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authorClément Foucault <foucault.clem@gmail.com>2018-11-29 00:16:56 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-29 23:52:36 +0300
commit8f4ab480bfe81f40b59b20780cb452736fe3af1d (patch)
treec88bcf3a727c4a63abac40847d4891878102344b /source/blender/draw/engines/workbench/workbench_data.c
parent18c9101acc58428fd02d6877c8b1c1711780826e (diff)
Workbench: Rename orientation to type and Camera studio light to Studio
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_data.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index 522b7d6e8c4..fd72848da49 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -36,17 +36,17 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
if (wpd->shading.light == V3D_LIGHTING_MATCAP) {
wpd->studio_light = BKE_studiolight_find(
- wpd->shading.matcap, STUDIOLIGHT_ORIENTATION_VIEWNORMAL);
+ wpd->shading.matcap, STUDIOLIGHT_TYPE_MATCAP);
}
else {
wpd->studio_light = BKE_studiolight_find(
- wpd->shading.studio_light, STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD);
+ wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_TYPE_WORLD);
}
/* If matcaps are missing, use this as fallback. */
if (UNLIKELY(wpd->studio_light == NULL)) {
wpd->studio_light = BKE_studiolight_find(
- wpd->shading.studio_light, STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD);
+ wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO | STUDIOLIGHT_TYPE_WORLD);
}
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
@@ -168,7 +168,7 @@ void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, floa
mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, r_light_direction);
/* TODO enable when we support studiolight presets. */
- if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) && false) {
+ if (STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) && false) {
axis_angle_to_mat4_single(rot_matrix, 'Y', -wpd->shading.studiolight_rot_z);
mul_m4_m4m4(rot_matrix, rot_matrix, view_matrix);
swap_v3_v3(rot_matrix[2], rot_matrix[1]);