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authorCampbell Barton <ideasman42@gmail.com>2019-08-24 01:50:58 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-08-24 05:06:58 +0300
commit67d9647ae4e17bb14d89933e392381e01ebae6a0 (patch)
tree6bfdf64c7cdc1b2215e571b4f86906054758925a /source/blender/editors/uvedit
parenta68e8ac993a169b63365ffc099d3f01581f6ce0b (diff)
Cleanup: use eval as a suffix
Follow conversion already used in most places.
Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index f485b440692..fe761f65702 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -205,14 +205,14 @@ static void draw_uvs_shadow(SpaceImage *UNUSED(sima),
Object *obedit,
Depsgraph *depsgraph)
{
- Object *eval_ob = DEG_get_evaluated_object(depsgraph, obedit);
- Mesh *me = eval_ob->data;
+ Object *ob_eval = DEG_get_evaluated_object(depsgraph, obedit);
+ Mesh *me = ob_eval->data;
float col[4];
UI_GetThemeColor4fv(TH_UV_SHADOW, col);
DRW_mesh_batch_cache_validate(me);
GPUBatch *edges = DRW_mesh_batch_cache_get_uv_edges(me);
- DRW_mesh_batch_cache_create_requested(eval_ob, me, scene, false, false);
+ DRW_mesh_batch_cache_create_requested(ob_eval, me, scene, false, false);
if (edges) {
GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UV_UNIFORM_COLOR);
@@ -223,8 +223,8 @@ static void draw_uvs_shadow(SpaceImage *UNUSED(sima),
static void draw_uvs_texpaint(Scene *scene, Object *ob, Depsgraph *depsgraph)
{
- Object *eval_ob = DEG_get_evaluated_object(depsgraph, ob);
- Mesh *me = eval_ob->data;
+ Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
+ Mesh *me = ob_eval->data;
ToolSettings *ts = scene->toolsettings;
float col[4];
UI_GetThemeColor4fv(TH_UV_SHADOW, col);
@@ -235,7 +235,7 @@ static void draw_uvs_texpaint(Scene *scene, Object *ob, Depsgraph *depsgraph)
DRW_mesh_batch_cache_validate(me);
GPUBatch *geom = DRW_mesh_batch_cache_get_uv_edges(me);
- DRW_mesh_batch_cache_create_requested(eval_ob, me, scene, false, false);
+ DRW_mesh_batch_cache_create_requested(ob_eval, me, scene, false, false);
GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_UV_UNIFORM_COLOR);
GPU_batch_uniform_4fv(geom, "color", col);
@@ -246,7 +246,7 @@ static void draw_uvs_texpaint(Scene *scene, Object *ob, Depsgraph *depsgraph)
MPoly *mpoly = me->mpoly;
uint draw_start = 0;
uint idx = 0;
- bool prev_ma_match = (mpoly->mat_nr == (eval_ob->actcol - 1));
+ bool prev_ma_match = (mpoly->mat_nr == (ob_eval->actcol - 1));
GPU_matrix_bind(geom->interface);
GPU_batch_bind(geom);
@@ -255,7 +255,7 @@ static void draw_uvs_texpaint(Scene *scene, Object *ob, Depsgraph *depsgraph)
* we can use multi draw indirect drawcalls for this.
* (not implemented in GPU module at the time of writing). */
for (int a = 0; a < me->totpoly; a++, mpoly++) {
- bool ma_match = (mpoly->mat_nr == (eval_ob->actcol - 1));
+ bool ma_match = (mpoly->mat_nr == (ob_eval->actcol - 1));
if (ma_match != prev_ma_match) {
if (ma_match == false) {
GPU_batch_draw_advanced(geom, draw_start, idx - draw_start, 0, 0);
@@ -282,13 +282,13 @@ static void draw_uvs_texpaint(Scene *scene, Object *ob, Depsgraph *depsgraph)
static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit, Depsgraph *depsgraph)
{
GPUBatch *faces, *edges, *verts, *facedots;
- Object *eval_ob = DEG_get_evaluated_object(depsgraph, obedit);
+ Object *ob_eval = DEG_get_evaluated_object(depsgraph, obedit);
const ToolSettings *ts = scene->toolsettings;
float col1[4], col2[4], col3[4], transparent[4] = {0.0f, 0.0f, 0.0f, 0.0f};
if (sima->flag & SI_DRAWSHADOW) {
bool is_cage_like_final_meshes = false;
- Mesh *me = (Mesh *)eval_ob->data;
+ Mesh *me = (Mesh *)ob_eval->data;
BMEditMesh *embm = me->edit_mesh;
is_cage_like_final_meshes = embm && embm->mesh_eval_final &&
embm->mesh_eval_final->runtime.is_original;
@@ -300,7 +300,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit, Depsgraph *
}
}
- uvedit_get_batches(eval_ob, sima, scene, &faces, &edges, &verts, &facedots);
+ uvedit_get_batches(ob_eval, sima, scene, &faces, &edges, &verts, &facedots);
bool interpedges;
bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0;