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authorDalai Felinto <dfelinto@gmail.com>2017-02-06 20:06:21 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-02-06 20:06:47 +0300
commitcf64c69c5f58af4261092934090b2c226c5f0a8e (patch)
treea7a33275d17976946909470131113d5c58df01c2
parentbccea8d3991f05906b2673f224e90362a1d16d2f (diff)
Remove any reference to scene->base from the old viewport coderender-layers
This allows non-clay engine to see the objects as well, even if their code will be dropped later
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c10
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c25
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c1
3 files changed, 21 insertions, 15 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 8a33f54172b..65966a67da8 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -1872,6 +1872,7 @@ static void view3d_draw_setup_view(const bContext *C, ARegion *ar)
static void draw_all_objects(const bContext *C, ARegion *ar, const bool only_depth, const bool use_depth)
{
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
View3D *v3d = CTX_wm_view3d(C);
if (only_depth)
@@ -1884,8 +1885,8 @@ static void draw_all_objects(const bContext *C, ARegion *ar, const bool only_dep
v3d->zbuf = true;
}
- for (BaseLegacy *base = scene->base.first; base; base = base->next) {
- if (v3d->lay & base->lay) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI)
draw_dupli_objects(scene, ar, v3d, base);
@@ -1968,6 +1969,7 @@ static void view3d_draw_non_meshes(const bContext *C, ARegion *ar)
* we filter them based on the plates/layers
*/
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = ar->regiondata;
@@ -1981,8 +1983,8 @@ static void view3d_draw_non_meshes(const bContext *C, ARegion *ar)
* for now let's avoid writing again to zbuffer to prevent glitches
*/
- for (BaseLegacy *base = scene->base.first; base; base = base->next) {
- if (v3d->lay & base->lay) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
Object *ob = base->object;
unsigned char ob_wire_col[4];
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index 83dd322e9bd..e75e15c02c5 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -60,6 +60,7 @@
#include "BKE_DerivedMesh.h"
#include "BKE_image.h"
#include "BKE_key.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_global.h"
@@ -1450,10 +1451,11 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
short flag = v3d->flag;
float glalphaclip = U.glalphaclip;
int obcenter_dia = U.obcenter_dia;
+ TODO_LAYER_CONTEXT; /* we should pass context, really */
+ SceneLayer *sl = BLI_findlink(&scene->render_layers, scene->active_layer);
/* no need for color when drawing depth buffer */
const short dflag_depth = DRAW_CONSTCOLOR;
/* temp set drawtype to solid */
-
/* Setting these temporarily is not nice */
v3d->flag &= ~V3D_SELECT_OUTLINE;
U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
@@ -1492,8 +1494,8 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
}
}
- for (base = scene->base.first; base; base = base->next) {
- if (v3d->lay & base->lay) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
@@ -1738,6 +1740,7 @@ static void view3d_draw_objects(
const char **grid_unit,
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
{
+ SceneLayer *sl = CTX_data_scene_layer(C);
RegionView3D *rv3d = ar->regiondata;
BaseLegacy *base;
const bool do_camera_frame = !draw_offscreen;
@@ -1811,8 +1814,8 @@ static void view3d_draw_objects(
}
if (draw_offscreen) {
- for (base = scene->base.first; base; base = base->next) {
- if (v3d->lay & base->lay) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI)
draw_dupli_objects(scene, ar, v3d, base);
@@ -1825,16 +1828,16 @@ static void view3d_draw_objects(
unsigned int lay_used = 0;
/* then draw not selected and the duplis, but skip editmode object */
- for (base = scene->base.first; base; base = base->next) {
+ for (base = sl->object_bases.first; base; base = base->next) {
lay_used |= base->lay;
- if (v3d->lay & base->lay) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects(scene, ar, v3d, base);
}
- if ((base->flag_legacy & SELECT) == 0) {
+ if ((base->flag & BASE_SELECTED) == 0) {
if (base->object != scene->obedit)
draw_object(scene, ar, v3d, base, 0);
}
@@ -1845,9 +1848,9 @@ static void view3d_draw_objects(
v3d->lay_used = lay_used & ((1 << 20) - 1);
/* draw selected and editmode */
- for (base = scene->base.first; base; base = base->next) {
- if (v3d->lay & base->lay) {
- if (base->object == scene->obedit || (base->flag_legacy & SELECT)) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) {
draw_object(scene, ar, v3d, base, 0);
}
}
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index fe6dabe6710..902be0e839c 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -3540,6 +3540,7 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
int gesture_mode;
const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);