diff options
Diffstat (limited to 'source/blender/editors/render/render_internal.c')
-rw-r--r-- | source/blender/editors/render/render_internal.c | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c index 8119e88eeaa..2c659d2b985 100644 --- a/source/blender/editors/render/render_internal.c +++ b/source/blender/editors/render/render_internal.c @@ -101,7 +101,7 @@ static int render_break(void *rjv); typedef struct RenderJob { Main *main; Scene *scene; - SceneLayer *scene_layer; + ViewLayer *view_layer; Scene *current_scene; /* TODO(sergey): Should not be needed once engine will have own * depsgraph and copy-on-write will be implemented. @@ -260,7 +260,7 @@ static void image_buffer_rect_update(RenderJob *rj, RenderResult *rr, ImBuf *ibu /* set callbacks, exported to sequence render too. * Only call in foreground (UI) renders. */ -static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **scene, SceneLayer **scene_layer) +static void screen_render_view_layer_set(wmOperator *op, Main *mainp, Scene **scene, ViewLayer **view_layer) { /* single layer re-render */ if (RNA_struct_property_is_set(op->ptr, "scene")) { @@ -280,14 +280,14 @@ static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **s } if (RNA_struct_property_is_set(op->ptr, "layer")) { - SceneLayer *rl; + ViewLayer *rl; char rl_name[RE_MAXNAME]; RNA_string_get(op->ptr, "layer", rl_name); - rl = (SceneLayer *)BLI_findstring(&(*scene)->render_layers, rl_name, offsetof(SceneLayer, name)); + rl = (ViewLayer *)BLI_findstring(&(*scene)->view_layers, rl_name, offsetof(ViewLayer, name)); if (rl) - *scene_layer = rl; + *view_layer = rl; } } @@ -295,7 +295,7 @@ static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **s static int screen_render_exec(bContext *C, wmOperator *op) { Scene *scene = CTX_data_scene(C); - SceneLayer *scene_layer = NULL; + ViewLayer *view_layer = NULL; Depsgraph *depsgraph = CTX_data_depsgraph(C); Render *re; Image *ima; @@ -307,7 +307,7 @@ static int screen_render_exec(bContext *C, wmOperator *op) struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL; /* custom scene and single layer re-render */ - screen_render_scene_layer_set(op, mainp, &scene, &scene_layer); + screen_render_view_layer_set(op, mainp, &scene, &view_layer); if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) { BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected"); @@ -337,13 +337,13 @@ static int screen_render_exec(bContext *C, wmOperator *op) if (is_animation) RE_BlenderAnim(re, mainp, scene, camera_override, lay_override, scene->r.sfra, scene->r.efra, scene->r.frame_step); else - RE_BlenderFrame(re, mainp, scene, scene_layer, camera_override, lay_override, scene->r.cfra, is_write_still); + RE_BlenderFrame(re, mainp, scene, view_layer, camera_override, lay_override, scene->r.cfra, is_write_still); BLI_end_threaded_malloc(); RE_SetReports(re, NULL); // no redraw needed, we leave state as we entered it - ED_update_for_newframe(mainp, scene, scene_layer, depsgraph); + ED_update_for_newframe(mainp, scene, view_layer, depsgraph); WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene); @@ -614,7 +614,7 @@ static void render_startjob(void *rjv, short *stop, short *do_update, float *pro if (rj->anim) RE_BlenderAnim(rj->re, rj->main, rj->scene, rj->camera_override, rj->lay_override, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step); else - RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->scene_layer, rj->camera_override, rj->lay_override, rj->scene->r.cfra, rj->write_still); + RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->view_layer, rj->camera_override, rj->lay_override, rj->scene->r.cfra, rj->write_still); RE_SetReports(rj->re, NULL); } @@ -657,7 +657,7 @@ static void render_endjob(void *rjv) if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) { /* possible this fails of loading new file while rendering */ if (G.main->wm.first) { - ED_update_for_newframe(G.main, rj->scene, rj->scene_layer, rj->depsgraph); + ED_update_for_newframe(G.main, rj->scene, rj->view_layer, rj->depsgraph); } } @@ -667,7 +667,7 @@ static void render_endjob(void *rjv) /* potentially set by caller */ rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE; - if (rj->scene_layer) { + if (rj->view_layer) { nodeUpdateID(rj->scene->nodetree, &rj->scene->id); WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene); } @@ -697,7 +697,7 @@ static void render_endjob(void *rjv) * engine API, so lets use simple and robust way for now * - sergey - */ - if (rj->scene->render_layers.first != rj->scene->render_layers.last || + if (rj->scene->view_layers.first != rj->scene->view_layers.last || rj->image_outdated) { void *lock; @@ -824,9 +824,9 @@ static void clean_viewport_memory(Main *bmain, Scene *scene) for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) { for (wmWindow *win = wm->windows.first; win; win = win->next) { WorkSpace *workspace = BKE_workspace_active_get(win->workspace_hook); - SceneLayer *scene_layer = BKE_scene_layer_from_workspace_get(scene, workspace); + ViewLayer *view_layer = BKE_view_layer_from_workspace_get(scene, workspace); - for (base = scene_layer->object_bases.first; base; base = base->next) { + for (base = view_layer->object_bases.first; base; base = base->next) { clean_viewport_memory_base(base); } } @@ -842,7 +842,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even { /* new render clears all callbacks */ Main *mainp; - SceneLayer *scene_layer = NULL; + ViewLayer *view_layer = NULL; Scene *scene = CTX_data_scene(C); Render *re; wmJob *wm_job; @@ -910,7 +910,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS; /* custom scene and single layer re-render */ - screen_render_scene_layer_set(op, mainp, &scene, &scene_layer); + screen_render_view_layer_set(op, mainp, &scene, &view_layer); if (RNA_struct_property_is_set(op->ptr, "layer")) jobflag |= WM_JOB_SUSPEND; @@ -920,7 +920,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even rj->main = mainp; rj->scene = scene; rj->current_scene = rj->scene; - rj->scene_layer = scene_layer; + rj->view_layer = view_layer; /* TODO(sergey): Render engine should be using own depsgraph. */ rj->depsgraph = CTX_data_depsgraph(C); rj->camera_override = camera_override; @@ -1280,10 +1280,10 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda /* initalize always */ if (use_border) { rdata.mode |= R_BORDER; - RE_InitState(re, NULL, &rdata, &rp->scene->render_layers, rp->scene->active_layer, &rp->scene->view_render, NULL, rp->ar->winx, rp->ar->winy, &cliprct); + RE_InitState(re, NULL, &rdata, &rp->scene->view_layers, rp->scene->active_view_layer, &rp->scene->view_render, NULL, rp->ar->winx, rp->ar->winy, &cliprct); } else - RE_InitState(re, NULL, &rdata, &rp->scene->render_layers, rp->scene->active_layer, &rp->scene->view_render, NULL, rp->ar->winx, rp->ar->winy, NULL); + RE_InitState(re, NULL, &rdata, &rp->scene->view_layers, rp->scene->active_view_layer, &rp->scene->view_render, NULL, rp->ar->winx, rp->ar->winy, NULL); } if (orth) |