail[4];
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float col_hint_root[4], col_hint_tail[4];
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copy_v4_v4(col_solid_root, G_draw.block.colorBoneSolid);
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copy_v4_v4(col_solid_tail, G_draw.block.colorBoneSolid);
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copy_v4_v4(col_wire_root, (ctx->const_color) ? ctx->const_color : G_draw.block.colorVertex);
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copy_v4_v4(col_wire_tail, (ctx->const_color) ? ctx->const_color : G_draw.block.colorVertex);
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copy_v4_v4(col_solid_root, G_draw.block.color_bone_solid);
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copy_v4_v4(col_solid_tail, G_draw.block.color_bone_solid);
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copy_v4_v4(col_wire_root, (ctx->const_color) ? ctx->const_color : G_draw.block.color_vertex);
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copy_v4_v4(col_wire_tail, (ctx->const_color) ? ctx->const_color : G_draw.block.color_vertex);
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const bool is_envelope_draw = (arm->drawtype == ARM_ENVELOPE);
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const float envelope_ignore = -1.0f;
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@@ -1457,10 +1457,10 @@ static void draw_points(ArmatureDrawContext *ctx,
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/* Edit bone points can be selected */
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if (eBone) {
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if (eBone->flag & BONE_ROOTSEL) {
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copy_v3_v3(col_wire_root, G_draw.block.colorVertexSelect);
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copy_v3_v3(col_wire_root, G_draw.block.color_vertex_select);
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}
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if (eBone->flag & BONE_TIPSEL) {
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copy_v3_v3(col_wire_tail, G_draw.block.colorVertexSelect);
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copy_v3_v3(col_wire_tail, G_draw.block.color_vertex_select);
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}
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}
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else if (arm->flag & ARM_POSEMODE) {
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@@ -1648,12 +1648,12 @@ static void draw_bone_line(ArmatureDrawContext *ctx,
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else {
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if (eBone) {
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if (eBone->flag & BONE_TIPSEL) {
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col_tail = G_draw.block.colorVertexSelect;
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col_tail = G_draw.block.color_vertex_select;
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}
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if (boneflag & BONE_SELECTED) {
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col_bone = G_draw.block.colorBoneActive;
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col_bone = G_draw.block.color_bone_active;
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}
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col_wire = G_draw.block.colorWire;
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col_wire = G_draw.block.color_wire;
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}
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/* Draw root point if we are not connected to our parent. */
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@@ -1661,7 +1661,7 @@ static void draw_bone_line(ArmatureDrawContext *ctx,
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(pchan->bone->parent && (boneflag & BONE_CONNECTED)))) {
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if (eBone) {
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col_head = (eBone->flag & BONE_ROOTSEL) ? G_draw.block.colorVertexSelect : col_bone;
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col_head = (eBone->flag & BONE_ROOTSEL) ? G_draw.block.color_vertex_select : col_bone;
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}
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else {
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col_head = col_bone;
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@@ -96,7 +96,7 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
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GPUShader *sh = OVERLAY_shader_clipbound();
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DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->clipping_frustum_ps);
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DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.colorClippingBorder);
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DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_clipping_border);
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DRW_shgroup_uniform_vec3(grp, "boundbox", &bb->vec[0][0], 8);
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struct GPUBatch *cube = DRW_cache_cube_get();
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@@ -35,7 +35,7 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata)
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sh = OVERLAY_shader_uniform_color();
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pd->edit_text_wire_grp[i] = grp = DRW_shgroup_create(sh, psl->edit_text_wire_ps[i]);
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DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.colorWire);
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DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_wire);
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}
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{
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state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
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@@ -139,7 +139,7 @@ static void edit_text_cache_populate_boxes(OVERLAY_Data *vedata, Object *ob)
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for (int i = 0; i < cu->totbox; i++) {
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TextBox *tb = &cu->tb[i];
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const bool is_active = (i == (cu->actbox - 1));
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float *color = is_active ? G_draw.block.colorActive : G_draw.block.colorWire;
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float *color = is_active ? G_draw.block.color_active : G_draw.block.color_wire;
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if ((tb->w != 0.0f) || (tb->h != 0.0f)) {
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float vecs[4][3];
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@@ -194,23 +194,23 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata)
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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grp_sub = DRW_shgroup_create_sub(grp);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorActive);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_active);
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cb->center_active = BUF_POINT(grp_sub, format);
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grp_sub = DRW_shgroup_create_sub(grp);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorSelect);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_select);
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cb->center_selected = BUF_POINT(grp_sub, format);
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grp_sub = DRW_shgroup_create_sub(grp);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorDeselect);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_deselect);
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cb->center_deselected = BUF_POINT(grp_sub, format);
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grp_sub = DRW_shgroup_create_sub(grp);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorLibrarySelect);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_library_select);
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cb->center_selected_lib = BUF_POINT(grp_sub, format);
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grp_sub = DRW_shgroup_create_sub(grp);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorLibrary);
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DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_library);
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cb->center_deselected_lib = BUF_POINT(grp_sub, format);
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}
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}
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@@ -861,8 +861,8 @@ static void camera_view3d_reconstruction(
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int track_index = 1;
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float bundle_color_custom[3];
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float *bundle_color_solid = G_draw.block.colorBundleSolid;
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float *bundle_color_unselected = G_draw.block.colorWire;
