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authorDalai Felinto <dfelinto@gmail.com>2017-11-22 15:52:39 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-23 12:48:23 +0300
commit3abe8b3292cf7a50a9200b95401993384df24d9a (patch)
tree6c7a853710f1a4264dd1bb4d7b9bf14f44b75f33 /source/blender/render/intern
parentfb7d23bdb2a5c0ed00067045e4acdf6593258b52 (diff)
Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
Diffstat (limited to 'source/blender/render/intern')
-rw-r--r--source/blender/render/intern/include/render_types.h4
-rw-r--r--source/blender/render/intern/include/rendercore.h2
-rw-r--r--source/blender/render/intern/source/convertblender.c8
-rw-r--r--source/blender/render/intern/source/envmap.c4
-rw-r--r--source/blender/render/intern/source/external_engine.c16
-rw-r--r--source/blender/render/intern/source/pipeline.c108
-rw-r--r--source/blender/render/intern/source/pointdensity.c12
-rw-r--r--source/blender/render/intern/source/render_result.c86
-rw-r--r--source/blender/render/intern/source/rendercore.c8
9 files changed, 124 insertions, 124 deletions
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index 8f572c34f3d..d24aae6ac97 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -192,8 +192,8 @@ struct Render {
struct Main *main;
Scene *scene;
RenderData r;
- ListBase render_layers;
- int active_layer;
+ ListBase view_layers;
+ int active_view_layer;
World wrld;
ViewRender view_render;
struct Object *camera_override;
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index 14c3d798e4f..c01db7db53e 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -83,7 +83,7 @@ void zbufshade_sss_tile(struct RenderPart *pa);
int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp);
-void render_internal_update_passes(struct RenderEngine *engine, struct Scene *scene, struct SceneLayer *scene_layer);
+void render_internal_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);
/* -------- ray.c ------- */
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 496349e4ca6..81ed4c71b17 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -4939,7 +4939,7 @@ static void dupli_render_particle_set(Render *re, Object *ob, int timeoffset, in
dupli_render_particle_set(re, go->ob, timeoffset, level+1, enable);
}
-static int get_vector_renderlayers(Scene *UNUSED(sce))
+static int get_vector_viewlayers(Scene *UNUSED(sce))
{
return 0;
}
@@ -5010,7 +5010,7 @@ static void database_init_objects(Render *re, unsigned int UNUSED(renderlay), in
/* in the prev/next pass for making speed vectors, avoid creating
* objects that are not on a renderlayer with a vector pass, can
* save a lot of time in complex scenes */
- vectorlay= get_vector_renderlayers(re->scene);
+ vectorlay= get_vector_viewlayers(re->scene);
#endif
/* if the object is not visible, ignore it */
@@ -5203,7 +5203,7 @@ void RE_Database_FromScene(Render *re, Main *bmain, Scene *scene, unsigned int l
/* applies changes fully */
if ((re->r.scemode & (R_NO_FRAME_UPDATE|R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))==0) {
BKE_scene_graph_update_for_newframe(re->eval_ctx, re->depsgraph, re->main, re->scene, NULL);
- render_update_anim_renderdata(re, &re->scene->r, &re->scene->render_layers);
+ render_update_anim_renderdata(re, &re->scene->r, &re->scene->view_layers);
}
/* if no camera, viewmat should have been set! */
@@ -5789,7 +5789,7 @@ void RE_Database_FromScene_Vectors(Render *re, Main *bmain, Scene *sce, unsigned
}
if (!re->test_break(re->tbh)) {
- int vectorlay= get_vector_renderlayers(re->scene);
+ int vectorlay= get_vector_viewlayers(re->scene);
for (step= 0; step<2; step++) {
diff --git a/source/blender/render/intern/source/envmap.c b/source/blender/render/intern/source/envmap.c
index c873de064eb..2a7aab58980 100644
--- a/source/blender/render/intern/source/envmap.c
+++ b/source/blender/render/intern/source/envmap.c
@@ -143,7 +143,7 @@ static Render *envmap_render_copy(Render *re, EnvMap *env)
/* set up renderdata */
envre->r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR);
- BLI_freelistN(&envre->render_layers);
