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authorDalai Felinto <dfelinto@gmail.com>2017-11-23 18:51:49 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-23 19:58:01 +0300
commitb79b8478ee3bb1b115c5d6b8bdb0cc74d5169955 (patch)
treed67b529dc95488186255631660d3251cfb5da5da /source/blender/editors/space_view3d/view3d_draw_legacy.c
parent2f9df08aa8eaad1127f1b44aed518e1beaf91df7 (diff)
Cleanup: Rename ViewLayer *sl > ViewLayer *view_layer
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c68
1 files changed, 34 insertions, 34 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index e3811d28d0d..84f0f96fe0b 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -211,10 +211,10 @@ static void draw_view_icon(RegionView3D *rv3d, rcti *rect)
/* *********************** backdraw for selection *************** */
-static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d)
+static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, wmWindow *win, ARegion *ar, View3D *v3d)
{
RegionView3D *rv3d = ar->regiondata;
- struct Base *base = sl->basact;
+ struct Base *base = view_layer->basact;
int multisample_enabled;
BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
@@ -825,7 +825,7 @@ void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag)
/* disables write in zbuffer and draws it over */
static void view3d_draw_transp(
- const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d)
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d)
{
View3DAfter *v3da;
@@ -833,7 +833,7 @@ static void view3d_draw_transp(
v3d->transp = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
- draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, v3da->dflag);
MEM_freeN(v3da);
}
v3d->transp = false;
@@ -844,7 +844,7 @@ static void view3d_draw_transp(
/* clears zbuffer and draws it over */
static void view3d_draw_xray(
- const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, bool *clear)
{
if (*clear && v3d->zbuf) {
glClear(GL_DEPTH_BUFFER_BIT);
@@ -854,7 +854,7 @@ static void view3d_draw_xray(
v3d->xray = true;
View3DAfter *v3da;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
- draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, v3da->dflag);
MEM_freeN(v3da);
}
v3d->xray = false;
@@ -863,7 +863,7 @@ static void view3d_draw_xray(
/* clears zbuffer and draws it over */
static void view3d_draw_xraytransp(
- const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, const bool clear)
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, const bool clear)
{
if (clear && v3d->zbuf)
glClear(GL_DEPTH_BUFFER_BIT);
@@ -875,7 +875,7 @@ static void view3d_draw_xraytransp(
View3DAfter *v3da;
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
- draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, v3da->dflag);
MEM_freeN(v3da);
}
@@ -888,7 +888,7 @@ static void view3d_draw_xraytransp(
/* 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(
- const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
+ const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, 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.
@@ -908,7 +908,7 @@ static void view3d_draw_xray_select(
v3d->xray = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
if (GPU_select_load_id(v3da->base->object->select_color)) {
- draw_object_select(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ draw_object_select(eval_ctx, scene, view_layer, ar, v3d, v3da->base, v3da->dflag);
}
MEM_freeN(v3da);
}
@@ -944,7 +944,7 @@ static DupliObject *dupli_step(DupliObject *dob)
}
static void draw_dupli_objects_color(
- const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, Base *base,
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, Base *base,
const short dflag, const int color)
{
RegionView3D *rv3d = ar->regiondata;
@@ -1027,7 +1027,7 @@ 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(eval_ctx, scene, sl, ar, v3d, &tbase, dflag_dupli);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, &tbase, dflag_dupli);
GPU_end_dupli_object();
}
@@ -1045,7 +1045,7 @@ static void draw_dupli_objects_color(
free_object_duplilist(lb);
}
-void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, Base *base)
+void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, Base *base)
{
/* define the color here so draw_dupli_objects_color can be called
* from the set loop */
@@ -1055,7 +1055,7 @@ void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, ViewLay
if (base->object->dup_group && base->object->dup_group->id.us < 1)
color = TH_REDALERT;
- draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, 0, color);
+ draw_dupli_objects_color(eval_ctx, scene, view_layer, ar, v3d, base, 0, color);
}
/* XXX warning, not using gpu offscreen here */
@@ -1192,7 +1192,7 @@ void ED_view3d_draw_depth_gpencil(
void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d)
{
Base *base;
- ViewLayer *sl = eval_ctx->view_layer;
+ ViewLayer *view_layer = eval_ctx->view_layer;