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float *bundle_color_solid = G_draw.block.color_bundle_solid;
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float *bundle_color_unselected = G_draw.block.color_wire;
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uchar text_color_selected[4], text_color_unselected[4];
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/* Color Management: Exception here as texts are drawn in sRGB space directly. */
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UI_GetThemeColor4ubv(TH_SELECT, text_color_selected);
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@@ -1034,7 +1034,7 @@ static void camera_stereoscopy_extra(OVERLAY_ExtraCallBuffers *cb,
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DRW_buffer_add_entry_struct(cb->camera_frame, &stereodata);
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/* Connecting line between cameras. */
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OVERLAY_extra_line_dashed(cb, stereodata.pos, instdata->pos, G_draw.block.colorWire);
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OVERLAY_extra_line_dashed(cb, stereodata.pos, instdata->pos, G_draw.block.color_wire);
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}
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if (is_stereo3d_volume && !is_select) {
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@@ -1248,8 +1248,8 @@ static void OVERLAY_relationship_lines(OVERLAY_ExtraCallBuffers *cb,
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Scene *scene,
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Object *ob)
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{
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float *relation_color = G_draw.block.colorWire;
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float *constraint_color = G_draw.block.colorGridAxisZ; /* ? */
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float *relation_color = G_draw.block.color_wire;
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float *constraint_color = G_draw.block.color_grid_axis_z; /* ? */
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if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) {
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float *parent_pos = ob->runtime.parent_display_origin;
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@@ -174,7 +174,7 @@ void OVERLAY_edit_gpencil_cache_init(OVERLAY_Data *vedata)
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bGPDcontrolpoint *cp = &gpd->runtime.cp_points[i];
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grp = DRW_shgroup_create_sub(grp);
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DRW_shgroup_uniform_vec3_copy(grp, "pPosition", &cp->x);
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DRW_shgroup_uniform_float_copy(grp, "pSize", cp->size * 0.8f * G_draw.block.sizePixel);
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DRW_shgroup_uniform_float_copy(grp, "pSize", cp->size * 0.8f * G_draw.block.size_pixel);
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DRW_shgroup_uniform_vec4_copy(grp, "pColor", cp->color);
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DRW_shgroup_call_procedural_points(grp, NULL, 1);
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}
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@@ -196,7 +196,7 @@ void OVERLAY_edit_gpencil_cache_init(OVERLAY_Data *vedata)
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DRW_shgroup_uniform_vec3_copy(grp, "pPosition", scene->cursor.location);
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}
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DRW_shgroup_uniform_vec4_copy(grp, "pColor", color);
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DRW_shgroup_uniform_float_copy(grp, "pSize", 8.0f * G_draw.block.sizePixel);
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DRW_shgroup_uniform_float_copy(grp, "pSize", 8.0f * G_draw.block.size_pixel);
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DRW_shgroup_call_procedural_points(grp, NULL, 1);
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}
|
||||
}
|
||||
|
||||
@@ -224,7 +224,7 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *vedata)
|
||||
sh = OVERLAY_shader_grid_background();
|
||||
grp = DRW_shgroup_create(sh, psl->grid_ps);
|
||||
float color_back[4];
|
||||
interp_v4_v4v4(color_back, G_draw.block.colorBackground, G_draw.block.colorGrid, 0.5);
|
||||
interp_v4_v4v4(color_back, G_draw.block.color_background, G_draw.block.color_grid, 0.5);
|
||||
DRW_shgroup_uniform_vec4_copy(grp, "color", color_back);
|
||||
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
|
||||
unit_m4(mat);
|
||||
|
||||
@@ -60,10 +60,10 @@ void OVERLAY_edit_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob)
|
||||
MetaBall *mb = ob->data;
|
||||
|
||||
const float *color;
|
||||
const float *col_radius = G_draw.block.colorMballRadius;
|
||||
const float *col_radius_select = G_draw.block.colorMballRadiusSelect;
|
||||
const float *col_stiffness = G_draw.block.colorMballStiffness;
|
||||
const float *col_stiffness_select = G_draw.block.colorMballStiffnessSelect;
|
||||
const float *col_radius = G_draw.block.color_mball_radius;
|
||||
const float *col_radius_select = G_draw.block.color_mball_radius_select;
|
||||
const float *col_stiffness = G_draw.block.color_mball_stiffness;
|
||||
const float *col_stiffness_select = G_draw.block.color_mball_stiffness_select;
|
||||
|
||||
int select_id = 0;
|
||||
if (is_select) {
|
||||
|
||||
@@ -178,7 +178,7 @@ static void select_cache_init(void *vedata)
|
||||
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
|
||||
DRW_PASS_CREATE(psl->select_id_vert_pass, state);
|
||||
pd->shgrp_vert = DRW_shgroup_create(sh->select_id_flat, psl->select_id_vert_pass);
|
||||
DRW_shgroup_uniform_float_copy(pd->shgrp_vert, "sizeVertex", 2 * G_draw.block.sizeVertex);
|
||||
DRW_shgroup_uniform_float_copy(pd->shgrp_vert, "sizeVertex", 2 * G_draw.block.size_vertex);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -275,7 +275,7 @@ void workbench_update_world_ubo(WORKBENCH_PrivateData *wpd)
|
||||
copy_v2_v2(wd.viewport_size_inv, DRW_viewport_invert_size_get());
|
||||
copy_v3_v3(wd.object_outline_color, wpd->shading.object_outline_color);
|
||||
wd.object_outline_color[3] = 1.0f;
|
||||
wd.ui_scale = DRW_state_is_image_render() ? 1.0f : G_draw.block.sizePixel;
|
||||
wd.ui_scale = DRW_state_is_image_render() ? 1.0f : G_draw.block.size_pixel;
|
||||
wd.matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) != 0;
|
||||
|
||||
workbench_studiolight_data_update(wpd, &wd);
|
||||
|
||||
@@ -40,154 +40,155 @@ void DRW_globals_update(void)
|
||||
{
|
||||
GlobalsUboStorage *gb = &G_draw.block;
|
||||
|
||||
UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
|
||||
UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
|
||||
UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
|
||||
UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
|
||||
UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
|
||||
UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
|
||||
UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
|
||||
UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight);
|
||||
UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
|
||||
UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
|
||||
UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->colorCameraPath);
|
||||
UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
|
||||
UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
|
||||
UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
|
||||
UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
|
||||
UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
|
||||
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
|
||||
UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
|
||||
UI_GetThemeColor4fv(TH_GP_VERTEX, gb->colorGpencilVertex);
|
||||
UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->colorGpencilVertexSelect);
|
||||
UI_GetThemeColor4fv(TH_WIRE, gb->color_wire);
|
||||
UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->color_wire_edit);
|
||||
UI_GetThemeColor4fv(TH_ACTIVE, gb->color_active);
|
||||
UI_GetThemeColor4fv(TH_SELECT, gb->color_select);
|
||||
UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->color_library_select);
|
||||
UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->color_library);
|
||||
UI_GetThemeColor4fv(TH_TRANSFORM, gb->color_transform);
|
||||
UI_GetThemeColor4fv(TH_LIGHT, gb->color_light);
|
||||
UI_GetThemeColor4fv(TH_SPEAKER, gb->color_speaker);
|
||||
UI_GetThemeColor4fv(TH_CAMERA, gb->color_camera);
|
||||
UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->color_camera_path);
|
||||
UI_GetThemeColor4fv(TH_EMPTY, gb->color_empty);
|
||||
UI_GetThemeColor4fv(TH_VERTEX, gb->color_vertex);
|
||||
UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->color_vertex_select);
|
||||
UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->color_vertex_unreferenced);
|
||||
UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->color_vertex_missing_data);
|
||||
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->color_edit_mesh_active);
|
||||
UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->color_edge_select);
|
||||
UI_GetThemeColor4fv(TH_GP_VERTEX, gb->color_gpencil_vertex);
|
||||
UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->color_gpencil_vertex_select);
