diff options
author | Luca Rood <dev@lucarood.com> | 2017-07-21 12:53:13 +0300 |
---|---|---|
committer | Luca Rood <dev@lucarood.com> | 2017-07-21 15:47:26 +0300 |
commit | 1c4c288727214fa0588d66556a1cdf71755d70b4 (patch) | |
tree | 1433952be7e88cc7d09e8563831995290e3013ce /source/blender/editors/space_view3d/view3d_draw_legacy.c | |
parent | 9edb7e49d7e5e69385f3a0434c568c79fad88cd8 (diff) |
Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw_legacy.c | 126 |
1 files changed, 67 insertions, 59 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c index a7ed6fcc30c..26c0440609e 100644 --- a/source/blender/editors/space_view3d/view3d_draw_legacy.c +++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c @@ -70,6 +70,8 @@ #include "BKE_unit.h" #include "BKE_movieclip.h" +#include "DEG_depsgraph.h" + #include "RE_engine.h" #include "IMB_imbuf_types.h" @@ -211,7 +213,7 @@ static void draw_view_icon(RegionView3D *rv3d, rcti *rect) /* *********************** backdraw for selection *************** */ -static void backdrawview3d(Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d) +static void backdrawview3d(const bContext *C, Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d) { RegionView3D *rv3d = ar->regiondata; struct Base *base = sl->basact; @@ -312,7 +314,7 @@ static void backdrawview3d(Scene *scene, SceneLayer *sl, wmWindow *win, ARegion G.f |= G_BACKBUFSEL; if (base && ((base->flag & BASE_VISIBLED) != 0)) - draw_object_backbufsel(scene, v3d, rv3d, base->object); + draw_object_backbufsel(C, scene, v3d, rv3d, base->object); if (rv3d->gpuoffscreen) GPU_offscreen_unbind(rv3d->gpuoffscreen, true); @@ -353,10 +355,10 @@ static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data); } -void ED_view3d_backbuf_validate(ViewContext *vc) +void ED_view3d_backbuf_validate(const bContext *C, ViewContext *vc) { if (vc->v3d->flag & V3D_INVALID_BACKBUF) - backdrawview3d(vc->scene, vc->scene_layer, vc->win, vc->ar, vc->v3d); + backdrawview3d(C, vc->scene, vc->scene_layer, vc->win, vc->ar, vc->v3d); } /** @@ -369,13 +371,13 @@ int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist) } /* samples a single pixel (copied from vpaint) */ -unsigned int ED_view3d_backbuf_sample(ViewContext *vc, int x, int y) +unsigned int ED_view3d_backbuf_sample(const bContext *C, ViewContext *vc, int x, int y) { if (x >= vc->ar->winx || y >= vc->ar->winy) { return 0; } - ED_view3d_backbuf_validate(vc); + ED_view3d_backbuf_validate(C, vc); unsigned int col; view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col); @@ -389,7 +391,7 @@ unsigned int ED_view3d_backbuf_sample(ViewContext *vc, int x, int y) } /* reads full rect, converts indices */ -ImBuf *ED_view3d_backbuf_read(ViewContext *vc, int xmin, int ymin, int xmax, int ymax) +ImBuf *ED_view3d_backbuf_read(const bContext *C, ViewContext *vc, int xmin, int ymin, int xmax, int ymax) { /* clip */ const rcti clip = { @@ -407,7 +409,7 @@ ImBuf *ED_view3d_backbuf_read(ViewContext *vc, int xmin, int ymin, int xmax, int ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect); - ED_view3d_backbuf_validate(vc); + ED_view3d_backbuf_validate(C, vc); view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect); @@ -446,7 +448,7 @@ ImBuf *ED_view3d_backbuf_read(ViewContext *vc, int xmin, int ymin, int xmax, int /* smart function to sample a rect spiralling outside, nice for backbuf selection */ unsigned int ED_view3d_backbuf_sample_rect( - ViewContext *vc, const int mval[2], int size, + const bContext *C, ViewContext *vc, const int mval[2], int size, unsigned int min, unsigned int max, float *r_dist) { int dirvec[4][2]; @@ -455,7 +457,7 @@ unsigned int ED_view3d_backbuf_sample_rect( const int minx = mval[0] - (amount + 1); const int miny = mval[1] - (amount + 1); - ImBuf *buf = ED_view3d_backbuf_read(vc, minx, miny, minx + size - 1, miny + size - 1); + ImBuf *buf = ED_view3d_backbuf_read(C, vc, minx, miny, minx + size - 1, miny + size - 1); if (!buf) return 0; unsigned index = 0; @@ -835,7 +837,7 @@ void ED_view3d_after_add(ListBase *lb, BaseLegacy *base, const short dflag) } /* disables write in zbuffer and draws it over */ -static void view3d_draw_transp(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d) +static void view3d_draw_transp(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d) { View3DAfter *v3da; @@ -843,7 +845,7 @@ static void view3d_draw_transp(Scene *scene, SceneLayer *sl, ARegion *ar, View3D v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { - draw_object(scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object(C, scene, sl, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } v3d->transp = false; @@ -853,7 +855,7 @@ static void view3d_draw_transp(Scene *scene, SceneLayer *sl, ARegion *ar, View3D } /* clears zbuffer and draws it over */ -static void view3d_draw_xray(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear) +static void view3d_draw_xray(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear) { if (*clear && v3d->zbuf) { glClear(GL_DEPTH_BUFFER_BIT); @@ -863,7 +865,7 @@ static void view3d_draw_xray(Scene *scene, SceneLayer *sl, ARegion *ar, View3D * v3d->xray = true; View3DAfter *v3da; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { - draw_object(scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object(C, scene, sl, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } v3d->xray = false; @@ -871,7 +873,7 @@ static void view3d_draw_xray(Scene *scene, SceneLayer *sl, ARegion *ar, View3D * /* clears zbuffer and draws it over */ -static void view3d_draw_xraytransp(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear) +static void view3d_draw_xraytransp(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear) { if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); @@ -883,7 +885,7 @@ static void view3d_draw_xraytransp(Scene *scene, SceneLayer *sl, ARegion *ar, Vi View3DAfter *v3da; while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { - draw_object(scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object(C, scene, sl, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } @@ -895,7 +897,7 @@ static void view3d_draw_xraytransp(Scene *scene, SceneLayer *sl, ARegion *ar, Vi /* clears zbuffer and draws it over, * note that in the select version we don't care about transparent flag as with regular drawing */ -static void view3d_draw_xray_select(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear) +static void view3d_draw_xray_select(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear) { /* Not ideal, but we need to read from the previous depths before clearing * otherwise we could have a function to load the depths after drawing. @@ -915,7 +917,7 @@ static void view3d_draw_xray_select(Scene *scene, SceneLayer *sl, ARegion *ar, V v3d->xray = true; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { if (GPU_select_load_id(v3da->base->object->select_color)) { - draw_object_select(scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object_select(C, scene, sl, ar, v3d, v3da->base, v3da->dflag); } MEM_freeN(v3da); } @@ -951,7 +953,7 @@ static DupliObject *dupli_step(DupliObject *dob) } static void draw_dupli_objects_color( - Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base, + const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base, const short dflag, const int color) { RegionView3D *rv3d = ar->regiondata; @@ -965,6 +967,9 @@ static void draw_dupli_objects_color( char dt; short dtx; DupliApplyData *apply_data; + EvaluationContext eval_ctx; + + CTX_data_eval_ctx(C, &eval_ctx); if ((base->flag & BASE_VISIBLED) == 0) return; if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return; @@ -981,7 +986,7 @@ static void draw_dupli_objects_color( lb = object_duplilist(G.main->eval_ctx, scene, base->object); // BLI_listbase_sort(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */ - apply_data = duplilist_apply(base->object, scene, lb); + apply_data = duplilist_apply(&eval_ctx, base->object, scene, lb); DupliObject *dob_next = NULL; DupliObject *dob = dupli_step(lb->first); @@ -1034,7 +1039,7 @@ static void draw_dupli_objects_color( if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) { copy_m4_m4(dob->ob->obmat, dob->mat); GPU_begin_dupli_object(dob); - draw_object(scene, sl, ar, v3d, &tbase, dflag_dupli); + draw_object(C, scene, sl, ar, v3d, &tbase, dflag_dupli); GPU_end_dupli_object(); } @@ -1052,7 +1057,7 @@ static void draw_dupli_objects_color( free_object_duplilist(lb); } -void draw_dupli_objects(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base) +void draw_dupli_objects(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base) { /* define the color here so draw_dupli_objects_color can be called * from the set loop */ @@ -1062,7 +1067,7 @@ void draw_dupli_objects(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, if (base->object->dup_group && base->object->dup_group->id.us < 1) color = TH_REDALERT; - draw_dupli_objects_color(scene, sl, ar, v3d, base, 0, color); + draw_dupli_objects_color(C, scene, sl, ar, v3d, base, 0, color); } /* XXX warning, not using gpu offscreen here */ @@ -1175,12 +1180,12 @@ float view3d_depth_near(ViewDepths *d) return far == far_real ? FLT_MAX : far; } -void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) +void ED_view3d_draw_depth_gpencil(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d) { bool zbuf = v3d->zbuf; /* Setup view matrix. */ - ED_view3d_draw_setup_view(NULL, scene, ar, v3d, NULL, NULL, NULL); + ED_view3d_draw_setup_view(NULL, C, scene, ar, v3d, NULL, NULL, NULL); glClear(GL_DEPTH_BUFFER_BIT); @@ -1195,10 +1200,10 @@ void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) if (!zbuf) glDisable(GL_DEPTH_TEST); } -void ED_view3d_draw_depth_loop(Scene *scene, ARegion *ar, View3D *v3d) +void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d) { Base *base; - SceneLayer *sl = BKE_scene_layer_context_active_PLACEHOLDER(scene); + SceneLayer *sl = CTX_data_scene_layer(C); /* no need for color when drawing depth buffer */ const short dflag_depth = DRAW_CONSTCOLOR; @@ -1207,9 +1212,9 @@ void ED_view3d_draw_depth_loop(Scene *scene, ARegion *ar, View3D *v3d) Scene *sce_iter; for (SETLOOPER(scene->set, sce_iter, base)) { if ((base->flag & BASE_VISIBLED) != 0) { - draw_object(scene, sl, ar, v3d, base, 0); + draw_object(C, scene, sl, ar, v3d, base, 0); if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); + draw_dupli_objects_color(C, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); } } } @@ -1219,9 +1224,9 @@ void ED_view3d_draw_depth_loop(Scene *scene, ARegion *ar, View3D *v3d) if ((base->flag & BASE_VISIBLED) != 0) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); + draw_dupli_objects_color(C, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); } - draw_object(scene, sl, ar, v3d, base, dflag_depth); + draw_object(C, scene, sl, ar, v3d, base, dflag_depth); } } @@ -1242,7 +1247,7 @@ void ED_view3d_draw_depth_loop(Scene *scene, ARegion *ar, View3D *v3d) if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) { glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */ for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) { - draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth); } glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ } @@ -1251,21 +1256,21 @@ void ED_view3d_draw_depth_loop(Scene *scene, ARegion *ar, View3D *v3d) v3d->xray = false; v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { - draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = false; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { - draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { - draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } @@ -1278,19 +1283,19 @@ void ED_view3d_draw_depth_loop(Scene *scene, ARegion *ar, View3D *v3d) } void ED_view3d_draw_select_loop( - ViewContext *vc, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, + const bContext *C, ViewContext *vc, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, bool use_obedit_skip, bool use_nearest) { short code = 1; const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR; if (vc->obedit && vc->obedit->type == OB_MBALL) { - draw_object(scene, sl, ar, v3d, BASACT_NEW, dflag); + draw_object(C, scene, sl, ar, v3d, BASACT_NEW, dflag); } else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) { /* if not drawing sketch, draw bones */ if (!BDR_drawSketchNames(vc)) { - draw_object(scene, sl, ar, v3d, BASACT_NEW, dflag); + draw_object(C, scene, sl, ar, v3d, BASACT_NEW, dflag); } } else { @@ -1311,7 +1316,7 @@ void ED_view3d_draw_select_loop( } else { if (GPU_select_load_id(code)) { - draw_object(scene, sl, ar, v3d, base, dflag); + draw_object(C, scene, sl, ar, v3d, base, dflag); } } code++; @@ -1322,7 +1327,7 @@ void ED_view3d_draw_select_loop( if (use_nearest) { bool xrayclear = true; if (v3d->afterdraw_xray.first) { - view3d_draw_xray_select(scene, sl, ar, v3d, &xrayclear); + view3d_draw_xray_select(C, scene, sl, ar, v3d, &xrayclear); } } } @@ -1362,7 +1367,7 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d, } } -static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d) +static void gpu_update_lamps_shadows_world(EvaluationContext *eval_ctx, Scene *scene, View3D *v3d) { ListBase shadows; Scene *sce_iter; @@ -1422,7 +1427,7 @@ static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d) /* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */ ED_view3d_draw_offscreen( - scene, BKE_scene_layer_context_active_PLACEHOLDER(scene), v3d, &ar, winsize, winsize, viewmat, winmat, + eval_ctx, scene, eval_ctx->scene_layer, v3d, &ar, winsize, winsize, viewmat, winmat, false, false, true, NULL, NULL, NULL, NULL); GPU_lamp_shadow_buffer_unbind(shadow->lamp); @@ -1558,10 +1563,10 @@ static