Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
108 lines
2.9 KiB
C
108 lines
2.9 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2018 Blender Foundation. */
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/** \file
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* \ingroup shader_fx
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*/
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#include <stdio.h>
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#include "DNA_screen_types.h"
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#include "DNA_shader_fx_types.h"
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#include "BLI_utildefines.h"
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#include "BLT_translation.h"
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#include "BKE_context.h"
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#include "BKE_screen.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "RNA_access.h"
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#include "FX_shader_types.h"
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#include "FX_ui_common.h"
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static void initData(ShaderFxData *fx)
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{
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RimShaderFxData *gpfx = (RimShaderFxData *)fx;
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ARRAY_SET_ITEMS(gpfx->offset, 50, -100);
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ARRAY_SET_ITEMS(gpfx->rim_rgb, 1.0f, 1.0f, 0.5f);
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ARRAY_SET_ITEMS(gpfx->mask_rgb, 0.0f, 0.0f, 0.0f);
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gpfx->mode = eShaderFxRimMode_Overlay;
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ARRAY_SET_ITEMS(gpfx->blur, 0, 0);
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gpfx->samples = 2;
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}
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static void copyData(const ShaderFxData *md, ShaderFxData *target)
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{
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BKE_shaderfx_copydata_generic(md, target);
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}
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static void panel_draw(const bContext *UNUSED(C), Panel *panel)
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{
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uiLayout *col;
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uiLayout *layout = panel->layout;
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PointerRNA *ptr = shaderfx_panel_get_property_pointers(panel, NULL);
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uiLayoutSetPropSep(layout, true);
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uiItemR(layout, ptr, "rim_color", 0, NULL, ICON_NONE);
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uiItemR(layout, ptr, "mask_color", 0, NULL, ICON_NONE);
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uiItemR(layout, ptr, "mode", 0, IFACE_("Blend Mode"), ICON_NONE);
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/* Add the X, Y labels manually because offset is a #PROP_PIXEL. */
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col = uiLayoutColumn(layout, true);
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PropertyRNA *prop = RNA_struct_find_property(ptr, "offset");
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uiItemFullR(col, ptr, prop, 0, 0, 0, IFACE_("Offset X"), ICON_NONE);
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uiItemFullR(col, ptr, prop, 1, 0, 0, IFACE_("Y"), ICON_NONE);
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shaderfx_panel_end(layout, ptr);
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}
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static void blur_panel_draw(const bContext *UNUSED(C), Panel *panel)
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{
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uiLayout *col;
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uiLayout *layout = panel->layout;
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PointerRNA *ptr = shaderfx_panel_get_property_pointers(panel, NULL);
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uiLayoutSetPropSep(layout, true);
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/* Add the X, Y labels manually because blur is a #PROP_PIXEL. */
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col = uiLayoutColumn(layout, true);
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PropertyRNA *prop = RNA_struct_find_property(ptr, "blur");
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uiItemFullR(col, ptr, prop, 0, 0, 0, IFACE_("Blur X"), ICON_NONE);
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uiItemFullR(col, ptr, prop, 1, 0, 0, IFACE_("Y"), ICON_NONE);
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uiItemR(layout, ptr, "samples", 0, NULL, ICON_NONE);
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}
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static void panelRegister(ARegionType *region_type)
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{
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PanelType *panel_type = shaderfx_panel_register(region_type, eShaderFxType_Rim, panel_draw);
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shaderfx_subpanel_register(region_type, "blur", "Blur", NULL, blur_panel_draw, panel_type);
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}
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ShaderFxTypeInfo shaderfx_Type_Rim = {
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/* name */ "Rim",
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/* structName */ "RimShaderFxData",
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/* structSize */ sizeof(RimShaderFxData),
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/* type */ eShaderFxType_GpencilType,
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/* flags */ 0,
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/* copyData */ copyData,
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/* initData */ initData,
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/* freeData */ NULL,
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/* isDisabled */ NULL,
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/* updateDepsgraph */ NULL,
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/* dependsOnTime */ NULL,
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/* foreachIDLink */ NULL,
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/* panelRegister */ panelRegister,
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};
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