|
||||
|
||||
UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
|
||||
UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
|
||||
UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
|
||||
UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
|
||||
UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
|
||||
UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
|
||||
UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
|
||||
UI_GetThemeColor4fv(TH_FACE_BACK, gb->colorFaceBack);
|
||||
UI_GetThemeColor4fv(TH_FACE_FRONT, gb->colorFaceFront);
|
||||
UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
|
||||
UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
|
||||
UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
|
||||
UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
|
||||
UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
|
||||
UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
|
||||
UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
|
||||
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->colorCheckerPrimary);
|
||||
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->colorCheckerSecondary);
|
||||
gb->sizeChecker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
|
||||
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->colorClippingBorder);
|
||||
UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->color_edge_seam);
|
||||
UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->color_edge_sharp);
|
||||
UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->color_edge_crease);
|
||||
UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->color_edge_bweight);
|
||||
UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->color_edge_face_select);
|
||||
UI_GetThemeColor4fv(TH_FACE, gb->color_face);
|
||||
UI_GetThemeColor4fv(TH_FACE_SELECT, gb->color_face_select);
|
||||
UI_GetThemeColor4fv(TH_FACE_BACK, gb->color_face_back);
|
||||
UI_GetThemeColor4fv(TH_FACE_FRONT, gb->color_face_front);
|
||||
UI_GetThemeColor4fv(TH_NORMAL, gb->color_normal);
|
||||
UI_GetThemeColor4fv(TH_VNORMAL, gb->color_vnormal);
|
||||
UI_GetThemeColor4fv(TH_LNORMAL, gb->color_lnormal);
|
||||
UI_GetThemeColor4fv(TH_FACE_DOT, gb->color_facedot);
|
||||
UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->color_skinroot);
|
||||
UI_GetThemeColor4fv(TH_BACK, gb->color_background);
|
||||
UI_GetThemeColor4fv(TH_BACK_GRAD, gb->color_background_gradient);
|
||||
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->color_checker_primary);
|
||||
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->color_checker_secondary);
|
||||
gb->size_checker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
|
||||
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->color_clipping_border);
|
||||
|
||||
/* Custom median color to slightly affect the edit mesh colors. */
|
||||
interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
|
||||
copy_v3_fl(
|
||||
gb->colorEditMeshMiddle,
|
||||
dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
|
||||
interp_v4_v4v4(gb->color_edit_mesh_middle, gb->color_vertex_select, gb->color_wire_edit, 0.35f);
|
||||
copy_v3_fl(gb->color_edit_mesh_middle,
|
||||
dot_v3v3(gb->color_edit_mesh_middle,
|
||||
(float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
|
||||
|
||||
#ifdef WITH_FREESTYLE
|
||||
UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
|
||||
UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
|
||||
UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->color_edge_freestyle);
|
||||
UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->color_face_freestyle);
|
||||
#else
|
||||
zero_v4(gb->colorEdgeFreestyle);
|
||||
zero_v4(gb->colorFaceFreestyle);
|
||||
zero_v4(gb->color_edge_freestyle);
|
||||
zero_v4(gb->color_face_freestyle);
|
||||
#endif
|
||||
|
||||
UI_GetThemeColor4fv(TH_TEXT, gb->colorText);
|
||||
UI_GetThemeColor4fv(TH_TEXT_HI, gb->colorTextHi);
|
||||
UI_GetThemeColor4fv(TH_TEXT, gb->color_text);
|
||||
UI_GetThemeColor4fv(TH_TEXT_HI, gb->color_text_hi);
|
||||
|
||||
/* Bone colors */
|
||||
UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
|
||||
UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->colorBonePoseActive);
|
||||
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->colorBoneActive);
|
||||
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->colorBoneSelect);
|
||||
UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->colorBonePoseActiveUnsel);
|
||||
UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->colorBoneActiveUnsel);
|
||||
UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->colorBonePoseTarget);
|
||||
UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->colorBonePoseIK);
|
||||
UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->colorBonePoseSplineIK);
|
||||
UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->colorBonePoseConstraint);
|
||||
UI_GetThemeColor4fv(TH_BONE_SOLID, gb->colorBoneSolid);
|
||||
UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->colorBoneLocked);
|
||||
copy_v4_fl4(gb->colorBoneIKLine, 0.8f, 0.5f, 0.0f, 1.0f);
|
||||
copy_v4_fl4(gb->colorBoneIKLineNoTarget, 0.8f, 0.8f, 0.2f, 1.0f);
|
||||
copy_v4_fl4(gb->colorBoneIKLineSpline, 0.8f, 0.8f, 0.2f, 1.0f);
|
||||
UI_GetThemeColor4fv(TH_BONE_POSE, gb->color_bone_pose);
|
||||
UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->color_bone_pose_active);
|
||||
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->color_bone_active);
|
||||
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->color_bone_select);
|
||||
UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->color_bone_pose_active_unsel);
|
||||
UI_GetThemeColorBlendShade3fv(
|
||||
TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->color_bone_active_unsel);
|
||||
UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->color_bone_pose_target);
|
||||
UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->color_bone_pose_ik);
|
||||
UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->color_bone_pose_spline_ik);
|
||||
UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->color_bone_pose_constraint);
|
||||
UI_GetThemeColor4fv(TH_BONE_SOLID, gb->color_bone_solid);
|
||||
UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->color_bone_locked);
|
||||
copy_v4_fl4(gb->color_bone_ik_line, 0.8f, 0.5f, 0.0f, 1.0f);
|
||||
copy_v4_fl4(gb->color_bone_ik_line_no_target, 0.8f, 0.8f, 0.2f, 1.0f);
|
||||
copy_v4_fl4(gb->color_bone_ik_line_spline, 0.8f, 0.8f, 0.2f, 1.0f);
|
||||
|
||||
/* Curve */
|
||||
UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
|
||||
UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
|
||||
UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
|
||||
UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
|
||||
UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
|
||||
UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->color_handle_free);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->color_handle_auto);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->color_handle_vect);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->color_handle_align);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->color_handle_autoclamp);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->color_handle_sel_free);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->color_handle_sel_auto);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->color_handle_sel_vect);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->color_handle_sel_align);
|
||||
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->color_handle_sel_autoclamp);
|
||||
UI_GetThemeColor4fv(TH_NURB_ULINE, gb->color_nurb_uline);
|
||||
UI_GetThemeColor4fv(TH_NURB_VLINE, gb->color_nurb_vline);
|
||||
UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->color_nurb_sel_uline);
|
||||
UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->color_nurb_sel_vline);
|
||||
UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->color_active_spline);
|
||||
|
||||
UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
|
||||
UI_GetThemeColor4fv(TH_CFRAME, gb->color_current_frame);
|
||||
|
||||
/* Meta-ball. */
|
||||
UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->colorMballRadius);
|
||||
UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->colorMballRadiusSelect);
|
||||
UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->colorMballStiffness);
|
||||
UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->colorMballStiffnessSelect);
|
||||
UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->color_mball_radius);
|
||||
UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->color_mball_radius_select);
|
||||
UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->color_mball_stiffness);
|
||||
UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->color_mball_stiffness_select);
|
||||
|
||||
/* Grid */
|
||||
UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
|
||||
UI_GetThemeColorShade4fv(TH_GRID, 10, gb->color_grid);
|
||||
/* Emphasize division lines lighter instead of darker, if background is darker than grid. */
|
||||
UI_GetThemeColorShade4fv(
|
||||
TH_GRID,
|
||||
(gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
|
||||
gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
|
||||
(gb->color_grid[0] + gb->color_grid[1] + gb->color_grid[2] + 0.12f >
|
||||
gb->color_background[0] + gb->color_background[1] + gb->color_background[2]) ?