+ BLI_freelistN(&envre->view_layers);
BLI_freelistN(&envre->r.views);
envre->r.filtertype = 0;
envre->r.tilex = envre->r.xsch / 2;
@@ -151,7 +151,7 @@ static Render *envmap_render_copy(Render *re, EnvMap *env)
envre->r.size = 100;
envre->r.yasp = envre->r.xasp = 1;
- RE_InitState(envre, NULL, &envre->r, &re->render_layers, re->active_layer, &envre->view_render, NULL, cuberes, cuberes, NULL);
+ RE_InitState(envre, NULL, &envre->r, &re->view_layers, re->active_view_layer, &envre->view_render, NULL, cuberes, cuberes, NULL);
envre->main = re->main;
envre->scene = re->scene; /* unsure about this... */
envre->scene_color_manage = re->scene_color_manage;
diff --git a/source/blender/render/intern/source/external_engine.c b/source/blender/render/intern/source/external_engine.c
index 160f999f4e7..68077d4d93b 100644
--- a/source/blender/render/intern/source/external_engine.c
+++ b/source/blender/render/intern/source/external_engine.c
@@ -107,7 +107,7 @@ void RE_engines_exit(void)
DRW_engines_free();
BKE_layer_collection_engine_settings_callback_free();
- BKE_scene_layer_engine_settings_callback_free();
+ BKE_view_layer_engine_settings_callback_free();
for (type = R_engines.first; type; type = next) {
next = type->next;
@@ -133,7 +133,7 @@ void RE_engines_register(Main *bmain, RenderEngineType *render_type)
bmain, render_type->idname, render_type->collection_settings_create);
}
if (render_type->render_settings_create) {
- BKE_scene_layer_engine_settings_callback_register(
+ BKE_view_layer_engine_settings_callback_register(
bmain, render_type->idname, render_type->render_settings_create);
}
BLI_addtail(&R_engines, render_type);
@@ -658,7 +658,7 @@ int RE_engine_render(Render *re, int do_all)
* creating the render result */
if ((re->r.scemode & (R_NO_FRAME_UPDATE | R_BUTS_PREVIEW)) == 0) {
BKE_scene_graph_update_for_newframe(re->eval_ctx, re->depsgraph, re->main, re->scene, NULL);
- render_update_anim_renderdata(re, &re->scene->r, &re->scene->render_layers);
+ render_update_anim_renderdata(re, &re->scene->r, &re->scene->view_layers);
}
/* create render result */
@@ -777,12 +777,12 @@ int RE_engine_render(Render *re, int do_all)
return 1;
}
-void RE_engine_register_pass(struct RenderEngine *engine, struct Scene *scene, struct SceneLayer *scene_layer,
+void RE_engine_register_pass(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer,
const char *name, int UNUSED(channels), const char *UNUSED(chanid), int type)
{
/* The channel information is currently not used, but is part of the API in case it's needed in the future. */
- if (!(scene && scene_layer && engine)) {
+ if (!(scene && view_layer && engine)) {
return;
}
@@ -792,12 +792,12 @@ void RE_engine_register_pass(struct RenderEngine *engine, struct Scene *scene, s
Scene *sce;
for (sce = G.main->scene.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
- ntreeCompositRegisterPass(sce->nodetree, scene, scene_layer, name, type);
+ ntreeCompositRegisterPass(sce->nodetree, scene, view_layer, name, type);
}
}
}
-SceneLayer *RE_engine_get_scene_layer(Render *re)
+ViewLayer *RE_engine_get_view_layer(Render *re)
{
- return re->eval_ctx->scene_layer;
+ return re->eval_ctx->view_layer;
}
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index ed74696ba78..7fdaf38a9ff 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -264,7 +264,7 @@ RenderResult *RE_MultilayerConvert(void *exrhandle, const char *colorspace, bool
RenderLayer *render_get_active_layer(Render *re, RenderResult *rr)
{
- RenderLayer *rl = BLI_findlink(&rr->layers, re->active_layer);
+ RenderLayer *rl = BLI_findlink(&rr->layers, re->active_view_layer);
if (rl)
return rl;
@@ -274,10 +274,10 @@ RenderLayer *render_get_active_layer(Render *re, RenderResult *rr)
static int render_scene_needs_vector(Render *re)
{
- SceneLayer *scene_layer;
- for (scene_layer = re->render_layers.first; scene_layer; scene_layer = scene_layer->next)
- if (scene_layer->flag & SCENE_LAYER_RENDER) {
- if (scene_layer->passflag & SCE_PASS_VECTOR) {
+ ViewLayer *view_layer;
