[Bf-blender-cvs] [87cd4de3bab] blender2.8: Workbench: Renamed Overlap to Outline

Jeroen Bakker noreply at git.blender.org
Tue May 15 17:04:48 CEST 2018


Commit: 87cd4de3babdfcf3e7de43a4d8a6dc113f5fe3cc
Author: Jeroen Bakker
Date:   Tue May 15 17:03:59 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB87cd4de3babdfcf3e7de43a4d8a6dc113f5fe3cc

Workbench: Renamed Overlap to Outline

Outline is reserved for the Overlap Overlay

===================================================================

M	release/scripts/startup/bl_ui/space_view3d.py
M	source/blender/blenloader/intern/versioning_280.c
M	source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
M	source/blender/draw/engines/workbench/workbench_materials.c
M	source/blender/makesdna/DNA_view3d_types.h
M	source/blender/makesrna/intern/rna_space.c

===================================================================

diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index b7ab57d0f46..f053a326ef1 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -3519,7 +3519,7 @@ class VIEW3D_PT_shading(Panel):
             sub.active = shading.show_shadows
             sub.prop(shading, "shadow_intensity", text="")
 
-            col.prop(shading, "show_object_overlap")
+            col.prop(shading, "show_object_outline")
 
 
 class VIEW3D_PT_overlay(Panel):
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index 39cd4426618..4668241d9dd 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -928,7 +928,7 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
 					if (sl->spacetype == SPACE_VIEW3D) {
 						View3D *v3d = (View3D *)sl;
 						v3d->shading.light = V3D_LIGHTING_STUDIO;
-						v3d->shading.flag |= V3D_SHADING_OBJECT_OVERLAP;
+						v3d->shading.flag |= V3D_SHADING_OBJECT_OUTLINE;
 
 						/* Assume (demo) files written with 2.8 want to show
 						 * Eevee renders in the viewport. */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
index 09bdffe3299..fc5c085999c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -22,12 +22,12 @@ void main()
 	vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
 	uint object_id = texelFetch(objectId, texel, 0).r;
 
-#ifndef V3D_SHADING_OBJECT_OVERLAP
+#ifndef V3D_SHADING_OBJECT_OUTLINE
 	if (object_id == NO_OBJECT_ID) {
 		fragColor = vec4(background_color(world_data, uv_viewport.y), 0.0);
 		return;
 	}
-#else /* !V3D_SHADING_OBJECT_OVERLAP */
+#else /* !V3D_SHADING_OBJECT_OUTLINE */
 	float object_overlap = calculate_object_overlap(objectId, texel, object_id);
 
 	if (object_id == NO_OBJECT_ID) {
@@ -40,7 +40,7 @@ void main()
 		}
 		return;
 	}
-#endif /* !V3D_SHADING_OBJECT_OVERLAP */
+#endif /* !V3D_SHADING_OBJECT_OUTLINE */
 
 	vec4 diffuse_color = texelFetch(colorBuffer, texel, 0);
 /* Do we need normals */
@@ -76,8 +76,8 @@ void main()
 
 	shaded_color *= light_multiplier;
 
-#ifdef V3D_SHADING_OBJECT_OVERLAP
+#ifdef V3D_SHADING_OBJECT_OUTLINE
 	shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
-#endif /* V3D_SHADING_OBJECT_OVERLAP */
+#endif /* V3D_SHADING_OBJECT_OUTLINE */
 	fragColor = vec4(shaded_color, 1.0);
 }
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 0f21b76b4d2..553f4801d19 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -82,7 +82,7 @@ extern char datatoc_workbench_world_light_lib_glsl[];
 
 extern DrawEngineType draw_engine_workbench_solid;
 
-#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP)
+#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
 #define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO || wpd->shading.flag & V3D_SHADING_SHADOW)
 #define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
 #define NORMAL_ENCODING_ENABLED() (true)
@@ -95,8 +95,8 @@ static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
 
 	DynStr *ds = BLI_dynstr_new();
 
-	if (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP) {
-		BLI_dynstr_appendf(ds, "#define V3D_SHADING_OBJECT_OVERLAP\n");
+	if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
+		BLI_dynstr_appendf(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n");
 	}
 	if (wpd->shading.flag & V3D_SHADING_SHADOW) {
 		BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n");
@@ -138,7 +138,7 @@ static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
 	if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
 		BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
 	}
-	if (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP) {
+	if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
 		BLI_dynstr_append(ds, datatoc_workbench_object_overlap_lib_glsl);
 	}
 
@@ -165,7 +165,7 @@ static char *workbench_build_prepass_frag(void)
 
 static int get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
 {
-	const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OVERLAP | V3D_SHADING_SHADOW;
+	const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW;
 	int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
 	index = (index << 2) + wpd->shading.light;
 	/* set the drawtype flag
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 5758b18c364..5c54da89f53 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -331,7 +331,7 @@ enum {
 
 /* View3DShading->flag */
 enum {
-	V3D_SHADING_OBJECT_OVERLAP = (1 << 0),
+	V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
 	V3D_SHADING_SHADOW         = (1 << 2),
 };
 
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index e8ab86c51a3..ba77c94085e 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -2203,10 +2203,10 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
 	RNA_def_property_ui_text(prop, "Lighting", "Lighting Method for Solid/Texture Viewport Shading");
 	RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
 
-	prop = RNA_def_property(srna, "show_object_overlap", PROP_BOOLEAN, PROP_NONE);
-	RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_OBJECT_OVERLAP);
+	prop = RNA_def_property(srna, "show_object_outline", PROP_BOOLEAN, PROP_NONE);
+	RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_OBJECT_OUTLINE);
 	RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
-	RNA_def_property_ui_text(prop, "Object Overlap", "Show Object Overlap");
+	RNA_def_property_ui_text(prop, "Object Outline", "Show Object Outline");
 	RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
 
 	prop = RNA_def_property(srna, "studio_light", PROP_ENUM, PROP_NONE);



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