|
||||
20 :
|
||||
-10,
|
||||
gb->colorGridEmphasis);
|
||||
gb->color_grid_emphasis);
|
||||
/* Grid Axis */
|
||||
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
|
||||
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
|
||||
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
|
||||
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->color_grid_axis_x);
|
||||
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->color_grid_axis_y);
|
||||
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->color_grid_axis_z);
|
||||
|
||||
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
|
||||
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
|
||||
UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
|
||||
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->color_deselect);
|
||||
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->color_outline);
|
||||
UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->color_light_no_alpha);
|
||||
|
||||
/* UV colors */
|
||||
UI_GetThemeColor4fv(TH_UV_SHADOW, gb->colorUVShadow);
|
||||
UI_GetThemeColor4fv(TH_UV_SHADOW, gb->color_uv_shadow);
|
||||
|
||||
gb->sizePixel = U.pixelsize;
|
||||
gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
|
||||
gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
|
||||
gb->sizeLightCircle = U.pixelsize * 9.0f;
|
||||
gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;
|
||||
gb->size_pixel = U.pixelsize;
|
||||
gb->size_object_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
|
||||
gb->size_light_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
|
||||
gb->size_light_circle = U.pixelsize * 9.0f;
|
||||
gb->size_light_circle_shadow = gb->size_light_circle + U.pixelsize * 3.0f;
|
||||
|
||||
/* M_SQRT2 to be at least the same size of the old square */
|
||||
gb->sizeVertex = U.pixelsize *
|
||||
(max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
|
||||
gb->sizeVertexGpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
|
||||
gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
|
||||
gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO: Theme. */
|
||||
gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
|
||||
gb->size_vertex = U.pixelsize *
|
||||
(max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
|
||||
gb->size_vertex_gpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
|
||||
gb->size_face_dot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
|
||||
gb->size_edge = U.pixelsize * (1.0f / 2.0f); /* TODO: Theme. */
|
||||
gb->size_edge_fix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->size_edge * (float)M_SQRT1_2)));
|
||||
|
||||
const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get();
|
||||
for (int i = 0; i < 2; i++) {
|
||||
copy_v3_v3(gb->screenVecs[i], screen_vecs[i]);
|
||||
copy_v3_v3(gb->screen_vecs[i], screen_vecs[i]);
|
||||
}
|
||||
|
||||
gb->pixelFac = *DRW_viewport_pixelsize_get();
|
||||
gb->pixel_fac = *DRW_viewport_pixelsize_get();
|
||||
|
||||
/* Deprecated, use drw_view.viewport_size instead */
|
||||
copy_v2_v2(&gb->sizeViewport[0], DRW_viewport_size_get());
|
||||
copy_v2_v2(&gb->sizeViewport[2], &gb->sizeViewport[0]);
|
||||
invert_v2(&gb->sizeViewport[2]);
|
||||
copy_v2_v2(&gb->size_viewport[0], DRW_viewport_size_get());
|
||||
copy_v2_v2(&gb->size_viewport[2], &gb->size_viewport[0]);
|
||||
invert_v2(&gb->size_viewport[2]);
|
||||
|
||||
/* Color management. */
|
||||
{
|
||||
@@ -328,36 +329,36 @@ int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color
|
||||
|
||||
if (r_color != NULL) {
|
||||
if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
|
||||
*r_color = G_draw.block.colorWire;
|
||||
*r_color = G_draw.block.color_wire;
|
||||
}
|
||||
else {
|
||||
switch (theme_id) {
|
||||
case TH_WIRE_EDIT:
|
||||
*r_color = G_draw.block.colorWireEdit;
|
||||
*r_color = G_draw.block.color_wire_edit;
|
||||
break;
|
||||
case TH_ACTIVE:
|
||||
*r_color = G_draw.block.colorActive;
|
||||
*r_color = G_draw.block.color_active;
|
||||
break;
|
||||
case TH_SELECT:
|
||||
*r_color = G_draw.block.colorSelect;
|
||||
*r_color = G_draw.block.color_select;
|
||||
break;
|
||||
case TH_TRANSFORM:
|
||||
*r_color = G_draw.block.colorTransform;
|
||||
*r_color = G_draw.block.color_transform;
|
||||
break;
|
||||
case TH_SPEAKER:
|
||||
*r_color = G_draw.block.colorSpeaker;
|
||||
*r_color = G_draw.block.color_speaker;
|
||||
break;
|
||||
case TH_CAMERA:
|
||||
*r_color = G_draw.block.colorCamera;
|
||||
*r_color = G_draw.block.color_camera;
|
||||
break;
|
||||
case TH_EMPTY:
|
||||
*r_color = G_draw.block.colorEmpty;
|
||||
*r_color = G_draw.block.color_empty;
|
||||
break;
|
||||
case TH_LIGHT:
|
||||
*r_color = G_draw.block.colorLight;
|
||||
*r_color = G_draw.block.color_light;
|
||||
break;
|
||||
default:
|
||||
*r_color = G_draw.block.colorWire;
|
||||
*r_color = G_draw.block.color_wire;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,233 +15,233 @@ typedef struct GlobalsUboStorage GlobalsUboStorage;
|
||||
* have been merged into one engine, there is no reasons to keep these globals out of the overlay
|
||||
* engine. */
|
||||
|
||||