+ for (view_layer = re->view_layers.first; view_layer; view_layer = view_layer->next)
+ if (view_layer->flag & VIEW_LAYER_RENDER) {
+ if (view_layer->passflag & SCE_PASS_VECTOR) {
return 1;
}
}
@@ -286,9 +286,9 @@ static int render_scene_needs_vector(Render *re)
static bool render_scene_has_layers_to_render(Scene *scene)
{
- SceneLayer *scene_layer;
- for (scene_layer = scene->render_layers.first; scene_layer; scene_layer = scene_layer->next) {
- if (scene_layer->flag & SCENE_LAYER_RENDER) {
+ ViewLayer *view_layer;
+ for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ if (view_layer->flag & VIEW_LAYER_RENDER) {
return true;
}
}
@@ -584,7 +584,7 @@ void RE_FreeRender(Render *re)
BLI_rw_mutex_end(&re->resultmutex);
BLI_rw_mutex_end(&re->partsmutex);
- BLI_freelistN(&re->render_layers);
+ BLI_freelistN(&re->view_layers);
BLI_freelistN(&re->r.views);
curvemapping_free_data(&re->r.mblur_shutter_curve);
@@ -748,7 +748,7 @@ void render_copy_viewrender(ViewRender *to, ViewRender *from)
/* disprect is optional, if NULL it assumes full window render */
void RE_InitState(Render *re, Render *source, RenderData *rd,
ListBase *render_layers, const int active_layer,
- ViewRender *view_render, SceneLayer *scene_layer,
+ ViewRender *view_render, ViewLayer *view_layer,
int winx, int winy, rcti *disprect)
{
bool had_freestyle = (re->r.mode & R_EDGE_FRS) != 0;
@@ -760,9 +760,9 @@ void RE_InitState(Render *re, Render *source, RenderData *rd,
/* copy render data and render layers for thread safety */
render_copy_renderdata(&re->r, rd);
render_copy_viewrender(&re->view_render, view_render);
- BLI_freelistN(&re->render_layers);
- BLI_duplicatelist(&re->render_layers, render_layers);
- re->active_layer = active_layer;
+ BLI_freelistN(&re->view_layers);
+ BLI_duplicatelist(&re->view_layers, render_layers);
+ re->active_view_layer = active_layer;
if (source) {
/* reuse border flags from source renderer */
@@ -811,10 +811,10 @@ void RE_InitState(Render *re, Render *source, RenderData *rd,
else re->osa = 0;
}
- if (scene_layer) {
- int index = BLI_findindex(render_layers, scene_layer);
+ if (view_layer) {
+ int index = BLI_findindex(render_layers, view_layer);
if (index != -1) {
- re->active_layer = index;
+ re->active_view_layer = index;
re->r.scemode |= R_SINGLE_LAYER;
}
}
@@ -832,7 +832,7 @@ void RE_InitState(Render *re, Render *source, RenderData *rd,
re->result = NULL;
}
else if (re->result) {
- SceneLayer *active_render_layer = BLI_findlink(&re->render_layers, re->active_layer);
+ ViewLayer *active_render_layer = BLI_findlink(&re->view_layers, re->active_view_layer);
RenderLayer *rl;
bool have_layer = false;
@@ -976,8 +976,8 @@ void render_update_anim_renderdata(Render *re, RenderData *rd, ListBase *render_
re->r.unit_line_thickness = rd->unit_line_thickness;
/* render layers */
- BLI_freelistN(&re->render_layers);
- BLI_duplicatelist(&re->render_layers, render_layers);
+ BLI_freelistN(&re->view_layers);
+ BLI_duplicatelist(&re->view_layers, render_layers);
/* render views */
BLI_freelistN(&re->r.views);
@@ -1979,7 +1979,7 @@ static void render_scene(Render *re, Scene *sce, int cfra)
}
/* initial setup */
- RE_InitState(resc, re, &sce->r, &sce->render_layers, sce->active_layer, &sce->view_render, NULL, winx, winy, &re->disprect);
+ RE_InitState(resc, re, &sce->r, &sce->view_layers, sce->active_view_layer, &sce->view_render, NULL, winx, winy, &re->disprect);
/* We still want to use 'rendercache' setting from org (main) scene... */
resc->r.scemode = (resc->r.scemode & ~R_EXR_CACHE_FILE) | (re->r.scemode & R_EXR_CACHE_FILE);
@@ -2250,24 +2250,24 @@ static void init_freestyle(Render *re)
/* invokes Freestyle stroke rendering */
static void add_freestyle(Render *re, int render)
{
- SceneLayer *scene_layer, *active_render_layer;
+ ViewLayer *view_layer, *active_view_layer;
LinkData *link;
Render *r;
const bool do_link = (re->r.mode & R_MBLUR) == 0 || re->i.curblur == re->r.mblur_samples;
- active_render_layer = BLI_findlink(&re->render_layers, re->active_layer);
+ active_view_layer = BLI_findlink(&re->view_layers, re->active_view_layer);
