diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-03-02 17:52:27 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2017-03-02 19:09:24 +0300 |
commit | 209021a7031f830e8fd490f9f9698cfabc8db729 (patch) | |
tree | 6841a063932d95150bf564e182e7d5ff88e42101 /source/blender/editors/space_view3d/view3d_draw_legacy.c | |
parent | 083bc48816d0962d593c0a2d28b068dd24a706f8 (diff) |
Remove all instances of OBACT from drawobject.c and related changes
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw_legacy.c | 19 |
1 files changed, 10 insertions, 9 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c index 54202f70485..46b31948ce8 100644 --- a/source/blender/editors/space_view3d/view3d_draw_legacy.c +++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c @@ -1699,10 +1699,10 @@ void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, void *rv3dmat_pt) rv3d->pixsize = rv3dmat->pixsize; } -void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d) +void ED_view3d_draw_offscreen_init(Scene *scene, SceneLayer *sl, View3D *v3d) { /* shadow buffers, before we setup matrices */ - if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) + if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) gpu_update_lamps_shadows_world(scene, v3d); } @@ -1832,7 +1832,7 @@ void ED_view3d_draw_offscreen( * (avoids re-creating when doing multiple GL renders). */ ImBuf *ED_view3d_draw_offscreen_imbuf( - Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, + Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, bool draw_background, int alpha_mode, int samples, bool full_samples, const char *viewname, /* output vars */ @@ -1861,7 +1861,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( } } - ED_view3d_draw_offscreen_init(scene, v3d); + ED_view3d_draw_offscreen_init(scene, sl, v3d); GPU_offscreen_bind(ofs, true); @@ -1997,7 +1997,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( * \note used by the sequencer */ ImBuf *ED_view3d_draw_offscreen_imbuf_simple( - Scene *scene, Object *camera, int width, int height, + Scene *scene, SceneLayer *sl, Object *camera, int width, int height, unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background, int alpha_mode, int samples, bool full_samples, const char *viewname, GPUFX *fx, GPUOffScreen *ofs, char err_out[256]) @@ -2051,7 +2051,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple( invert_m4_m4(rv3d.persinv, rv3d.viewinv); return ED_view3d_draw_offscreen_imbuf( - scene, &v3d, &ar, width, height, flag, + scene, sl, &v3d, &ar, width, height, flag, draw_background, alpha_mode, samples, full_samples, viewname, fx, ofs, err_out); } @@ -2295,7 +2295,7 @@ static void update_lods(Scene *scene, float camera_pos[3]) } #endif -static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, View3D *v3d, +static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, const char **grid_unit) { wmWindow *win = CTX_wm_window(C); @@ -2306,7 +2306,7 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Vie bool do_compositing = false; /* shadow buffers, before we setup matrices */ - if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) + if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) gpu_update_lamps_shadows_world(scene, v3d); /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */ @@ -2449,6 +2449,7 @@ static void view3d_main_region_draw_info(const bContext *C, Scene *scene, void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) { Scene *scene = CTX_data_scene(C); + SceneLayer *sl = CTX_data_scene_layer(C); View3D *v3d = CTX_wm_view3d(C); const char *grid_unit = NULL; rcti border_rect; @@ -2460,7 +2461,7 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) /* draw viewport using opengl */ if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) { - view3d_main_region_draw_objects(C, scene, v3d, ar, &grid_unit); + view3d_main_region_draw_objects(C, scene, sl, v3d, ar, &grid_unit); if (G.debug & G_DEBUG_SIMDATA) draw_sim_debug_data(scene, v3d, ar); |