#define UBO_FIRST_COLOR colorWire
|
||||
#define UBO_LAST_COLOR colorUVShadow
|
||||
#define UBO_FIRST_COLOR color_wire
|
||||
#define UBO_LAST_COLOR color_uv_shadow
|
||||
|
||||
/* Used as ubo but colors can be directly referenced as well */
|
||||
/* NOTE: Also keep all color as vec4 and between #UBO_FIRST_COLOR and #UBO_LAST_COLOR. */
|
||||
struct GlobalsUboStorage {
|
||||
/* UBOs data needs to be 16 byte aligned (size of vec4) */
|
||||
float4 colorWire;
|
||||
float4 colorWireEdit;
|
||||
float4 colorActive;
|
||||
float4 colorSelect;
|
||||
float4 colorLibrarySelect;
|
||||
float4 colorLibrary;
|
||||
float4 colorTransform;
|
||||
float4 colorLight;
|
||||
float4 colorSpeaker;
|
||||
float4 colorCamera;
|
||||
float4 colorCameraPath;
|
||||
float4 colorEmpty;
|
||||
float4 colorVertex;
|
||||
float4 colorVertexSelect;
|
||||
float4 colorVertexUnreferenced;
|
||||
float4 colorVertexMissingData;
|
||||
float4 colorEditMeshActive;
|
||||
float4 colorEdgeSelect;
|
||||
float4 colorEdgeSeam;
|
||||
float4 colorEdgeSharp;
|
||||
float4 colorEdgeCrease;
|
||||
float4 colorEdgeBWeight;
|
||||
float4 colorEdgeFaceSelect;
|
||||
float4 colorEdgeFreestyle;
|
||||
float4 colorFace;
|
||||
float4 colorFaceSelect;
|
||||
float4 colorFaceFreestyle;
|
||||
float4 colorGpencilVertex;
|
||||
float4 colorGpencilVertexSelect;
|
||||
float4 colorNormal;
|
||||
float4 colorVNormal;
|
||||
float4 colorLNormal;
|
||||
float4 colorFaceDot;
|
||||
float4 colorSkinRoot;
|
||||
float4 color_wire;
|
||||
float4 color_wire_edit;
|
||||
float4 color_active;
|
||||
float4 color_select;
|
||||
float4 color_library_select;
|
||||
float4 color_library;
|
||||
float4 color_transform;
|
||||
float4 color_light;
|
||||
float4 color_speaker;
|
||||
float4 color_camera;
|
||||
float4 color_camera_path;
|
||||
float4 color_empty;
|
||||
float4 color_vertex;
|
||||
float4 color_vertex_select;
|
||||
float4 color_vertex_unreferenced;
|
||||
float4 color_vertex_missing_data;
|
||||
float4 color_edit_mesh_active;
|
||||
float4 color_edge_select;
|
||||
float4 color_edge_seam;
|
||||
float4 color_edge_sharp;
|
||||
float4 color_edge_crease;
|
||||
float4 color_edge_bweight;
|
||||
float4 color_edge_face_select;
|
||||
float4 color_edge_freestyle;
|
||||
float4 color_face;
|
||||
float4 color_face_select;
|
||||
float4 color_face_freestyle;
|
||||
float4 color_gpencil_vertex;
|
||||
float4 color_gpencil_vertex_select;
|
||||
float4 color_normal;
|
||||
float4 color_vnormal;
|
||||
float4 color_lnormal;
|
||||
float4 color_facedot;
|
||||
float4 color_skinroot;
|
||||
|
||||
float4 colorDeselect;
|
||||
float4 colorOutline;
|
||||
float4 colorLightNoAlpha;
|
||||
float4 color_deselect;
|
||||
float4 color_outline;
|
||||
float4 color_light_no_alpha;
|
||||
|
||||
float4 colorBackground;
|
||||
float4 colorBackgroundGradient;
|
||||
float4 colorCheckerPrimary;
|
||||
float4 colorCheckerSecondary;
|
||||
float4 colorClippingBorder;
|
||||
float4 colorEditMeshMiddle;
|
||||
float4 color_background;
|
||||
float4 color_background_gradient;
|
||||
float4 color_checker_primary;
|
||||
float4 color_checker_secondary;
|
||||
float4 color_clipping_border;
|
||||
float4 color_edit_mesh_middle;
|
||||
|
||||
float4 colorHandleFree;
|
||||
float4 colorHandleAuto;
|
||||
float4 colorHandleVect;
|
||||
float4 colorHandleAlign;
|
||||
float4 colorHandleAutoclamp;
|
||||
float4 colorHandleSelFree;
|
||||
float4 colorHandleSelAuto;
|
||||
float4 colorHandleSelVect;
|
||||
float4 colorHandleSelAlign;
|
||||
float4 colorHandleSelAutoclamp;
|
||||
float4 colorNurbUline;
|
||||
float4 colorNurbVline;
|
||||
float4 colorNurbSelUline;
|
||||
float4 colorNurbSelVline;
|
||||
float4 colorActiveSpline;
|
||||
float4 color_handle_free;
|
||||
float4 color_handle_auto;
|
||||
float4 color_handle_vect;
|
||||
float4 color_handle_align;
|
||||
float4 color_handle_autoclamp;
|
||||
float4 color_handle_sel_free;
|
||||
float4 color_handle_sel_auto;
|
||||
float4 color_handle_sel_vect;
|
||||
float4 color_handle_sel_align;
|
||||
float4 color_handle_sel_autoclamp;
|
||||
float4 color_nurb_uline;
|
||||
float4 color_nurb_vline;
|
||||
float4 color_nurb_sel_uline;
|
||||
float4 color_nurb_sel_vline;
|
||||
float4 color_active_spline;
|
||||
|
||||
float4 colorBonePose;
|
||||
float4 colorBonePoseActive;
|
||||
float4 colorBonePoseActiveUnsel;
|
||||
float4 colorBonePoseConstraint;
|
||||
float4 colorBonePoseIK;
|
||||
float4 colorBonePoseSplineIK;
|
||||
float4 colorBonePoseTarget;
|
||||
float4 colorBoneSolid;
|
||||
float4 colorBoneLocked;
|
||||
float4 colorBoneActive;
|
||||
float4 colorBoneActiveUnsel;
|
||||
float4 colorBoneSelect;
|
||||
float4 colorBoneIKLine;
|
||||
float4 colorBoneIKLineNoTarget;
|
||||
float4 colorBoneIKLineSpline;
|
||||
float4 color_bone_pose;
|
||||
float4 color_bone_pose_active;
|
||||
float4 color_bone_pose_active_unsel;
|
||||
float4 color_bone_pose_constraint;
|
||||
float4 color_bone_pose_ik;
|
||||
float4 color_bone_pose_spline_ik;
|
||||
float4 color_bone_pose_target;
|
||||
float4 color_bone_solid;
|
||||
float4 color_bone_locked;
|
||||
float4 color_bone_active;
|
||||
float4 color_bone_active_unsel;