FRS_begin_stroke_rendering(re);
- for (scene_layer = (SceneLayer *)re->render_layers.first; scene_layer; scene_layer = scene_layer->next) {
+ for (view_layer = (ViewLayer *)re->view_layers.first; view_layer; view_layer = view_layer->next) {
if (do_link) {
link = (LinkData *)MEM_callocN(sizeof(LinkData), "LinkData to Freestyle render");
BLI_addtail(&re->freestyle_renders, link);
}
- if ((re->r.scemode & R_SINGLE_LAYER) && scene_layer != active_render_layer)
+ if ((re->r.scemode & R_SINGLE_LAYER) && view_layer != active_view_layer)
continue;
- if (FRS_is_freestyle_enabled(scene_layer)) {
- r = FRS_do_stroke_rendering(re, scene_layer, render);
+ if (FRS_is_freestyle_enabled(view_layer)) {
+ r = FRS_do_stroke_rendering(re, view_layer, render);
if (do_link)
link->data = (void *)r;
}
@@ -2284,25 +2284,25 @@ static void composite_freestyle_renders(Render *re, int sample)
{
Render *freestyle_render;
RenderView *rv;
- SceneLayer *scene_layer, *active_scene_layer;
+ ViewLayer *view_layer, *active_view_layer;
LinkData *link;
- active_scene_layer = BLI_findlink(&re->render_layers, re->active_layer);
+ active_view_layer = BLI_findlink(&re->view_layers, re->active_view_layer);
link = (LinkData *)re->freestyle_renders.first;
for (rv = re->result->views.first; rv; rv = rv->next) {
- for (scene_layer = (SceneLayer *)re->render_layers.first; scene_layer; scene_layer = scene_layer->next) {
- if ((re->r.scemode & R_SINGLE_LAYER) && scene_layer != active_scene_layer)
+ for (view_layer = (ViewLayer *)re->view_layers.first; view_layer; view_layer = view_layer->next) {
+ if ((re->r.scemode & R_SINGLE_LAYER) && view_layer != active_view_layer)
continue;
- if (FRS_is_freestyle_enabled(scene_layer)) {
+ if (FRS_is_freestyle_enabled(view_layer)) {
freestyle_render = (Render *)link->data;
/* may be NULL in case of empty render layer */
if (freestyle_render) {
render_result_exr_file_read_sample(freestyle_render, sample);
- FRS_composite_result(re, scene_layer, freestyle_render);
+ FRS_composite_result(re, view_layer, freestyle_render);
RE_FreeRenderResult(freestyle_render->result);
freestyle_render->result = NULL;
}
@@ -2882,10 +2882,10 @@ bool RE_force_single_renderlayer(Scene *scene)
{
int scemode = check_mode_full_sample(&scene->r, &scene->view_render);
if (scemode & R_SINGLE_LAYER) {
- SceneLayer *scene_layer = BLI_findlink(&scene->render_layers, scene->active_layer);
+ ViewLayer *view_layer = BLI_findlink(&scene->view_layers, scene->active_view_layer);
/* force layer to be enabled */
- if ((scene_layer->flag & SCENE_LAYER_RENDER) == 0) {
- scene_layer->flag |= SCENE_LAYER_RENDER;
+ if ((view_layer->flag & VIEW_LAYER_RENDER) == 0) {
+ view_layer->flag |= VIEW_LAYER_RENDER;
return true;
}
}
@@ -2901,7 +2901,7 @@ static bool check_valid_compositing_camera(Scene *scene, Object *camera_override
if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
Scene *sce = node->id ? (Scene *)node->id : scene;
if (sce->camera == NULL) {
- sce->camera = BKE_scene_layer_camera_find(BKE_scene_layer_from_scene_get(sce));
+ sce->camera = BKE_view_layer_camera_find(BKE_view_layer_from_scene_get(sce));
}
if (sce->camera == NULL) {
/* all render layers nodes need camera */
@@ -2959,7 +2959,7 @@ static int check_valid_camera(Scene *scene, Object *camera_override, ReportList
const char *err_msg = "No camera found in scene \"%s\"";
if (camera_override == NULL && scene->camera == NULL)
- scene->camera = BKE_scene_layer_camera_find(BKE_scene_layer_from_scene_get(scene));
+ scene->camera = BKE_view_layer_camera_find(BKE_view_layer_from_scene_get(scene));
if (!check_valid_camera_multiview(scene, scene->camera, reports))
return false;
@@ -2975,7 +2975,7 @@ static int check_valid_camera(Scene *scene, Object *camera_override, ReportList
{
if (!seq->scene_camera) {
if (!seq->scene->camera &&
- !BKE_scene_layer_camera_find(BKE_scene_layer_from_scene_get(seq->scene)))
+ !BKE_view_layer_camera_find(BKE_view_layer_from_scene_get(seq->scene)))
{
/* camera could be unneeded due to composite nodes */
