diff options
Diffstat (limited to 'source/blender/draw/intern/draw_manager.c')
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 78 |
1 files changed, 39 insertions, 39 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index cd9420feb77..4ec49536211 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -1061,7 +1061,7 @@ static void drw_engines_draw_text(void) PROFILE_START(stime); if (data->text_draw_cache) { - DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.ar, DST.draw_ctx.v3d); + DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.region, DST.draw_ctx.v3d); } PROFILE_END_UPDATE(data->render_time, stime); @@ -1226,9 +1226,9 @@ static bool drw_gpencil_engine_needed(Depsgraph *depsgraph, View3D *v3d) void DRW_notify_view_update(const DRWUpdateContext *update_ctx) { RenderEngineType *engine_type = update_ctx->engine_type; - ARegion *ar = update_ctx->ar; + ARegion *region = update_ctx->region; View3D *v3d = update_ctx->v3d; - RegionView3D *rv3d = ar->regiondata; + RegionView3D *rv3d = region->regiondata; Depsgraph *depsgraph = update_ctx->depsgraph; Scene *scene = update_ctx->scene; ViewLayer *view_layer = update_ctx->view_layer; @@ -1237,7 +1237,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx) /* Separate update for each stereo view. */ for (int view = 0; view < 2; view++) { - GPUViewport *viewport = WM_draw_region_get_viewport(ar, view); + GPUViewport *viewport = WM_draw_region_get_viewport(region, view); if (!viewport) { continue; } @@ -1252,7 +1252,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx) DST.viewport = viewport; DST.draw_ctx = (DRWContextState){ - .ar = ar, + .region = region, .rv3d = rv3d, .v3d = v3d, .scene = scene, @@ -1297,7 +1297,7 @@ void DRW_draw_callbacks_pre_scene(void) GPU_matrix_set(rv3d->viewmat); if (DST.draw_ctx.evil_C) { - ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW); + ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_PRE_VIEW); DRW_state_reset(); } } @@ -1305,7 +1305,7 @@ void DRW_draw_callbacks_pre_scene(void) void DRW_draw_callbacks_post_scene(void) { RegionView3D *rv3d = DST.draw_ctx.rv3d; - ARegion *ar = DST.draw_ctx.ar; + ARegion *region = DST.draw_ctx.region; View3D *v3d = DST.draw_ctx.v3d; Depsgraph *depsgraph = DST.draw_ctx.depsgraph; @@ -1330,14 +1330,14 @@ void DRW_draw_callbacks_post_scene(void) if (do_annotations) { GPU_depth_test(false); /* XXX: as scene->gpd is not copied for COW yet */ - ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true); + ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, true); GPU_depth_test(true); } drw_debug_draw(); GPU_depth_test(false); - ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW); + ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_POST_VIEW); /* Callback can be nasty and do whatever they want with the state. * Don't trust them! */ @@ -1359,7 +1359,7 @@ void DRW_draw_callbacks_post_scene(void) if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (do_annotations)) { GPU_depth_test(false); /* XXX: as scene->gpd is not copied for COW yet */ - ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false); + ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, false); } if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) { @@ -1372,7 +1372,7 @@ void DRW_draw_callbacks_post_scene(void) if (G.debug_value > 20 && G.debug_value < 30) { GPU_depth_test(false); /* local coordinate visible rect inside region, to accommodate overlapping ui */ - const rcti *rect = ED_region_visible_rect(DST.draw_ctx.ar); + const rcti *rect = ED_region_visible_rect(DST.draw_ctx.region); DRW_stats_draw(rect); } @@ -1401,11 +1401,11 @@ struct DRWTextStore *DRW_text_cache_ensure(void) void DRW_draw_view(const bContext *C) { Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C); - ARegion *ar = CTX_wm_region(C); + ARegion *region = CTX_wm_region(C); View3D *v3d = CTX_wm_view3d(C); Scene *scene = DEG_get_evaluated_scene(depsgraph); RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type); - GPUViewport *viewport = WM_draw_region_get_bound_viewport(ar); + GPUViewport *viewport = WM_draw_region_get_bound_viewport(region); /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); @@ -1414,7 +1414,7 @@ void DRW_draw_view(const bContext *C) DST.options.draw_background = (scene->r.alphamode == R_ADDSKY) || (v3d->shading.type != OB_RENDER); DST.options.do_color_management = true; - DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, C); + DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, C); } /** @@ -1423,7 +1423,7 @@ void DRW_draw_view(const bContext *C) */ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph, RenderEngineType *engine_type, - ARegion *ar, + ARegion *region, View3D *v3d, GPUViewport *viewport, const bContext *evil_C) @@ -1431,14 +1431,14 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph, Scene *scene = DEG_get_evaluated_scene(depsgraph); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); - RegionView3D *rv3d = ar->regiondata; + RegionView3D *rv3d = region->regiondata; DST.draw_ctx.evil_C = evil_C; DST.viewport = viewport; /* Setup viewport */ DST.draw_ctx = (DRWContextState){ - .ar = ar, + .region = region, .rv3d = rv3d, .v3d = v3d, .scene = scene, @@ -1535,7 +1535,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph, DRW_draw_callbacks_post_scene(); - if (WM_draw_region_get_bound_viewport(ar)) { + if (WM_draw_region_get_bound_viewport(region)) { /* Don't unbind the framebuffer yet in this case and let * GPU_viewport_unbind do it, so