|
||||
float4 color_bone_select;
|
||||
float4 color_bone_ik_line;
|
||||
float4 color_bone_ik_line_no_target;
|
||||
float4 color_bone_ik_line_spline;
|
||||
|
||||
float4 colorText;
|
||||
float4 colorTextHi;
|
||||
float4 color_text;
|
||||
float4 color_text_hi;
|
||||
|
||||
float4 colorBundleSolid;
|
||||
float4 color_bundle_solid;
|
||||
|
||||
float4 colorMballRadius;
|
||||
float4 colorMballRadiusSelect;
|
||||
float4 colorMballStiffness;
|
||||
float4 colorMballStiffnessSelect;
|
||||
float4 color_mball_radius;
|
||||
float4 color_mball_radius_select;
|
||||
float4 color_mball_stiffness;
|
||||
float4 color_mball_stiffness_select;
|
||||
|
||||
float4 colorCurrentFrame;
|
||||
float4 color_current_frame;
|
||||
|
||||
float4 colorGrid;
|
||||
float4 colorGridEmphasis;
|
||||
float4 colorGridAxisX;
|
||||
float4 colorGridAxisY;
|
||||
float4 colorGridAxisZ;
|
||||
float4 color_grid;
|
||||
float4 color_grid_emphasis;
|
||||
float4 color_grid_axis_x;
|
||||
float4 color_grid_axis_y;
|
||||
float4 color_grid_axis_z;
|
||||
|
||||
float4 colorFaceBack;
|
||||
float4 colorFaceFront;
|
||||
float4 color_face_back;
|
||||
float4 color_face_front;
|
||||
|
||||
float4 colorUVShadow;
|
||||
float4 color_uv_shadow;
|
||||
|
||||
/* NOTE: Put all color before #UBO_LAST_COLOR. */
|
||||
float4 screenVecs[2]; /* Padded as vec4. */
|
||||
float4 sizeViewport; /* Packed as vec4. */
|
||||
float4 screen_vecs[2]; /* Padded as vec4. */
|
||||
float4 size_viewport; /* Packed as vec4. */
|
||||
|
||||
/* Pack individual float at the end of the buffer to avoid alignment errors */
|
||||
float sizePixel, pixelFac;
|
||||
float sizeObjectCenter, sizeLightCenter, sizeLightCircle, sizeLightCircleShadow;
|
||||
float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
|
||||
float sizeChecker;
|
||||
float sizeVertexGpencil;
|
||||
float size_pixel, pixel_fac;
|
||||
float size_object_center, size_light_center, size_light_circle, size_light_circle_shadow;
|
||||
float size_vertex, size_edge, size_edge_fix, size_face_dot;
|
||||
float size_checker;
|
||||
float size_vertex_gpencil;
|
||||
};
|
||||
BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
|
||||
|
||||
#ifdef GPU_SHADER
|
||||
/* Keep compatibility_with old global scope syntax. */
|
||||
/* TODO(@fclem) Mass rename and remove the camel case. */
|
||||
# define colorWire globalsBlock.colorWire
|
||||
# define colorWireEdit globalsBlock.colorWireEdit
|
||||
# define colorActive globalsBlock.colorActive
|
||||
# define colorSelect globalsBlock.colorSelect
|
||||
# define colorLibrarySelect globalsBlock.colorLibrarySelect
|
||||
# define colorLibrary globalsBlock.colorLibrary
|
||||
# define colorTransform globalsBlock.colorTransform
|
||||
# define colorLight globalsBlock.colorLight
|
||||
# define colorSpeaker globalsBlock.colorSpeaker
|
||||
# define colorCamera globalsBlock.colorCamera
|
||||
# define colorCameraPath globalsBlock.colorCameraPath
|
||||
# define colorEmpty globalsBlock.colorEmpty
|
||||
# define colorVertex globalsBlock.colorVertex
|
||||
# define colorVertexSelect globalsBlock.colorVertexSelect
|
||||
# define colorVertexUnreferenced globalsBlock.colorVertexUnreferenced
|
||||
# define colorVertexMissingData globalsBlock.colorVertexMissingData
|
||||
# define colorEditMeshActive globalsBlock.colorEditMeshActive
|
||||
# define colorEdgeSelect globalsBlock.colorEdgeSelect
|
||||
# define colorEdgeSeam globalsBlock.colorEdgeSeam
|
||||
# define colorEdgeSharp globalsBlock.colorEdgeSharp
|
||||
# define colorEdgeCrease globalsBlock.colorEdgeCrease
|
||||
# define colorEdgeBWeight globalsBlock.colorEdgeBWeight
|
||||
# define colorEdgeFaceSelect globalsBlock.colorEdgeFaceSelect
|
||||
# define colorEdgeFreestyle globalsBlock.colorEdgeFreestyle
|
||||
# define colorFace globalsBlock.colorFace
|
||||
# define colorFaceSelect globalsBlock.colorFaceSelect
|
||||
# define colorFaceFreestyle globalsBlock.colorFaceFreestyle
|
||||
# define colorGpencilVertex globalsBlock.colorGpencilVertex
|
||||
# define colorGpencilVertexSelect globalsBlock.colorGpencilVertexSelect
|
||||
# define colorNormal globalsBlock.colorNormal
|
||||
# define colorVNormal globalsBlock.colorVNormal
|
||||
# define colorLNormal globalsBlock.colorLNormal
|
||||
# define colorFaceDot globalsBlock.colorFaceDot
|
||||
# define colorSkinRoot globalsBlock.colorSkinRoot
|
||||
# define colorDeselect globalsBlock.colorDeselect
|
||||
# define colorOutline globalsBlock.colorOutline
|
||||
# define colorLightNoAlpha globalsBlock.colorLightNoAlpha
|
||||
# define colorBackground globalsBlock.colorBackground
|
||||
# define colorBackgroundGradient globalsBlock.colorBackgroundGradient
|
||||
# define colorCheckerPrimary globalsBlock.colorCheckerPrimary
|
||||
# define colorCheckerSecondary globalsBlock.colorCheckerSecondary
|
||||
# define colorClippingBorder globalsBlock.colorClippingBorder
|
||||
# define colorEditMeshMiddle globalsBlock.colorEditMeshMiddle
|
||||
# define colorHandleFree globalsBlock.colorHandleFree
|
||||
# define colorHandleAuto globalsBlock.colorHandleAuto
|
||||
# define colorHandleVect globalsBlock.colorHandleVect
|
