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authorDalai Felinto <dfelinto@gmail.com>2017-03-30 18:01:23 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-03-30 18:01:23 +0300
commitce3c7e8ff515e5bfbf70d0f4f60557e26c9d98a1 (patch)
tree1062bd45d22a2a0aff4e4a227079154b78c42263 /source/blender/draw/DRW_engine.h
parent98e69631b0cf31b5b73c1d9afb9bd9fc81fc42be (diff)
Layers: use IDProperty and override collection properties system
First this replace a custom data struct with IDProperty, and use IDProperty group merge and copying functions. Which means that a collection property setting is only created if necessary. This implements the "Layer Collection settings" override system, as suggested in the "Override Manifesto" document. The core is working, with Scene, LayerCollection and Object using a single IDProperty to store all the render settings data. Next step is to migrate this to depsgraph. Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come back as part of "Workspace Settings" later. Many thanks for Bastien Montagne for the help with the UI template nightmare ;) Differential Revision: https://developer.blender.org/D2563
Diffstat (limited to 'source/blender/draw/DRW_engine.h')
-rw-r--r--source/blender/draw/DRW_engine.h11
1 files changed, 4 insertions, 7 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index e8dc47245e3..669f7a24908 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -31,6 +31,7 @@ struct DRWPass;
struct Material;
struct Scene;
struct DrawEngineType;
+struct IDProperty;
struct bContext;
struct Object;
@@ -54,13 +55,9 @@ void DRW_draw_view(const struct bContext *C);
/* This is here because GPUViewport needs it */
void DRW_pass_free(struct DRWPass *pass);
-/* Settings */
-void *DRW_material_settings_get(struct Material *ma, const char *engine_name);
-void *DRW_render_settings_get(struct Scene *scene, const char *engine_name);
-
/* Mode engines initialization */
-void OBJECT_collection_settings_create(struct CollectionEngineSettings *ces);
-void EDIT_MESH_collection_settings_create(struct CollectionEngineSettings *ces);
-void EDIT_ARMATURE_collection_settings_create(struct CollectionEngineSettings *ces);
+void OBJECT_collection_settings_create(struct IDProperty *properties);
+void EDIT_MESH_collection_settings_create(struct IDProperty *properties);
+void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties);
#endif /* __DRW_ENGINE_H__ */