Object *override = (seq->scene == scene) ? camera_override : NULL;
@@ -3142,15 +3142,15 @@ static void validate_render_settings(Render *re)
}
}
-static void update_physics_cache(Render *re, Scene *scene, SceneLayer *scene_layer, int UNUSED(anim_init))
+static void update_physics_cache(Render *re, Scene *scene, ViewLayer *view_layer, int UNUSED(anim_init))
{
PTCacheBaker baker;
memset(&baker, 0, sizeof(baker));
baker.main = re->main;
baker.scene = scene;
- baker.scene_layer = scene_layer;
- baker.depsgraph = BKE_scene_get_depsgraph(scene, scene_layer, true);
+ baker.view_layer = view_layer;
+ baker.depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
baker.bake = 0;
baker.render = 1;
baker.anim_init = 1;
@@ -3176,7 +3176,7 @@ void RE_SetEngineByID(Render *re, const char *engine_id)
/* evaluating scene options for general Blender render */
static int render_initialize_from_main(Render *re, RenderData *rd, Main *bmain, Scene *scene, ViewRender *view_render,
- SceneLayer *scene_layer, Object *camera_override, unsigned int lay_override,
+ ViewLayer *view_layer, Object *camera_override, unsigned int lay_override,
int anim, int anim_init)
{
int winx, winy;
@@ -3215,7 +3215,7 @@ static int render_initialize_from_main(Render *re, RenderData *rd, Main *bmain,
/* not too nice, but it survives anim-border render */
if (anim) {
- render_update_anim_renderdata(re, &scene->r, &scene->render_layers);
+ render_update_anim_renderdata(re, &scene->r, &scene->view_layers);
re->disprect = disprect;
return 1;
}
@@ -3230,17 +3230,17 @@ static int render_initialize_from_main(Render *re, RenderData *rd, Main *bmain,
*/
if (0) {
/* make sure dynamics are up to date */
- scene_layer = BKE_scene_layer_from_scene_get(scene);
- update_physics_cache(re, scene, scene_layer, anim_init);
+ view_layer = BKE_view_layer_from_scene_get(scene);
+ update_physics_cache(re, scene, view_layer, anim_init);
}
- if (scene_layer || scene->r.scemode & R_SINGLE_LAYER) {
+ if (view_layer || scene->r.scemode & R_SINGLE_LAYER) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_single_layer_begin(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
- RE_InitState(re, NULL, &scene->r, &scene->render_layers, scene->active_layer, &scene->view_render, scene_layer, winx, winy, &disprect);
+ RE_InitState(re, NULL, &scene->r, &scene->view_layers, scene->active_view_layer, &scene->view_render, view_layer, winx, winy, &disprect);
if (!re->ok) /* if an error was printed, abort */
return 0;
@@ -3261,7 +3261,7 @@ void RE_SetReports(Render *re, ReportList *reports)
}
/* general Blender frame render call */
-void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, SceneLayer *scene_layer, Object *camera_override,
+void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, ViewLayer *view_layer, Object *camera_override,
unsigned int lay_override, int frame, const bool write_still)
{
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_INIT);
@@ -3271,7 +3271,7 @@ void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, SceneLayer *scene_la
scene->r.cfra = frame;
- if (render_initialize_from_main(re, &scene->r, bmain, scene, &scene->view_render, scene_layer,
+ if (render_initialize_from_main(re, &scene->r, bmain, scene, &scene->view_render, view_layer,
camera_override, lay_override, 0, 0))
{
MEM_reset_peak_memory();
@@ -3851,13 +3851,13 @@ void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_overri
void RE_PreviewRender(Render *re, Main *bmain, Scene *sce, ViewRender *view_render)
{
Object *camera;
- SceneLayer *scene_layer = BKE_scene_layer_from_scene_get(sce);
+ ViewLayer *view_layer = BKE_view_layer_from_scene_get(sce);
int winx, winy;
winx = (sce->r.size * sce->r.xsch) / 100;
winy = (sce->r.size * sce->r.ysch) / 100;
- RE_InitState(re, NULL, &sce->r, &sce->render_layers, sce->active_layer, view_render, NULL, winx, winy, NULL);
+ RE_InitState(re, NULL, &sce->r, &sce->view_layers, sce->active_view_layer, view_render, NULL, winx, winy, NULL);
re->pool = BKE_image_pool_new();
@@ -3865,8 +3865,8 @@ void RE_PreviewRender(Render *re, Main *bmain, Scene *sce, ViewRender *view_rend