||||
# define colorHandleAlign globalsBlock.colorHandleAlign
|
||||
# define colorHandleAutoclamp globalsBlock.colorHandleAutoclamp
|
||||
# define colorHandleSelFree globalsBlock.colorHandleSelFree
|
||||
# define colorHandleSelAuto globalsBlock.colorHandleSelAuto
|
||||
# define colorHandleSelVect globalsBlock.colorHandleSelVect
|
||||
# define colorHandleSelAlign globalsBlock.colorHandleSelAlign
|
||||
# define colorHandleSelAutoclamp globalsBlock.colorHandleSelAutoclamp
|
||||
# define colorNurbUline globalsBlock.colorNurbUline
|
||||
# define colorNurbVline globalsBlock.colorNurbVline
|
||||
# define colorNurbSelUline globalsBlock.colorNurbSelUline
|
||||
# define colorNurbSelVline globalsBlock.colorNurbSelVline
|
||||
# define colorActiveSpline globalsBlock.colorActiveSpline
|
||||
# define colorBonePose globalsBlock.colorBonePose
|
||||
# define colorBonePoseActive globalsBlock.colorBonePoseActive
|
||||
# define colorBonePoseActiveUnsel globalsBlock.colorBonePoseActiveUnsel
|
||||
# define colorBonePoseConstraint globalsBlock.colorBonePoseConstraint
|
||||
# define colorBonePoseIK globalsBlock.colorBonePoseIK
|
||||
# define colorBonePoseSplineIK globalsBlock.colorBonePoseSplineIK
|
||||
# define colorBonePoseTarget globalsBlock.colorBonePoseTarget
|
||||
# define colorBoneSolid globalsBlock.colorBoneSolid
|
||||
# define colorBoneLocked globalsBlock.colorBoneLocked
|
||||
# define colorBoneActive globalsBlock.colorBoneActive
|
||||
# define colorBoneActiveUnsel globalsBlock.colorBoneActiveUnsel
|
||||
# define colorBoneSelect globalsBlock.colorBoneSelect
|
||||
# define colorBoneIKLine globalsBlock.colorBoneIKLine
|
||||
# define colorBoneIKLineNoTarget globalsBlock.colorBoneIKLineNoTarget
|
||||
# define colorBoneIKLineSpline globalsBlock.colorBoneIKLineSpline
|
||||
# define colorText globalsBlock.colorText
|
||||
# define colorTextHi globalsBlock.colorTextHi
|
||||
# define colorBundleSolid globalsBlock.colorBundleSolid
|
||||
# define colorMballRadius globalsBlock.colorMballRadius
|
||||
# define colorMballRadiusSelect globalsBlock.colorMballRadiusSelect
|
||||
# define colorMballStiffness globalsBlock.colorMballStiffness
|
||||
# define colorMballStiffnessSelect globalsBlock.colorMballStiffnessSelect
|
||||
# define colorCurrentFrame globalsBlock.colorCurrentFrame
|
||||
# define colorGrid globalsBlock.colorGrid
|
||||
# define colorGridEmphasis globalsBlock.colorGridEmphasis
|
||||
# define colorGridAxisX globalsBlock.colorGridAxisX
|
||||
# define colorGridAxisY globalsBlock.colorGridAxisY
|
||||
# define colorGridAxisZ globalsBlock.colorGridAxisZ
|
||||
# define colorFaceBack globalsBlock.colorFaceBack
|
||||
# define colorFaceFront globalsBlock.colorFaceFront
|
||||
# define colorUVShadow globalsBlock.colorUVShadow
|
||||
# define screenVecs globalsBlock.screenVecs
|
||||
# define sizeViewport globalsBlock.sizeViewport.xy
|
||||
# define sizePixel globalsBlock.sizePixel
|
||||
# define pixelFac globalsBlock.pixelFac
|
||||
# define sizeObjectCenter globalsBlock.sizeObjectCenter
|
||||
# define sizeLightCenter globalsBlock.sizeLightCenter
|
||||
# define sizeLightCircle globalsBlock.sizeLightCircle
|
||||
# define sizeLightCircleShadow globalsBlock.sizeLightCircleShadow
|
||||
# define sizeVertex globalsBlock.sizeVertex
|
||||
# define sizeEdge globalsBlock.sizeEdge
|
||||
# define sizeEdgeFix globalsBlock.sizeEdgeFix
|
||||
# define sizeFaceDot globalsBlock.sizeFaceDot
|
||||
# define sizeChecker globalsBlock.sizeChecker
|
||||
# define sizeVertexGpencil globalsBlock.sizeVertexGpencil
|
||||
# define colorWire globalsBlock.color_wire
|
||||
# define colorWireEdit globalsBlock.color_wire_edit
|
||||
# define colorActive globalsBlock.color_active
|
||||
# define colorSelect globalsBlock.color_select
|
||||
# define colorLibrarySelect globalsBlock.color_library_select
|
||||
# define colorLibrary globalsBlock.color_library
|
||||
# define colorTransform globalsBlock.color_transform
|
||||
# define colorLight globalsBlock.color_light
|
||||
# define colorSpeaker globalsBlock.color_speaker
|
||||
# define colorCamera globalsBlock.color_camera
|
||||
# define colorCameraPath globalsBlock.color_camera_path
|
||||
# define colorEmpty globalsBlock.color_empty
|
||||
# define colorVertex globalsBlock.color_vertex
|
||||
# define colorVertexSelect globalsBlock.color_vertex_select
|
||||
# define colorVertexUnreferenced globalsBlock.color_vertex_unreferenced
|
||||
# define colorVertexMissingData globalsBlock.color_vertex_missing_data
|
||||
# define colorEditMeshActive globalsBlock.color_edit_mesh_active
|
||||
# define colorEdgeSelect globalsBlock.color_edge_select
|
||||
# define colorEdgeSeam globalsBlock.color_edge_seam
|
||||
# define colorEdgeSharp globalsBlock.color_edge_sharp
|
||||
# define colorEdgeCrease globalsBlock.color_edge_crease
|
||||
# define colorEdgeBWeight globalsBlock.color_edge_bweight
|
||||
# define colorEdgeFaceSelect globalsBlock.color_edge_face_select
|
||||
# define colorEdgeFreestyle globalsBlock.color_edge_freestyle
|
||||
# define colorFace globalsBlock.color_face
|
||||
# define colorFaceSelect globalsBlock.color_face_select
|