void view3d_draw_objects( for (SETLOOPER(scene->set, sce_iter, base)) { if ((base->flag & BASE_VISIBLED) != 0) { UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); - draw_object(scene, sl, ar, v3d, base, dflag); + draw_object(C, scene, sl, ar, v3d, base, dflag); if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag, TH_UNDEFINED); + draw_dupli_objects_color(C, scene, sl, ar, v3d, base, dflag, TH_UNDEFINED); } } } @@ -1574,9 +1579,9 @@ static void view3d_draw_objects( if ((base->flag & BASE_VISIBLED) != 0) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) - draw_dupli_objects(scene, sl, ar, v3d, base); + draw_dupli_objects(C, scene, sl, ar, v3d, base); - draw_object(scene, sl, ar, v3d, base, 0); + draw_object(C, scene, sl, ar, v3d, base, 0); } } } @@ -1591,11 +1596,11 @@ static void view3d_draw_objects( /* dupli drawing */ if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects(scene, sl, ar, v3d, base); + draw_dupli_objects(C, scene, sl, ar, v3d, base); } if ((base->flag & BASE_SELECTED) == 0) { if (base->object != scene->obedit) - draw_object(scene, sl, ar, v3d, base, 0); + draw_object(C, scene, sl, ar, v3d, base, 0); } } } @@ -1607,7 +1612,7 @@ static void view3d_draw_objects( for (base = sl->object_bases.first; base; base = base->next) { if ((base->flag & BASE_VISIBLED) != 0) { if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) { - draw_object(scene, sl, ar, v3d, base, 0); + draw_object(C, scene, sl, ar, v3d, base, 0); } } } @@ -1629,7 +1634,7 @@ static void view3d_draw_objects( } /* transp and X-ray afterdraw stuff */ - if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, sl, ar, v3d); + if (v3d->afterdraw_transp.first) view3d_draw_transp(C, scene, sl, ar, v3d); /* always do that here to cleanup depth buffers if none needed */ if (fx) { @@ -1637,8 +1642,8 @@ static void view3d_draw_objects( GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray); } - if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, sl, ar, v3d, &xrayclear); - if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, sl, ar, v3d, xrayclear); + if (v3d->afterdraw_xray.first) view3d_draw_xray(C, scene, sl, ar, v3d, &xrayclear); + if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(C, scene, sl, ar, v3d, xrayclear); if (fx && do_composite_xray) { GPU_fx_compositor_XRay_resolve(fx); @@ -1846,7 +1851,7 @@ static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene, } /* setup view matrices */ - VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL); + VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL); /* background draw */ ED_region_pixelspace(ar); @@ -1930,15 +1935,18 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Sce ARegion *ar, const char **grid_unit) { wmWindow *win = CTX_wm_window(C); + EvaluationContext eval_ctx; RegionView3D *rv3d = ar->regiondata; unsigned int lay_used = v3d->lay_used; + CTX_data_eval_ctx(C, &eval_ctx); + /* post processing */ bool do_compositing = false; /* shadow buffers, before we setup matrices */ if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) - gpu_update_lamps_shadows_world(scene, v3d); + gpu_update_lamps_shadows_world(&eval_ctx, scene, v3d); /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */ if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) { @@ -1948,9 +1956,9 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Sce /* setup the view matrix */ if (VP_legacy_view3d_stereo3d_active(C, scene, v3d, rv3d)) - VP_legacy_view3d_stereo3d_setup(scene, v3d, ar); + VP_legacy_view3d_stereo3d_setup(C, scene, v3d, ar); else - VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL); + VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL); rv3d->rflag &= ~RV3D_IS_GAME_ENGINE; #ifdef WITH_GAMEENGINE @@ -2113,7 +2121,7 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) if (v3d->drawtype == OB_RENDER) view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect); - VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL); + VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL); glClear(GL_DEPTH_BUFFER_BIT); WM_manipulatormap_draw(ar->manipulator_map, C, WM_MANIPULATORMAP_DRAWSTEP_2D); @@ -2152,9 +2160,9 @@ void VP_deprecated_view3d_draw_objects( view3d_draw_objects(C, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx); } -void VP_deprecated_gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d) +void VP_deprecated_gpu_update_lamps_shadows_world(EvaluationContext *eval_ctx, Scene *scene, View3D *v3d) { - gpu_update_lamps_shadows_world(scene, v3d); + gpu_update_lamps_shadows_world(eval_ctx, scene, v3d); } /** \} */ |