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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-24 16:20:17 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-26 18:06:14 +0300
commit67b014af484ad4ba6667e3cf9907422bedc8238a (patch)
tree68408128f8377b864c7b77be7c91b1fcead601b7 /source/blender/render/extern/include/RE_pipeline.h
parentc490428bd4dff75fb371777d4e95ea270c77ea94 (diff)
Workspaces: active view layer now always comes from workspace, not scene.
Both the scene and workspace had an active view layer, and it was confusing which settings were being used or displayed where. Now we always have one, so there is no mismatch. The "View Layers" tab in the properties editor is now "View Layer", no longer showing a list of layers. Instead view layers can be added and removed with the workspace view layer selector. They are also listed and selectable in the outliner. Single layer rendering uses the active view layer from the workspace. This fixes bugs where the wrong active view layer was used, but more places remain that are wrong and are now using the first view layer in the scene. These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
Diffstat (limited to 'source/blender/render/extern/include/RE_pipeline.h')
-rw-r--r--source/blender/render/extern/include/RE_pipeline.h8
1 files changed, 3 insertions, 5 deletions
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h
index 022f2a31826..056e236f60e 100644
--- a/source/blender/render/extern/include/RE_pipeline.h
+++ b/source/blender/render/extern/include/RE_pipeline.h
@@ -240,8 +240,7 @@ struct RenderPass *RE_create_gp_pass(struct RenderResult *rr, const char *layern
/* obligatory initialize call, disprect is optional */
void RE_InitState(struct Render *re, struct Render *source, struct RenderData *rd,
- struct ListBase *render_layers, const int active_layer,
- struct ViewLayer *view_layer,
+ struct ListBase *render_layers, struct ViewLayer *single_layer,
int winx, int winy, rcti *disprect);
void RE_ChangeResolution(struct Render *re, int winx, int winy, rcti *disprect);
void RE_ChangeModeFlag(struct Render *re, int flag, bool clear);
@@ -277,7 +276,7 @@ bool RE_WriteRenderViewsMovie(
/* only RE_NewRender() needed, main Blender render calls */
void RE_BlenderFrame(struct Render *re, struct Main *bmain, struct Scene *scene,
- struct ViewLayer *view_layer, struct Object *camera_override,
+ struct ViewLayer *single_layer, struct Object *camera_override,
unsigned int lay_override, int frame, const bool write_still);
void RE_BlenderAnim(struct Render *re, struct Main *bmain, struct Scene *scene, struct Object *camera_override,
unsigned int lay_override, int sfra, int efra, int tfra);
@@ -332,8 +331,7 @@ void RE_GetCameraWindow(struct Render *re, struct Object *camera, int frame, flo
void RE_GetCameraModelMatrix(struct Render *re, struct Object *camera, float r_mat[4][4]);
struct Scene *RE_GetScene(struct Render *re);
-bool RE_force_single_renderlayer(struct Scene *scene);
-bool RE_is_rendering_allowed(struct Scene *scene, struct Object *camera_override, struct ReportList *reports);
+bool RE_is_rendering_allowed(struct Scene *scene, struct ViewLayer *single_layer, struct Object *camera_override, struct ReportList *reports);
bool RE_allow_render_generic_object(struct Object *ob);