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Diffstat (limited to 'source/blender/editors/render/render_preview.c')
-rw-r--r--source/blender/editors/render/render_preview.c40
1 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index 47eca1ccba3..47794e0e357 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -306,18 +306,18 @@ static const char *preview_layer_name(const char pr_type)
}
}
-static void set_preview_layer(SceneLayer *scene_layer, char pr_type)
+static void set_preview_layer(ViewLayer *view_layer, char pr_type)
{
LayerCollection *lc;
const char *collection_name = preview_layer_name(pr_type);
- for (lc = scene_layer->layer_collections.first; lc; lc = lc->next) {
+ for (lc = view_layer->layer_collections.first; lc; lc = lc->next) {
if (STREQ(lc->scene_collection->name, collection_name)) {
lc->flag = COLLECTION_VISIBLE | COLLECTION_DISABLED;
- BKE_collection_enable(scene_layer, lc);
+ BKE_collection_enable(view_layer, lc);
}
else {
- BKE_collection_disable(scene_layer, lc);
+ BKE_collection_disable(view_layer, lc);
}
}
}
@@ -346,7 +346,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sce = preview_get_scene(pr_main);
if (sce) {
- SceneLayer *scene_layer = BKE_scene_layer_from_scene_get(sce);
+ ViewLayer *view_layer = BKE_view_layer_from_scene_get(sce);
/* this flag tells render to not execute depsgraph or ipos etc */
sce->r.scemode |= R_BUTS_PREVIEW;
@@ -422,7 +422,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
/* this only works in a specific case where the preview.blend contains
* an object starting with 'c' which has a material linked to it (not the obdata)
* and that material has a fake shadow texture in the active texture slot */
- for (Base *base = scene_layer->object_bases.first; base; base = base->next) {
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
Object *ob = base->object;
if (ob->id.name[2] == 'c') {
Material *shadmat = give_current_material(ob, ob->actcol);
@@ -439,7 +439,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
/* turn off bounce lights for volume,
* doesn't make much visual difference and slows it down too */
- for (Base *base = scene_layer->object_bases.first; base; base = base->next) {
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
Object *ob = base->object;
if (ob->type == OB_LAMP) {
/* if doesn't match 'Lamp.002' --> main key light */
@@ -463,10 +463,10 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
if (sp->pr_method == PR_ICON_RENDER) {
if (mat->material_type == MA_TYPE_HALO) {
- set_preview_layer(scene_layer, MA_FLAT);
+ set_preview_layer(view_layer, MA_FLAT);
}
else {
- set_preview_layer(scene_layer, MA_SPHERE_A);
+ set_preview_layer(view_layer, MA_SPHERE_A);
/* same as above, use current scene world to light sphere */
if (BKE_scene_use_new_shading_nodes(scene))
@@ -474,7 +474,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
}
}
else {
- set_preview_layer(scene_layer, mat->pr_type);
+ set_preview_layer(view_layer, mat->pr_type);
if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
@@ -488,7 +488,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
}
- for (Base *base = scene_layer->object_bases.first; base; base = base->next) {
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if (base->object->id.name[2] == 'p') {
/* copy over object color, in case material uses it */
copy_v4_v4(base->object->col, sp->col);
@@ -515,9 +515,9 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sp->texcopy = tex;
BLI_addtail(&pr_main->tex, tex);
}
- set_preview_layer(scene_layer, MA_TEXTURE);
+ set_preview_layer(view_layer, MA_TEXTURE);
- for (Base *base = scene_layer->object_bases.first; base; base = base->next) {
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if (base->object->id.name[2] == 't') {
Material *mat = give_current_material(base->object, base->object->actcol);
if (mat && mat->mtex[0]) {
@@ -558,21 +558,21 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
if (!BKE_scene_use_new_shading_nodes(scene)) {
if (la && la->type == LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
- set_preview_layer(scene_layer, MA_ATMOS);
+ set_preview_layer(view_layer, MA_ATMOS);
sce->world = preview_get_localized_world(sp, scene->world);
sce->camera = (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name) + 2);
}
else {
sce->world = NULL;
sce->camera = (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name) + 2);
- set_preview_layer(scene_layer, MA_LAMP);
+ set_preview_layer(view_layer, MA_LAMP);
}
}
else {
- set_preview_layer(scene_layer, MA_LAMP);
+ set_preview_layer(view_layer, MA_LAMP);
}
- for (Base *base = scene_layer->object_bases.first; base; base = base->next) {
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if (base->object->id.name[2] == 'p') {
if (base->object->type == OB_LAMP)
base->object->data = la;
@@ -594,7 +594,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
BLI_addtail(&pr_main->world, wrld);
}
- set_preview_layer(scene_layer, MA_SKY);
+ set_preview_layer(view_layer, MA_SKY);
sce->world = wrld;
if (wrld && wrld->nodetree && sp->pr_method == PR_NODE_RENDER) {
@@ -604,11 +604,11 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
}
}
- Depsgraph *depsgraph = BKE_scene_get_depsgraph(sce, scene_layer, true);
+ Depsgraph *depsgraph = BKE_scene_get_depsgraph(sce, view_layer, true);
/* TODO(sergey): Use proper flag for tagging here. */
DEG_graph_id_tag_update(pr_main, depsgraph, &sce->id, 0);
DEG_relations_tag_update(pr_main);
- BKE_scene_graph_update_tagged(pr_main->eval_ctx, depsgraph, pr_main, sce, scene_layer);
+ BKE_scene_graph_update_tagged(pr_main->eval_ctx, depsgraph, pr_main, sce, view_layer);
return sce;
}