/* no need for color when drawing depth buffer */
const short dflag_depth = DRAW_CONSTCOLOR;
@@ -1201,21 +1201,21 @@ void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene,
Scene *sce_iter;
for (SETLOOPER(scene->set, sce_iter, base)) {
if ((base->flag & BASE_VISIBLED) != 0) {
- draw_object(eval_ctx, scene, sl, ar, v3d, base, 0);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, base, 0);
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ draw_dupli_objects_color(eval_ctx, scene, view_layer, ar, v3d, base, dflag_depth, TH_UNDEFINED);
}
}
}
}
- for (base = sl->object_bases.first; base; base = base->next) {
+ for (base = view_layer->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ draw_dupli_objects_color(eval_ctx, scene, view_layer, ar, v3d, base, dflag_depth, TH_UNDEFINED);
}
- draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag_depth);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, base, dflag_depth);
}
}
@@ -1236,7 +1236,7 @@ void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene,
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(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, dflag_depth);
}
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
}
@@ -1245,21 +1245,21 @@ void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene,
v3d->xray = false;
v3d->transp = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
- draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, dflag_depth);
MEM_freeN(v3da);
}
v3d->xray = true;
v3d->transp = false;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
- draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, dflag_depth);
MEM_freeN(v3da);
}
v3d->xray = true;
v3d->transp = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
- draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, dflag_depth);
MEM_freeN(v3da);
}
@@ -1272,7 +1272,7 @@ void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene,
}
void ED_view3d_draw_select_loop(
- const struct EvaluationContext *eval_ctx, ViewContext *vc, Scene *scene, ViewLayer *sl,
+ const struct EvaluationContext *eval_ctx, ViewContext *vc, Scene *scene, ViewLayer *view_layer,
View3D *v3d, ARegion *ar, bool use_obedit_skip, bool use_nearest)
{
struct bThemeState theme_state;
@@ -1285,18 +1285,18 @@ void ED_view3d_draw_select_loop(
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
if (vc->obedit && vc->obedit->type == OB_MBALL) {
- draw_object(eval_ctx, scene, sl, ar, v3d, BASACT(sl), dflag);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, BASACT(view_layer), dflag);
}
else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
/* if not drawing sketch, draw bones */
if (!BDR_drawSketchNames(vc)) {
- draw_object(eval_ctx, scene, sl, ar, v3d, BASACT(sl), dflag);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, BASACT(view_layer), dflag);
}
}
else {
Base *base;
- for (base = sl->object_bases.first; base; base = base->next) {
+ for (base = view_layer->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_VISIBLED) != 0) {
if (((base->flag & BASE_SELECTABLED) == 0) ||
(use_obedit_skip && (scene->obedit->data == base->object->data)))
@@ -1311,7 +1311,7 @@ void ED_view3d_draw_select_loop(
}
else {
if (GPU_select_load_id(code)) {
- draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, base, dflag);
}
}
code++;
@@ -1322,7 +1322,7 @@ void ED_view3d_draw_select_loop(
if (use_nearest) {
bool xrayclear = true;
if (v3d->afterdraw_xray.first) {
- view3d_draw_xray_select(eval_ctx, scene, sl, ar, v3d, &xrayclear);
+ view3d_draw_xray_select(eval_ctx, scene, view_layer, ar, v3d, &xrayclear);
}
}
}
@@ -1942,7 +1942,7 @@ static void update_lods(Scene *scene, float camera_pos[3])
}
#endif
-static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, ViewLayer *sl, View3D *v3d,
+static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, ViewLayer *view_layer, View3D *v3d,
ARegion *ar, const char **grid_unit)
{
wmWindow *win = CTX_wm_window(C);
@@ -1956,7 +1956,7 @@ 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, sl, NULL, v3d, v3d->drawtype))
+ if (draw_glsl_material(scene, view_layer, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows_world(&eval_ctx, scene, v3d);
/* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
@@ -2104,7 +2104,7 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
{
EvaluationContext eval_ctx;
Scene *scene = CTX_data_scene(C);
- ViewLayer *sl = CTX_data_view_layer(C);
+ ViewLayer *view_layer = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C);
const char *grid_unit = NULL;
rcti border_rect;
@@ -2124,7 +2124,7 @@ 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) {
VP_view3d_main_region_clear(scene, v3d, ar); /* background */
- view3d_main_region_draw_objects(C, scene, sl, v3d, ar, &grid_unit);
+ view3d_main_region_draw_objects(C, scene, view_layer, v3d, ar, &grid_unit);
if (G.debug & G_DEBUG_SIMDATA)
draw_sim_debug_data(scene, v3d, ar);