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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-11 15:20:39 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-17 15:59:07 +0300
commit7b3a18f0aa3ed9612aca602878a8ebdf2f1250f9 (patch)
tree4f8ff9cdc37f66dd200946f4589e13d135f1e140 /source/blender/draw/intern/draw_manager.c
parentf8e2dba7fe429c6e514a2f12ff35addc8f474294 (diff)
Cleanup: moving shading type into View3DShading.
So all shading settings are in this struct and can be reused in the OpenGL render engine.
Diffstat (limited to 'source/blender/draw/intern/draw_manager.c')
-rw-r--r--source/blender/draw/intern/draw_manager.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 1460f9a88f2..556f02c2899 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1200,7 +1200,7 @@ static void drw_engines_enable(ViewLayer *view_layer, RenderEngineType *engine_t
Object *obact = OBACT(view_layer);
const int mode = CTX_data_mode_enum_ex(DST.draw_ctx.object_edit, obact, DST.draw_ctx.object_mode);
View3D * v3d = DST.draw_ctx.v3d;
- const int drawtype = v3d->drawtype;
+ const int drawtype = v3d->shading.type;
drw_engines_enable_from_engine(engine_type, drawtype, v3d->shading.flag);
@@ -1304,7 +1304,7 @@ void DRW_draw_view(const bContext *C)
ARegion *ar = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = DEG_get_evaluated_scene(depsgraph);
- RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
GPUViewport *viewport = WM_draw_region_get_bound_viewport(ar);
/* Reset before using it. */
@@ -1499,7 +1499,7 @@ void DRW_draw_render_loop(
drw_state_prepare_clean_for_draw(&DST);
Scene *scene = DEG_get_evaluated_scene(depsgraph);
- RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, NULL);
}
@@ -1764,7 +1764,7 @@ void DRW_draw_select_loop(
DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
- RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
Object *obact = OBACT(view_layer);
Object *obedit = OBEDIT_FROM_OBACT(obact);
@@ -1983,7 +1983,7 @@ void DRW_draw_depth_loop(
ARegion *ar, View3D *v3d)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
- RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;