Cleanup: rename gpencil chess -> checker
Match existing texture name.
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@@ -189,25 +189,25 @@ class MATERIAL_PT_gpencil_fillcolor(GPMaterialButtonsPanel, Panel):
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if gpcolor.fill_style != 'TEXTURE':
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col.prop(gpcolor, "fill_color", text="Color")
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if gpcolor.fill_style in {'GRADIENT', 'CHESSBOARD'}:
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if gpcolor.fill_style in {'GRADIENT', 'CHECKER'}:
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col.prop(gpcolor, "mix_color", text="Secondary Color")
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if gpcolor.fill_style == 'GRADIENT':
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col.prop(gpcolor, "mix_factor", text="Mix Factor", slider=True)
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if gpcolor.fill_style in {'GRADIENT', 'CHESSBOARD'}:
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if gpcolor.fill_style in {'GRADIENT', 'CHECKER'}:
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col.prop(gpcolor, "flip", text="Flip Colors")
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col.prop(gpcolor, "pattern_shift", text="Location")
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col.prop(gpcolor, "pattern_scale", text="Scale")
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if gpcolor.gradient_type == 'RADIAL' and gpcolor.fill_style not in {'SOLID', 'CHESSBOARD'}:
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if gpcolor.gradient_type == 'RADIAL' and gpcolor.fill_style not in {'SOLID', 'CHECKER'}:
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col.prop(gpcolor, "pattern_radius", text="Radius")
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else:
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if gpcolor.fill_style != 'SOLID':
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col.prop(gpcolor, "pattern_angle", text="Angle")
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if gpcolor.fill_style == 'CHESSBOARD':
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if gpcolor.fill_style == 'CHECKER':
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col.prop(gpcolor, "pattern_gridsize", text="Box Size")
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# Texture
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@@ -57,7 +57,7 @@
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#define SOLID 0
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#define GRADIENT 1
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#define RADIAL 2
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#define CHESS 3
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#define CHECKER 3
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#define TEXTURE 4
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#define PATTERN 5
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@@ -387,8 +387,8 @@ static DRWShadingGroup *gpencil_shgroup_fill_create(GPENCIL_Data *vedata,
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stl->shgroups[id].fill_style = RADIAL;
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}
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break;
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case GP_STYLE_FILL_STYLE_CHESSBOARD:
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stl->shgroups[id].fill_style = CHESS;
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case GP_STYLE_FILL_STYLE_CHECKER:
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stl->shgroups[id].fill_style = CHECKER;
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break;
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case GP_STYLE_FILL_STYLE_TEXTURE:
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if (gp_style->flag & GP_STYLE_FILL_PATTERN) {
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@@ -30,7 +30,7 @@ uniform vec4 wire_color;
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#define SOLID 0
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#define GRADIENT 1
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#define RADIAL 2
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#define CHESS 3
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#define CHECKER 3
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#define TEXTURE 4
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#define PATTERN 5
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@@ -103,7 +103,7 @@ void main()
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texture_read_as_srgb(
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myTexture, myTexturePremultiplied, clamp(rot_tex * texture_scale, 0.0, 1.0));
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vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * texture_opacity);
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vec4 chesscolor;
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vec4 checker_color;
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/* wireframe with x-ray discard */
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if ((viewport_xray == 1) && (shading_type[0] == OB_WIRE)) {
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@@ -152,18 +152,18 @@ void main()
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texture_flip,
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fragColor);
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}
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/* chessboard */
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if (fill_type == CHESS) {
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/* Checkerboard */
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if (fill_type == CHECKER) {
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vec2 pos = rot / pattern_gridsize;
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if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) ||
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(fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
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chesscolor = (texture_flip == 0) ? finalColor : color2;
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checker_color = (texture_flip == 0) ? finalColor : color2;
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}
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else {
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chesscolor = (texture_flip == 0) ? color2 : finalColor;
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checker_color = (texture_flip == 0) ? color2 : finalColor;
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}
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/* mix with texture */
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fragColor = (texture_mix == 1) ? mix(chesscolor, text_color, mix_factor) : chesscolor;
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fragColor = (texture_mix == 1) ? mix(checker_color, text_color, mix_factor) : checker_color;
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fragColor.a *= layer_opacity;
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}
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/* texture */
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@@ -22,7 +22,7 @@ uniform sampler2D myTexture;
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#define SOLID 0
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#define GRADIENT 1
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#define RADIAL 2
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#define CHESS 3
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#define CHECKER 3
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#define TEXTURE 4
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in vec2 texCoord_interp;
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@@ -104,7 +104,7 @@ void main()
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vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + t_offset;
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vec4 tmp_color = texture2D(myTexture, rot_tex * t_scale);
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vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * t_opacity);
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vec4 chesscolor;
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vec4 checker_color;
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/* solid fill */
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if (fill_type == SOLID) {
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@@ -144,32 +144,32 @@ void main()
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}
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set_color(color, color2, text_color, mix_factor, intensity, t_mix, t_flip, fragColor);
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}
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/* chessboard */
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if (fill_type == CHESS) {
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/* Checkerboard */
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if (fill_type == CHECKER) {
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vec2 pos = rot / g_boxsize;
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if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) ||
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(fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
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if (t_flip == 0) {
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chesscolor = color;
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checker_color = color;
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}
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else {
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chesscolor = color2;
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checker_color = color2;
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}
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}
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else {
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if (t_flip == 0) {
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chesscolor = color2;
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checker_color = color2;
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}
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else {
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chesscolor = color;
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checker_color = color;
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}
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}
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/* mix with texture */
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if (t_mix == 1) {
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fragColor = mix(chesscolor, text_color, mix_factor);
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fragColor = mix(checker_color, text_color, mix_factor);
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}
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else {
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fragColor = chesscolor;
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fragColor = checker_color;
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}
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}
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/* texture */
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@@ -338,7 +338,7 @@ enum {
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enum {
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GP_STYLE_FILL_STYLE_SOLID = 0,
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GP_STYLE_FILL_STYLE_GRADIENT,
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GP_STYLE_FILL_STYLE_CHESSBOARD,
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GP_STYLE_FILL_STYLE_CHECKER,
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GP_STYLE_FILL_STYLE_TEXTURE,
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};
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@@ -433,11 +433,11 @@ static void rna_def_material_greasepencil(BlenderRNA *brna)
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static EnumPropertyItem fill_style_items[] = {
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{GP_STYLE_FILL_STYLE_SOLID, "SOLID", 0, "Solid", "Fill area with solid color"},
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{GP_STYLE_FILL_STYLE_GRADIENT, "GRADIENT", 0, "Gradient", "Fill area with gradient color"},
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{GP_STYLE_FILL_STYLE_CHESSBOARD,
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"CHESSBOARD",
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{GP_STYLE_FILL_STYLE_CHECKER,
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"CHECKER",
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0,
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"Checker Board",
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"Fill area with chessboard pattern"},
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"Fill area with checkerboard pattern"},
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{GP_STYLE_FILL_STYLE_TEXTURE, "TEXTURE", 0, "Texture", "Fill area with image texture"},
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{0, NULL, 0, NULL, NULL},
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};
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