diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-03-02 17:03:02 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2017-03-02 19:09:24 +0300 |
commit | aa845eed1e18fae45be8828bb08459c009dba6d5 (patch) | |
tree | 19655cc2de5cf2e722e4e5e598c33d5bc3b2e041 /source/blender/editors/space_view3d/drawobject.c | |
parent | 561d11c5e601cce73dc6ab108596147bdfd4507c (diff) |
Remove tons of OBACT
There are now only referenced in:
* drawobject.c
* particle_edit.c
* space_image.c (a single case to be handled on workspace branch)
* rigidbody_constraint.c (to be handled in the following commit)
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index 326b5ef981e..d1a9aed91da 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -3797,7 +3797,7 @@ static DMDrawOption draw_em_fancy__setGLSLFaceOpts(void *userData, int index) } } -static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d, +static void draw_em_fancy(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, Object *ob, BMEditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, const char dt) { @@ -3845,7 +3845,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d, glFrontFace(GL_CCW); } else { - draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0); + draw_mesh_textured(scene, sl, v3d, rv3d, ob, finalDM, 0); } } else { @@ -4203,11 +4203,11 @@ static bool object_is_halo(Scene *scene, Object *ob) return (ma && (ma->material_type == MA_TYPE_HALO) && !BKE_scene_use_new_shading_nodes(scene)); } -static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base, +static void draw_mesh_fancy(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base, const char dt, const unsigned char ob_wire_col[4], const short dflag) { #ifdef WITH_GAMEENGINE - Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, scene) : base->object; + Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, sl) : base->object; #else Object *ob = base->object; #endif @@ -4314,7 +4314,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D draw_mesh_face_select(rv3d, me, dm, false); } else { - draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags); + draw_mesh_textured(scene, sl, v3d, rv3d, ob, dm, draw_flags); } if (draw_loose && !(draw_flags & DRAW_FACE_SELECT)) { @@ -4468,7 +4468,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D } /* returns true if nothing was drawn, for detecting to draw an object center */ -static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base, +static bool draw_mesh_object(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base, const char dt, const unsigned char ob_wire_col[4], const short dflag) { Object *ob = base->object; @@ -4528,7 +4528,7 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3 } } - draw_em_fancy(scene, ar, v3d, ob, em, cageDM, finalDM, dt); + draw_em_fancy(scene, sl, ar, v3d, ob, em, cageDM, finalDM, dt); if (use_material) { GPU_end_object_materials(); @@ -4550,7 +4550,7 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3 } } - draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag); + draw_mesh_fancy(scene, sl, ar, v3d, rv3d, base, dt, ob_wire_col, dflag); GPU_end_object_materials(); @@ -4612,18 +4612,18 @@ static void make_color_variations(const unsigned char base_ubyte[4], float low[4 high[3] = base[3]; } -static void draw_mesh_fancy_new(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base, +static void draw_mesh_fancy_new(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base, const char dt, const unsigned char ob_wire_col[4], const short dflag, const bool other_obedit) { if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) { /* too complicated! use existing methods */ /* TODO: move this into a separate depth pre-pass */ - draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag); + draw_mesh_fancy(scene, sl, ar, v3d, rv3d, base, dt, ob_wire_col, dflag); return; } #ifdef WITH_GAMEENGINE - Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, scene) : base->object; + Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, sl) : base->object; #else Object *ob = base->object; #endif @@ -4789,7 +4789,7 @@ static void draw_mesh_fancy_new(Scene *scene, ARegion *ar, View3D *v3d, RegionVi draw_mesh_face_select(rv3d, me, dm, false); } else { - draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags); + draw_mesh_textured(scene, sl, v3d, rv3d, ob, dm, draw_flags); } if (draw_loose && !(draw_flags & DRAW_FACE_SELECT)) { @@ -4931,7 +4931,7 @@ static void draw_mesh_fancy_new(Scene *scene, ARegion *ar, View3D *v3d, RegionVi dm->release(dm); } -static bool draw_mesh_object_new(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base, +static bool draw_mesh_object_new(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base, const char dt, const unsigned char ob_wire_col[4], const short dflag) { Object *ob = base->object; @@ -5017,7 +5017,7 @@ static bool draw_mesh_object_new(Scene *scene, ARegion *ar, View3D *v3d, RegionV const bool other_obedit = obedit && (obedit != ob); - draw_mesh_fancy_new(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag, other_obedit); + draw_mesh_fancy_new(scene, sl, ar, v3d, rv3d, base, dt, ob_wire_col, dflag, other_obedit); GPU_end_object_materials(); @@ -8434,10 +8434,10 @@ void draw_object(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, Base *b switch (ob->type) { case OB_MESH: if (IS_VIEWPORT_LEGACY(v3d)) { - empty_object = draw_mesh_object(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag); + empty_object = draw_mesh_object(scene, sl, ar, v3d, rv3d, base, dt, ob_wire_col, dflag); } else { - empty_object = draw_mesh_object_new(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag); + empty_object = draw_mesh_object_new(scene, sl, ar, v3d, rv3d, base, dt, ob_wire_col, dflag); } if ((dflag & DRAW_CONSTCOLOR) == 0) { /* mesh draws wire itself */ |