re->scene = sce;
re->scene_color_manage = BKE_scene_check_color_management_enabled(sce);
re->lay = sce->lay;
- re->depsgraph = BKE_scene_get_depsgraph(sce, scene_layer, false);
- re->eval_ctx->scene_layer = scene_layer;
+ re->depsgraph = BKE_scene_get_depsgraph(sce, view_layer, false);
+ re->eval_ctx->view_layer = view_layer;
camera = RE_GetCamera(re);
RE_SetCamera(re, camera);
@@ -3912,7 +3912,7 @@ bool RE_ReadRenderResult(Scene *scene, Scene *scenode)
re = RE_GetSceneRender(scene);
if (re == NULL)
re = RE_NewSceneRender(scene);
- RE_InitState(re, NULL, &scene->r, &scene->render_layers, scene->active_layer, &scene->view_render, NULL, winx, winy, &disprect);
+ RE_InitState(re, NULL, &scene->r, &scene->view_layers, scene->active_view_layer, &scene->view_render, NULL, winx, winy, &disprect);
re->scene = scene;
re->scene_color_manage = BKE_scene_check_color_management_enabled(scene);
diff --git a/source/blender/render/intern/source/pointdensity.c b/source/blender/render/intern/source/pointdensity.c
index 04786858b6b..e94a452c94a 100644
--- a/source/blender/render/intern/source/pointdensity.c
+++ b/source/blender/render/intern/source/pointdensity.c
@@ -945,7 +945,7 @@ static void particle_system_minmax(EvaluationContext *eval_ctx,
void RE_point_density_cache(
Scene *scene,
- SceneLayer *scene_layer,
+ ViewLayer *view_layer,
PointDensity *pd,
const bool use_render_params)
{
@@ -955,7 +955,7 @@ void RE_point_density_cache(
DEG_evaluation_context_init(&eval_ctx, use_render_params ? DAG_EVAL_RENDER
: DAG_EVAL_VIEWPORT);
- eval_ctx.scene_layer = scene_layer;
+ eval_ctx.view_layer = view_layer;
/* Same matricies/resolution as dupli_render_particle_set(). */
unit_m4(mat);
@@ -966,7 +966,7 @@ void RE_point_density_cache(
void RE_point_density_minmax(
struct Scene *scene,
- SceneLayer *scene_layer,
+ ViewLayer *view_layer,
struct PointDensity *pd,
const bool use_render_params,
float r_min[3], float r_max[3])
@@ -997,7 +997,7 @@ void RE_point_density_minmax(
DAG_EVAL_VIEWPORT);
eval_ctx.ctime = (float)scene->r.cfra + scene->r.subframe;
- eval_ctx.scene_layer = scene_layer;
+ eval_ctx.view_layer = view_layer;
particle_system_minmax(&eval_ctx,
scene,
@@ -1070,7 +1070,7 @@ static void point_density_sample_func(void *data_v, const int iter)
*/
void RE_point_density_sample(
Scene *scene,
- SceneLayer *scene_layer,
+ ViewLayer *view_layer,
PointDensity *pd,
const int resolution,
const bool use_render_params,
@@ -1090,7 +1090,7 @@ void RE_point_density_sample(
BLI_mutex_lock(&sample_mutex);
RE_point_density_minmax(scene,
- scene_layer,
+ view_layer,
pd,
use_render_params,
min,
diff --git a/source/blender/render/intern/source/render_result.c b/source/blender/render/intern/source/render_result.c
index 1b19307b9e8..53169c256a9 100644
--- a/source/blender/render/intern/source/render_result.c
+++ b/source/blender/render/intern/source/render_result.c
@@ -264,7 +264,7 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
RenderResult *rr;
RenderLayer *rl;
RenderView *rv;
- SceneLayer *scene_layer;
+ ViewLayer *view_layer;
int rectx, recty;
int nr;
@@ -294,19 +294,19 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
render_result_views_new(rr, &re->r);
/* check renderdata for amount of layers */
- for (nr = 0, scene_layer = re->render_layers.first; scene_layer; scene_layer = scene_layer->next, nr++) {
+ for (nr = 0, view_layer = re->view_layers.first; view_layer; view_layer = view_layer->next, nr++) {
if (layername && layername[0])
- if (!STREQ(scene_layer->name, layername))
+ if (!STREQ(view_layer->name, layername))
continue;
if (re->r.scemode & R_SINGLE_LAYER) {
- if (nr != re->active_layer) {
+ if (nr != re->active_view_layer) {
continue;
}
}
else {
- if ((scene_layer->flag & SCENE_LAYER_RENDER) == 0) {
+ if ((view_layer->flag & VIEW_LAYER_RENDER) == 0) {
continue;
}
}
@@ -314,10 +314,10 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
rl = MEM_callocN(sizeof(RenderLayer), "new render layer");
BLI_addtail(&rr->layers, rl);
