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Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r--source/blender/blenkernel/intern/scene.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index f94f7cd8f0b..c28d741d7ec 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -1140,13 +1140,13 @@ bool BKE_scene_validate_setscene(Main *bmain, Scene *sce)
/* This function is needed to cope with fractional frames - including two Blender rendering features
* mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering.
*/
-float BKE_scene_frame_get(Scene *scene)
+float BKE_scene_frame_get(const Scene *scene)
{
return BKE_scene_frame_get_from_ctime(scene, scene->r.cfra);
}
/* This function is used to obtain arbitrary fractional frames */
-float BKE_scene_frame_get_from_ctime(Scene *scene, const float frame)
+float BKE_scene_frame_get_from_ctime(const Scene *scene, const float frame)
{
float ctime = frame;
ctime += scene->r.subframe;
@@ -1891,7 +1891,7 @@ bool BKE_scene_remove_render_layer(Main *bmain, Scene *scene, SceneRenderLayer *
/* render simplification */
-int get_render_subsurf_level(RenderData *r, int lvl)
+int get_render_subsurf_level(const RenderData *r, int lvl)
{
if (r->mode & R_SIMPLIFY)
return min_ii(r->simplify_subsurf, lvl);
@@ -1899,7 +1899,7 @@ int get_render_subsurf_level(RenderData *r, int lvl)
return lvl;
}
-int get_render_child_particle_number(RenderData *r, int num)
+int get_render_child_particle_number(const RenderData *r, int num)
{
if (r->mode & R_SIMPLIFY)
return (int)(r->simplify_particles * num);
@@ -1907,7 +1907,7 @@ int get_render_child_particle_number(RenderData *r, int num)
return num;
}
-int get_render_shadow_samples(RenderData *r, int samples)
+int get_render_shadow_samples(const RenderData *r, int samples)
{
if ((r->mode & R_SIMPLIFY) && samples > 0)
return min_ii(r->simplify_shadowsamples, samples);
@@ -1915,7 +1915,7 @@ int get_render_shadow_samples(RenderData *r, int samples)
return samples;
}
-float get_render_aosss_error(RenderData *r, float error)
+float get_render_aosss_error(const RenderData *r, float error)
{
if (r->mode & R_SIMPLIFY)
return ((1.0f - r->simplify_aosss) * 10.0f + 1.0f) * error;
@@ -1947,18 +1947,18 @@ Base *_setlooper_base_step(Scene **sce_iter, Base *base)
return NULL;
}
-bool BKE_scene_use_new_shading_nodes(Scene *scene)
+bool BKE_scene_use_new_shading_nodes(const Scene *scene)
{
- RenderEngineType *type = RE_engines_find(scene->r.engine);
+ const RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SHADING_NODES);
}
-bool BKE_scene_uses_blender_internal(struct Scene *scene)
+bool BKE_scene_uses_blender_internal(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER);
}
-bool BKE_scene_uses_blender_game(struct Scene *scene)
+bool BKE_scene_uses_blender_game(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME);
}