that we can still do further * drawing of action zones on top. */ @@ -1556,7 +1556,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph, } void DRW_draw_render_loop(struct Depsgraph *depsgraph, - ARegion *ar, + ARegion *region, View3D *v3d, GPUViewport *viewport) { @@ -1566,7 +1566,7 @@ void DRW_draw_render_loop(struct Depsgraph *depsgraph, Scene *scene = DEG_get_evaluated_scene(depsgraph); RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type); - DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, NULL); + DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, NULL); } /** @@ -1574,7 +1574,7 @@ void DRW_draw_render_loop(struct Depsgraph *depsgraph, */ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, RenderEngineType *engine_type, - ARegion *ar, + ARegion *region, View3D *v3d, const bool draw_background, const bool do_color_management, @@ -1594,7 +1594,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, DST.options.is_image_render = true; DST.options.do_color_management = do_color_management; DST.options.draw_background = draw_background; - DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, render_viewport, NULL); + DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, render_viewport, NULL); if (draw_background) { /* HACK(fclem): In this case we need to make sure the final alpha is 1. @@ -2005,7 +2005,7 @@ void DRW_render_instance_buffer_finish(void) * object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing). */ void DRW_draw_select_loop(struct Depsgraph *depsgraph, - ARegion *ar, + ARegion *region, View3D *v3d, bool UNUSED(use_obedit_skip), bool draw_surface, @@ -2022,9 +2022,9 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, Object *obact = OBACT(view_layer); Object *obedit = OBEDIT_FROM_OBACT(obact); #ifndef USE_GPU_SELECT - UNUSED_VARS(scene, view_layer, v3d, ar, rect); + UNUSED_VARS(scene, view_layer, v3d, region, rect); #else - RegionView3D *rv3d = ar->regiondata; + RegionView3D *rv3d = region->regiondata; /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); @@ -2102,7 +2102,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ DST.draw_ctx = (DRWContextState){ - .ar = ar, + .region = region, .rv3d = rv3d, .v3d = v3d, .scene = scene, @@ -2242,7 +2242,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing). */ static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph, - ARegion *ar, + ARegion *region, View3D *v3d, GPUViewport *viewport, const bool use_opengl_context) @@ -2250,7 +2250,7 @@ static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph, Scene *scene = DEG_get_evaluated_scene(depsgraph); RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); - RegionView3D *rv3d = ar->regiondata; + RegionView3D *rv3d = region->regiondata; if (use_opengl_context) { DRW_opengl_context_enable(); @@ -2261,7 +2261,7 @@ static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph, /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ DST.draw_ctx = (DRWContextState){ - .ar = ar, + .region = region, .rv3d = rv3d, .v3d = v3d, .scene = scene, @@ -2347,7 +2347,7 @@ static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph, * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing). */ void DRW_draw_depth_loop(struct Depsgraph *depsgraph, - ARegion *ar, + ARegion *region, View3D *v3d, GPUViewport *viewport, bool use_opengl_context) @@ -2366,14 +2366,14 @@ void DRW_draw_depth_loop(struct Depsgraph *depsgraph, } } - drw_draw_depth_loop_imp(depsgraph, ar, v3d, viewport, use_opengl_context); + drw_draw_depth_loop_imp(depsgraph, region, v3d, viewport, use_opengl_context); } /** * Converted from ED_view3d_draw_depth_gpencil (legacy drawing). */ void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph, - ARegion *ar, + ARegion *region, View3D *v3d, GPUViewport *viewport) { @@ -2382,10 +2382,10 @@ void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph, use_drw_engine(&draw_engine_gpencil_type); - drw_draw_depth_loop_imp(depsgraph, ar, v3d, viewport, true); + drw_draw_depth_loop_imp(depsgraph, region, v3d, viewport, true); } -void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *ar, View3D *v3d, const rcti *rect) +void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d, const rcti *rect) { Scene *scene = DEG_get_evaluated_scene(depsgraph); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); @@ -2395,8 +2395,8 @@ void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *ar, View3D *v3d, const rc /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ DST.draw_ctx = (DRWContextState){ - .ar = ar, - .rv3d = ar->regiondata, + .region = region, + .rv3d = region->regiondata, .v3d = v3d, .scene = scene, .view_layer = view_layer, @@ -2407,7 +2407,7 @@ void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *ar, View3D *v3d, const rc drw_context_state_init(); /* Setup viewport */ - DST.viewport = WM_draw_region_get_viewport(ar, 0); + DST.viewport = WM_draw_region_get_viewport(region, 0); drw_viewport_var_init(); /* Update ubos */ @@ -2463,9 +2463,9 @@ static void draw_world_clip_planes_from_rv3d(GPUBatch *batch, const float world_ /** * Clears the Depth Buffer and draws only the specified object. */ -void DRW_draw_depth_object(ARegion *ar, View3D *v3d, GPUViewport *viewport, Object *object) +void DRW_draw_depth_object(ARegion *region, View3D *v3d, GPUViewport *viewport, Object *object) { - RegionView3D *rv3d = ar->regiondata; + RegionView3D *rv3d = region->regiondata; DRW_opengl_context_enable(); GPU_matrix_projection_set(rv3d->winmat); |