- BLI_strncpy(rl->name, scene_layer->name, sizeof(rl->name));
- rl->layflag = scene_layer->layflag;
- rl->passflag = scene_layer->passflag; /* for debugging: scene_layer->passflag | SCE_PASS_RAYHITS; */
- rl->pass_xor = scene_layer->pass_xor;
+ BLI_strncpy(rl->name, view_layer->name, sizeof(rl->name));
+ rl->layflag = view_layer->layflag;
+ rl->passflag = view_layer->passflag; /* for debugging: view_layer->passflag | SCE_PASS_RAYHITS; */
+ rl->pass_xor = view_layer->pass_xor;
rl->rectx = rectx;
rl->recty = recty;
@@ -352,65 +352,65 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
/* a renderlayer should always have a Combined pass*/
render_layer_add_pass(rr, rl, 4, "Combined", view, "RGBA");
- if (scene_layer->passflag & SCE_PASS_Z)
+ if (view_layer->passflag & SCE_PASS_Z)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 1, RE_PASSNAME_Z, view, "Z");
- if (scene_layer->passflag & SCE_PASS_VECTOR)
+ if (view_layer->passflag & SCE_PASS_VECTOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 4, RE_PASSNAME_VECTOR, view, "XYZW");
- if (scene_layer->passflag & SCE_PASS_NORMAL)
+ if (view_layer->passflag & SCE_PASS_NORMAL)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_NORMAL, view, "XYZ");
- if (scene_layer->passflag & SCE_PASS_UV)
+ if (view_layer->passflag & SCE_PASS_UV)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_UV, view, "UVA");
- if (scene_layer->passflag & SCE_PASS_RGBA)
+ if (view_layer->passflag & SCE_PASS_RGBA)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 4, RE_PASSNAME_RGBA, view, "RGBA");
- if (scene_layer->passflag & SCE_PASS_EMIT)
+ if (view_layer->passflag & SCE_PASS_EMIT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_EMIT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_DIFFUSE)
+ if (view_layer->passflag & SCE_PASS_DIFFUSE)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_DIFFUSE, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SPEC)
+ if (view_layer->passflag & SCE_PASS_SPEC)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SPEC, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_AO)
+ if (view_layer->passflag & SCE_PASS_AO)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_AO, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_ENVIRONMENT)
+ if (view_layer->passflag & SCE_PASS_ENVIRONMENT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_ENVIRONMENT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SHADOW)
+ if (view_layer->passflag & SCE_PASS_SHADOW)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SHADOW, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_REFLECT)
+ if (view_layer->passflag & SCE_PASS_REFLECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_REFLECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_REFRACT)
+ if (view_layer->passflag & SCE_PASS_REFRACT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_REFRACT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_INDEXOB)
+ if (view_layer->passflag & SCE_PASS_INDEXOB)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 1, RE_PASSNAME_INDEXOB, view, "X");
- if (scene_layer->passflag & SCE_PASS_INDEXMA)
+ if (view_layer->passflag & SCE_PASS_INDEXMA)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 1, RE_PASSNAME_INDEXMA, view, "X");
- if (scene_layer->passflag & SCE_PASS_MIST)
+ if (view_layer->passflag & SCE_PASS_MIST)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 1, RE_PASSNAME_MIST, view, "Z");
if (rl->passflag & SCE_PASS_RAYHITS)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 4, RE_PASSNAME_RAYHITS, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_DIFFUSE_DIRECT)
+ if (view_layer->passflag & SCE_PASS_DIFFUSE_DIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_DIFFUSE_DIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_DIFFUSE_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_DIFFUSE_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_DIFFUSE_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_DIFFUSE_COLOR)
