[Bf-blender-cvs] [dc2cc35a7b6] greasepencil-refactor: Cleanup: GPencil: CamelCase for uniforms

Clément Foucault noreply at git.blender.org
Sat Dec 14 03:31:17 CET 2019


Commit: dc2cc35a7b6752b85a06ff71b77d647239c2f400
Author: Clément Foucault
Date:   Sat Dec 14 02:39:21 2019 +0100
Branches: greasepencil-refactor
https://developer.blender.org/rBdc2cc35a7b6752b85a06ff71b77d647239c2f400

Cleanup: GPencil: CamelCase for uniforms

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

M	source/blender/draw/engines/gpencil/gpencil_engine.c
M	source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl

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

diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 5b50dfc3a8a..c5278e54ee9 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -792,7 +792,7 @@ static void gp_layer_cache_populate(bGPDlayer *gpl,
   GPUUniformBuffer *ubo_mat;
   gpencil_material_resources_get(iter->matpool, 0, NULL, NULL, &ubo_mat);
 
-  const bool is_stroke_order_3D = (gpd->draw_mode == GP_DRAWMODE_3D);
+  const bool is_stroke_order_3d = (gpd->draw_mode == GP_DRAWMODE_3D);
   const bool is_screenspace = (gpd->flag & GP_DATA_STROKE_KEEPTHICKNESS) != 0;
 
   float object_scale = mat4_to_scale(iter->ob->obmat);
@@ -806,7 +806,7 @@ static void gp_layer_cache_populate(bGPDlayer *gpl,
   DRW_shgroup_uniform_texture(iter->grp, "gpFillTexture", iter->tex_fill);
   DRW_shgroup_uniform_texture(iter->grp, "gpStrokeTexture", iter->tex_stroke);
   DRW_shgroup_uniform_texture(iter->grp, "gpSceneDepthTexture", iter->pd->scene_depth_tx);
-  DRW_shgroup_uniform_bool_copy(iter->grp, "strokeOrder3D", is_stroke_order_3D);
+  DRW_shgroup_uniform_bool_copy(iter->grp, "strokeOrder3d", is_stroke_order_3d);
   DRW_shgroup_uniform_vec4_copy(iter->grp, "gpModelMatrix[0]", iter->ob->obmat[0]);
   DRW_shgroup_uniform_vec4_copy(iter->grp, "gpModelMatrix[1]", iter->ob->obmat[1]);
   DRW_shgroup_uniform_vec4_copy(iter->grp, "gpModelMatrix[2]", iter->ob->obmat[2]);
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl
index d07a0df6c06..cc0ffaff3c8 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl
@@ -5,7 +5,7 @@ uniform vec2 sizeViewportInv;
 
 /* Per Object */
 uniform vec4 gpModelMatrix[4];
-uniform bool strokeOrder3D;
+uniform bool strokeOrder3d;
 uniform float thicknessScale;
 uniform float thicknessWorldScale;
 #define thicknessIsScreenSpace (thicknessWorldScale < 0.0)
@@ -213,7 +213,7 @@ void stroke_vertex()
     finalUvs.x = (use_curr) ? uv1.z : uv2.z;
   }
 
-  if (strokeOrder3D) {
+  if (strokeOrder3d) {
     /* Use the fragment depth (see fragment shader). */
     depth = -1.0;
     /* We still offset the fills a little to avoid overlaps */
@@ -254,7 +254,7 @@ void fill_vertex()
   mat2x2 rot_scale = mat2x2(materials[m].fill_uv_rot_scale.xy, materials[m].fill_uv_rot_scale.zw);
   finalUvs = rot_scale * uv1.xy + loc;
 
-  if (strokeOrder3D) {
+  if (strokeOrder3d) {
     /* Use the fragment depth (see fragment shader). */
     depth = -1.0;
     /* We still offset the fills a little to avoid overlaps */



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