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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/editors/space_view3d/space_view3d.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/editors/space_view3d/space_view3d.c')
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c11
1 files changed, 6 insertions, 5 deletions
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 75c9b4a050f..188ee928f3c 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -293,7 +293,7 @@ void ED_view3d_shade_update(Main *bmain, View3D *v3d, ScrArea *sa)
{
wmWindowManager *wm = bmain->wm.first;
- if (v3d->drawtype != OB_RENDER) {
+ if (v3d->shading.type != OB_RENDER) {
ARegion *ar;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
@@ -324,7 +324,8 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
v3d->grid = 1.0f;
v3d->gridlines = 16;
v3d->gridsubdiv = 10;
- v3d->drawtype = OB_SOLID;
+ v3d->shading.type = OB_SOLID;
+ v3d->shading.prev_type = OB_SOLID;
v3d->shading.flag = V3D_SHADING_SPECULAR_HIGHLIGHT;
v3d->shading.light = V3D_LIGHTING_STUDIO;
v3d->shading.shadow_intensity = 0.5f;
@@ -431,8 +432,8 @@ static SpaceLink *view3d_duplicate(SpaceLink *sl)
v3dn->lay = v3do->localvd->lay & 0xFFFFFF;
}
- if (v3dn->drawtype == OB_RENDER)
- v3dn->drawtype = OB_SOLID;
+ if (v3dn->shading.type == OB_RENDER)
+ v3dn->shading.type = OB_SOLID;
/* copy or clear inside new stuff */
@@ -1421,7 +1422,7 @@ static void space_view3d_listener(
case NC_MATERIAL:
switch (wmn->data) {
case ND_NODES:
- if (v3d->drawtype == OB_TEXTURE)
+ if (v3d->shading.type == OB_TEXTURE)
ED_area_tag_redraw_regiontype(sa, RGN_TYPE_WINDOW);
break;
}