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authorDalai Felinto <dfelinto@gmail.com>2017-03-02 17:52:27 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-03-02 19:09:24 +0300
commit209021a7031f830e8fd490f9f9698cfabc8db729 (patch)
tree6841a063932d95150bf564e182e7d5ff88e42101 /source/blender/editors/space_view3d/view3d_draw_legacy.c
parent083bc48816d0962d593c0a2d28b068dd24a706f8 (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.c19
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);