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authorHans Goudey <h.goudey@me.com>2022-09-08 05:41:39 +0300
committerHans Goudey <h.goudey@me.com>2022-09-08 05:41:39 +0300
commitd5934974219135102f364f57c45a8b1465e2b8d9 (patch)
tree415beea6d138085505b74d52301ff913781203dd /source/blender/draw/intern
parent17bc29253070f1707acd40c75e4a0e5c53704b24 (diff)
Cleanup: Use C++ methods to retrieve attribute accessors
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point cloud versions with methods on the `Mesh` and `PointCloud` types. This makes them friendlier to use and improves readability. Differential Revision: https://developer.blender.org/D15907
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/draw_cache_impl_pointcloud.cc2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_subdivision.cc5
2 files changed, 3 insertions, 4 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_pointcloud.cc b/source/blender/draw/intern/draw_cache_impl_pointcloud.cc
index 57efed855f5..a43b23c8969 100644
--- a/source/blender/draw/intern/draw_cache_impl_pointcloud.cc
+++ b/source/blender/draw/intern/draw_cache_impl_pointcloud.cc
@@ -141,7 +141,7 @@ static void pointcloud_batch_cache_ensure_pos(const PointCloud &pointcloud,
return;
}
- const bke::AttributeAccessor attributes = bke::pointcloud_attributes(pointcloud);
+ const bke::AttributeAccessor attributes = pointcloud.attributes();
const VArraySpan<float3> positions = attributes.lookup<float3>("position", ATTR_DOMAIN_POINT);
const VArray<float> radii = attributes.lookup<float>("radius", ATTR_DOMAIN_POINT);
/* From the opengl wiki:
diff --git a/source/blender/draw/intern/draw_cache_impl_subdivision.cc b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
index 6e317201424..51fbc5a3027 100644
--- a/source/blender/draw/intern/draw_cache_impl_subdivision.cc
+++ b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
@@ -1967,9 +1967,8 @@ static void draw_subdiv_cache_ensure_mat_offsets(DRWSubdivCache *cache,
return;
}
- const blender::VArraySpan<int> material_indices = blender::bke::mesh_attributes(*mesh_eval)
- .lookup_or_default<int>(
- "material_index", ATTR_DOMAIN_FACE, 0);
+ const blender::VArraySpan<int> material_indices = mesh_eval->attributes().lookup_or_default<int>(
+ "material_index", ATTR_DOMAIN_FACE, 0);
/* Count number of subdivided polygons for each material. */
int *mat_start = static_cast<int *>(MEM_callocN(sizeof(int) * mat_len, "subdiv mat_start"));