+ if (view_layer->passflag & SCE_PASS_DIFFUSE_COLOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_DIFFUSE_COLOR, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_GLOSSY_DIRECT)
+ if (view_layer->passflag & SCE_PASS_GLOSSY_DIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_GLOSSY_DIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_GLOSSY_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_GLOSSY_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_GLOSSY_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_GLOSSY_COLOR)
+ if (view_layer->passflag & SCE_PASS_GLOSSY_COLOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_GLOSSY_COLOR, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_TRANSM_DIRECT)
+ if (view_layer->passflag & SCE_PASS_TRANSM_DIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_TRANSM_DIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_TRANSM_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_TRANSM_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_TRANSM_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_TRANSM_COLOR)
+ if (view_layer->passflag & SCE_PASS_TRANSM_COLOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_TRANSM_COLOR, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SUBSURFACE_DIRECT)
+ if (view_layer->passflag & SCE_PASS_SUBSURFACE_DIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SUBSURFACE_DIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SUBSURFACE_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_SUBSURFACE_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SUBSURFACE_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SUBSURFACE_COLOR)
+ if (view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SUBSURFACE_COLOR, view, "RGB");
#undef RENDER_LAYER_ADD_PASS_SAFE
}
@@ -447,7 +447,7 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
rl->layflag = 0x7FFF; /* solid ztra halo strand */
rl->passflag = SCE_PASS_COMBINED;
- re->active_layer = 0;
+ re->active_view_layer = 0;
}
/* border render; calculate offset for use in compositor. compo is centralized coords */
@@ -978,7 +978,7 @@ void render_result_single_layer_begin(Render *re)
/* if scemode is R_SINGLE_LAYER, at end of rendering, merge the both render results */
void render_result_single_layer_end(Render *re)
{
- SceneLayer *scene_layer;
+ ViewLayer *view_layer;
RenderLayer *rlpush;
RenderLayer *rl;
int nr;
@@ -999,12 +999,12 @@ void render_result_single_layer_end(Render *re)
BLI_remlink(&re->result->layers, rl);
/* reconstruct render result layers */
- for (nr = 0, scene_layer = re->render_layers.first; scene_layer; scene_layer = scene_layer->next, nr++) {
- if (nr == re->active_layer) {
+ for (nr = 0, view_layer = re->view_layers.first; view_layer; view_layer = view_layer->next, nr++) {
+ if (nr == re->active_view_layer) {
BLI_addtail(&re->result->layers, rl);
}
else {
- rlpush = RE_GetRenderLayer(re->pushedresult, scene_layer->name);
+ rlpush = RE_GetRenderLayer(re->pushedresult, view_layer->name);
if (rlpush) {
BLI_remlink(&re->pushedresult->layers, rlpush);
BLI_addtail(&re->result->layers, rlpush);
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index a129e64db49..c9072105dd9 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -1992,18 +1992,18 @@ void add_halo_flare(Render *re)
}
}
-void render_internal_update_passes(RenderEngine *engine, Scene *scene, SceneLayer *scene_layer)
+void render_internal_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
{
int type;
- RE_engine_register_pass(engine, scene, scene_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
+ RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
#define CHECK_PASS(name, channels, chanid) \
- if (scene_layer->passflag & (SCE_PASS_ ## name)) { \
+ if (view_layer->passflag & (SCE_PASS_ ## name)) { \
if (channels == 4) type = SOCK_RGBA; \
else if (channels == 3) type = SOCK_VECTOR; \
else type = SOCK_FLOAT; \
- RE_engine_register_pass(engine, scene, scene_layer, RE_PASSNAME_ ## name, channels, chanid, type); \
+ RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_ ## name, channels, chanid, type); \
}
CHECK_PASS(Z, 1, "Z");