||||
# define colorFaceFreestyle globalsBlock.color_face_freestyle
|
||||
# define colorGpencilVertex globalsBlock.color_gpencil_vertex
|
||||
# define colorGpencilVertexSelect globalsBlock.color_gpencil_vertex_select
|
||||
# define colorNormal globalsBlock.color_normal
|
||||
# define colorVNormal globalsBlock.color_vnormal
|
||||
# define colorLNormal globalsBlock.color_lnormal
|
||||
# define colorFaceDot globalsBlock.color_face_dot
|
||||
# define colorSkinRoot globalsBlock.color_skin_root
|
||||
# define colorDeselect globalsBlock.color_deselect
|
||||
# define colorOutline globalsBlock.color_outline
|
||||
# define colorLightNoAlpha globalsBlock.color_light_no_alpha
|
||||
# define colorBackground globalsBlock.color_background
|
||||
# define colorBackgroundGradient globalsBlock.color_background_gradient
|
||||
# define colorCheckerPrimary globalsBlock.color_checker_primary
|
||||
# define colorCheckerSecondary globalsBlock.color_checker_secondary
|
||||
# define colorClippingBorder globalsBlock.color_clipping_border
|
||||
# define colorEditMeshMiddle globalsBlock.color_edit_mesh_middle
|
||||
# define colorHandleFree globalsBlock.color_handle_free
|
||||
# define colorHandleAuto globalsBlock.color_handle_auto
|
||||
# define colorHandleVect globalsBlock.color_handle_vect
|
||||
# define colorHandleAlign globalsBlock.color_handle_align
|
||||
# define colorHandleAutoclamp globalsBlock.color_handle_autoclamp
|
||||
# define colorHandleSelFree globalsBlock.color_handle_sel_free
|
||||
# define colorHandleSelAuto globalsBlock.color_handle_sel_auto
|
||||
# define colorHandleSelVect globalsBlock.color_handle_sel_vect
|
||||
# define colorHandleSelAlign globalsBlock.color_handle_sel_align
|
||||
# define colorHandleSelAutoclamp globalsBlock.color_handle_sel_autoclamp
|
||||
# define colorNurbUline globalsBlock.color_nurb_uline
|
||||
# define colorNurbVline globalsBlock.color_nurb_vline
|
||||
# define colorNurbSelUline globalsBlock.color_nurb_sel_uline
|
||||
# define colorNurbSelVline globalsBlock.color_nurb_sel_vline
|
||||
# define colorActiveSpline globalsBlock.color_active_spline
|
||||
# define colorBonePose globalsBlock.color_bone_pose
|
||||
# define colorBonePoseActive globalsBlock.color_bone_pose_active
|
||||
# define colorBonePoseActiveUnsel globalsBlock.color_bone_pose_active_unsel
|
||||
# define colorBonePoseConstraint globalsBlock.color_bone_pose_constraint
|
||||
# define colorBonePoseIK globalsBlock.color_bone_pose_ik
|
||||
# define colorBonePoseSplineIK globalsBlock.color_bone_pose_spline_ik
|
||||
# define colorBonePoseTarget globalsBlock.color_bone_pose_target
|
||||
# define colorBoneSolid globalsBlock.color_bone_solid
|
||||
# define colorBoneLocked globalsBlock.color_bone_locked
|
||||
# define colorBoneActive globalsBlock.color_bone_active
|
||||
# define colorBoneActiveUnsel globalsBlock.color_bone_active_unsel
|
||||
# define colorBoneSelect globalsBlock.color_bone_select
|
||||
# define colorBoneIKLine globalsBlock.color_bone_ik_line
|
||||
# define colorBoneIKLineNoTarget globalsBlock.color_bone_ik_line_no_target
|
||||
# define colorBoneIKLineSpline globalsBlock.color_bone_ik_line_spline
|
||||
# define colorText globalsBlock.color_text
|
||||
# define colorTextHi globalsBlock.color_text_hi
|
||||
# define colorBundleSolid globalsBlock.color_bundle_solid
|
||||
# define colorMballRadius globalsBlock.color_mball_radius
|
||||
# define colorMballRadiusSelect globalsBlock.color_mball_radius_select
|
||||
# define colorMballStiffness globalsBlock.color_mball_stiffness
|
||||
# define colorMballStiffnessSelect globalsBlock.color_mball_stiffness_select
|
||||
# define colorCurrentFrame globalsBlock.color_current_frame
|
||||
# define colorGrid globalsBlock.color_grid
|
||||
# define colorGridEmphasis globalsBlock.color_grid_emphasis
|
||||
# define colorGridAxisX globalsBlock.color_grid_axis_x
|
||||
# define colorGridAxisY globalsBlock.color_grid_axis_y
|
||||
# define colorGridAxisZ globalsBlock.color_grid_axis_z
|
||||
# define colorFaceBack globalsBlock.color_face_back
|
||||
# define colorFaceFront globalsBlock.color_face_front
|
||||
# define colorUVShadow globalsBlock.color_uv_shadow
|
||||
# define screenVecs globalsBlock.screen_vecs
|
||||
# define sizeViewport globalsBlock.size_viewport.xy
|
||||
# define sizePixel globalsBlock.size_pixel
|
||||
# define pixelFac globalsBlock.pixel_fac
|
||||
# define sizeObjectCenter globalsBlock.size_object_center
|
||||
# define sizeLightCenter globalsBlock.size_light_center
|
||||
# define sizeLightCircle globalsBlock.size_light_circle
|
||||
# define sizeLightCircleShadow globalsBlock.size_light_circle_shadow
|
||||
# define sizeVertex globalsBlock.size_vertex
|
||||
# define sizeEdge globalsBlock.size_edge
|
||||
# define sizeEdgeFix globalsBlock.size_edge_fix
|
||||
# define sizeFaceDot globalsBlock.size_face_dot
|
||||
# define sizeChecker globalsBlock.size_checker
|
||||
# define sizeVertexGpencil globalsBlock.size_vertex_gpencil
|
||||
#endif
|
||||
|
||||
/* See: 'draw_cache_impl.h' for matching includes. */
|
||||
|
||||
Reference in New Issue
Block a user