DNA: rename Object.col -> color
Was confusing, unrelated to: colbits, col_mask, col_group, actcol & totcol.
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ecdd1864d1
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@ -810,8 +810,7 @@ void BKE_object_init(Object *ob)
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{
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/* BLI_assert(MEMCMP_STRUCT_OFS_IS_ZERO(ob, id)); */ /* ob->type is already initialized... */
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ob->col[0] = ob->col[1] = ob->col[2] = 1.0;
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ob->col[3] = 1.0;
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copy_v4_fl(ob->color, 1.0f);
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ob->scale[0] = ob->scale[1] = ob->scale[2] = 1.0;
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ob->dscale[0] = ob->dscale[1] = ob->dscale[2] = 1.0;
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@ -934,11 +934,11 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
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else if (ELEM(wpd->shading.color_type,
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V3D_SHADING_SINGLE_COLOR, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR))
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{
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if ((ob->col[3] < 1.0f) &&
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if ((ob->color[3] < 1.0f) &&
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(wpd->shading.color_type == V3D_SHADING_OBJECT_COLOR))
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{
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/* Hack */
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wpd->shading.xray_alpha = ob->col[3];
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wpd->shading.xray_alpha = ob->color[3];
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material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0);
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has_transp_mat = true;
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}
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@ -63,7 +63,7 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Mate
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copy_v3_v3(data->base_color, data->diffuse_color);
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}
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else if (color_type == V3D_SHADING_OBJECT_COLOR) {
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copy_v3_v3(data->diffuse_color, ob->col);
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copy_v3_v3(data->diffuse_color, ob->color);
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copy_v3_v3(data->base_color, data->diffuse_color);
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}
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else {
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@ -940,7 +940,7 @@ static void DRW_shgroup_empty_image(
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/* OPTI(fclem) We need sorting only for transparent images. If an image as no alpha channel and
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* ob->col[3] == 1.0f, we could remove it from the sorting pass. */
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if (tex && (ob->col[3] > 0.0f)) {
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if (tex && (ob->color[3] > 0.0f)) {
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DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image, sgl->image_empties);
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DRW_shgroup_uniform_texture(grp, "image", tex);
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/* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
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@ -949,7 +949,7 @@ static void DRW_shgroup_empty_image(
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DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth);
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DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
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DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
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DRW_shgroup_uniform_vec4(grp, "objectColor", ob->col, 1);
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DRW_shgroup_uniform_vec4(grp, "objectColor", ob->color, 1);
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if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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@ -921,7 +921,7 @@ static bool select_grouped_color(bContext *C, Object *ob)
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CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
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{
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if (((base->flag & BASE_SELECTED) == 0) && (compare_v3v3(base->object->col, ob->col, 0.005f))) {
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if (((base->flag & BASE_SELECTED) == 0) && (compare_v3v3(base->object->color, ob->color, 0.005f))) {
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ED_object_base_select(base, BA_SELECT);
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changed = true;
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}
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@ -159,7 +159,8 @@ typedef struct ShaderPreview {
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Lamp *lampcopy;
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World *worldcopy;
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float col[4]; /* active object color */
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/** Copy of the active objects #Object.color */
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float color[4];
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int sizex, sizey;
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unsigned int *pr_rect;
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@ -443,7 +444,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
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for (Base *base = view_layer->object_bases.first; base; base = base->next) {
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if (base->object->id.name[2] == 'p') {
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/* copy over object color, in case material uses it */
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copy_v4_v4(base->object->col, sp->col);
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copy_v4_v4(base->object->color, sp->color);
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if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
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/* don't use assign_material, it changed mat->id.us, which shows in the UI */
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@ -1363,8 +1364,12 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
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sp->pr_main = G_pr_main_grease_pencil;
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}
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if (ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
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else sp->col[0] = sp->col[1] = sp->col[2] = sp->col[3] = 1.0f;
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if (ob && ob->totcol) {
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copy_v4_v4(sp->color, ob->color);
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}
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else {
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ARRAY_SET_ITEMS(sp->color, 0.0f, 0.0f, 0.0f, 1.0f);
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}
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/* setup job */
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WM_jobs_customdata_set(wm_job, sp, shader_preview_free);
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@ -321,8 +321,8 @@ typedef struct Object {
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/** Current face map, note: index starts at 1. */
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unsigned short actfmap;
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char _pad2[2];
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/** Object color. */
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float col[4];
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/** Object color (in most cases the material color is used for drawing). */
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float color[4];
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/** Softbody settings. */
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short softflag;
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@ -58,6 +58,7 @@ DNA_STRUCT_RENAME_ELEM(Camera, YF_dofdist, dof_distance)
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DNA_STRUCT_RENAME_ELEM(Camera, clipend, clip_end)
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DNA_STRUCT_RENAME_ELEM(Camera, clipsta, clip_start)
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DNA_STRUCT_RENAME_ELEM(Collection, dupli_ofs, instance_offset)
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DNA_STRUCT_RENAME_ELEM(Object, col, color)
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DNA_STRUCT_RENAME_ELEM(Object, dup_group, instance_collection)
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DNA_STRUCT_RENAME_ELEM(Object, dupfacesca, instance_faces_scale)
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DNA_STRUCT_RENAME_ELEM(Object, size, scale)
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@ -2525,7 +2525,6 @@ static void rna_def_object(BlenderRNA *brna)
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RNA_def_property_update(prop, NC_OBJECT, "rna_Object_internal_update_draw");
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prop = RNA_def_property(srna, "color", PROP_FLOAT, PROP_COLOR);
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RNA_def_property_float_sdna(prop, NULL, "col");
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RNA_def_property_ui_text(prop, "Color", "Object color and alpha, used when faces have the ObColor mode enabled");
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RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, NULL);
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