diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-11-22 15:52:39 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2017-11-23 12:48:23 +0300 |
commit | 3abe8b3292cf7a50a9200b95401993384df24d9a (patch) | |
tree | 6c7a853710f1a4264dd1bb4d7b9bf14f44b75f33 /source/blender/editors/render/render_preview.c | |
parent | fb7d23bdb2a5c0ed00067045e4acdf6593258b52 (diff) |
Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
Diffstat (limited to 'source/blender/editors/render/render_preview.c')
-rw-r--r-- | source/blender/editors/render/render_preview.c | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c index 47eca1ccba3..47794e0e357 100644 --- a/source/blender/editors/render/render_preview.c +++ b/source/blender/editors/render/render_preview.c @@ -306,18 +306,18 @@ static const char *preview_layer_name(const char pr_type) } } -static void set_preview_layer(SceneLayer *scene_layer, char pr_type) +static void set_preview_layer(ViewLayer *view_layer, char pr_type) { LayerCollection *lc; const char *collection_name = preview_layer_name(pr_type); - for (lc = scene_layer->layer_collections.first; lc; lc = lc->next) { + for (lc = view_layer->layer_collections.first; lc; lc = lc->next) { if (STREQ(lc->scene_collection->name, collection_name)) { lc->flag = COLLECTION_VISIBLE | COLLECTION_DISABLED; - BKE_collection_enable(scene_layer, lc); + BKE_collection_enable(view_layer, lc); } else { - BKE_collection_disable(scene_layer, lc); + BKE_collection_disable(view_layer, lc); } } } @@ -346,7 +346,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty sce = preview_get_scene(pr_main); if (sce) { - SceneLayer *scene_layer = BKE_scene_layer_from_scene_get(sce); + ViewLayer *view_layer = BKE_view_layer_from_scene_get(sce); /* this flag tells render to not execute depsgraph or ipos etc */ sce->r.scemode |= R_BUTS_PREVIEW; @@ -422,7 +422,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty /* this only works in a specific case where the preview.blend contains * an object starting with 'c' which has a material linked to it (not the obdata) * and that material has a fake shadow texture in the active texture slot */ - for (Base *base = scene_layer->object_bases.first; base; base = base->next) { + for (Base *base = view_layer->object_bases.first; base; base = base->next) { Object *ob = base->object; if (ob->id.name[2] == 'c') { Material *shadmat = give_current_material(ob, ob->actcol); @@ -439,7 +439,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty /* turn off bounce lights for volume, * doesn't make much visual difference and slows it down too */ - for (Base *base = scene_layer->object_bases.first; base; base = base->next) { + for (Base *base = view_layer->object_bases.first; base; base = base->next) { Object *ob = base->object; if (ob->type == OB_LAMP) { /* if doesn't match 'Lamp.002' --> main key light */ @@ -463,10 +463,10 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty if (sp->pr_method == PR_ICON_RENDER) { if (mat->material_type == MA_TYPE_HALO) { - set_preview_layer(scene_layer, MA_FLAT); + set_preview_layer(view_layer, MA_FLAT); } else { - set_preview_layer(scene_layer, MA_SPHERE_A); + set_preview_layer(view_layer, MA_SPHERE_A); /* same as above, use current scene world to light sphere */ if (BKE_scene_use_new_shading_nodes(scene)) @@ -474,7 +474,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty } } else { - set_preview_layer(scene_layer, mat->pr_type); + set_preview_layer(view_layer, mat->pr_type); if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) { /* two previews, they get copied by wmJob */ @@ -488,7 +488,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty } - for (Base *base = scene_layer->object_bases.first; base; base = base->next) { + for (Base *base = view_layer->object_bases.first; base; base = base->next) { if (base->object->id.name[2] == 'p') { /* copy over object color, in case material uses it */ copy_v4_v4(base->object->col, sp->col); @@ -515,9 +515,9 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty sp->texcopy = tex; BLI_addtail(&pr_main->tex, tex); } - set_preview_layer(scene_layer, MA_TEXTURE); + set_preview_layer(view_layer, MA_TEXTURE); - for (Base *base = scene_layer->object_bases.first; base; base = base->next) { + for (Base *base = view_layer->object_bases.first; base; base = base->next) { if (base->object->id.name[2] == 't') { Material *mat = give_current_material(base->object, base->object->actcol); if (mat && mat->mtex[0]) { @@ -558,21 +558,21 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty if (!BKE_scene_use_new_shading_nodes(scene)) { if (la && la->type == LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) { - set_preview_layer(scene_layer, MA_ATMOS); + set_preview_layer(view_layer, MA_ATMOS); sce->world = preview_get_localized_world(sp, scene->world); sce->camera = (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name) + 2); } else { sce->world = NULL; sce->camera = (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name) + 2); - set_preview_layer(scene_layer, MA_LAMP); + set_preview_layer(view_layer, MA_LAMP); } } else { - set_preview_layer(scene_layer, MA_LAMP); + set_preview_layer(view_layer, MA_LAMP); } - for (Base *base = scene_layer->object_bases.first; base; base = base->next) { + for (Base *base = view_layer->object_bases.first; base; base = base->next) { if (base->object->id.name[2] == 'p') { if (base->object->type == OB_LAMP) base->object->data = la; @@ -594,7 +594,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty BLI_addtail(&pr_main->world, wrld); } - set_preview_layer(scene_layer, MA_SKY); + set_preview_layer(view_layer, MA_SKY); sce->world = wrld; if (wrld && wrld->nodetree && sp->pr_method == PR_NODE_RENDER) { @@ -604,11 +604,11 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty } } - Depsgraph *depsgraph = BKE_scene_get_depsgraph(sce, scene_layer, true); + Depsgraph *depsgraph = BKE_scene_get_depsgraph(sce, view_layer, true); /* TODO(sergey): Use proper flag for tagging here. */ DEG_graph_id_tag_update(pr_main, depsgraph, &sce->id, 0); DEG_relations_tag_update(pr_main); - BKE_scene_graph_update_tagged(pr_main->eval_ctx, depsgraph, pr_main, sce, scene_layer); + BKE_scene_graph_update_tagged(pr_main->eval_ctx, depsgraph, pr_main, sce, view_layer); return sce; } |