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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c54
1 files changed, 27 insertions, 27 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index f9101d15d04..9393092fffa 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2223,7 +2223,7 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
{
int x, y, w, h;
rcti r;
- /* clamp rect by area */
+ /* clamp rect by region */
r.xmin = 0;
r.xmax = ar->winx - 1;
@@ -2703,7 +2703,7 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
}
/**
- * Shared by #ED_view3d_draw_offscreen and #view3d_main_area_draw_objects
+ * Shared by #ED_view3d_draw_offscreen and #view3d_main_region_draw_objects
*
* \note \a C and \a grid_unit will be NULL when \a draw_offscreen is set.
* \note Drawing lamps and opengl render uses this, so dont do grease pencil or view widgets here.
@@ -2902,7 +2902,7 @@ static void view3d_draw_objects(
}
}
-static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
+static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
{
RegionView3D *rv3d = ar->regiondata;
@@ -2966,7 +2966,7 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
/*
* Function to clear the view
*/
-static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar)
+static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
bool glsl = BKE_scene_use_new_shading_nodes(scene) && scene->world->nodetree && scene->world->use_nodes;
@@ -3223,7 +3223,7 @@ void ED_view3d_draw_offscreen(
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
else
- view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
+ view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
/* framebuffer fx needed, we need to draw offscreen first */
if (v3d->fx_settings.fx_flag && fx) {
@@ -3242,7 +3242,7 @@ void ED_view3d_draw_offscreen(
/* clear opengl buffers */
if (do_sky) {
- view3d_main_area_clear(scene, v3d, ar);
+ view3d_main_region_clear(scene, v3d, ar);
}
else {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
@@ -3573,7 +3573,7 @@ void ED_scene_draw_fps(Scene *scene, const rcti *rect)
#endif
}
-static bool view3d_main_area_do_render_draw(Scene *scene)
+static bool view3d_main_region_do_render_draw(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
@@ -3587,7 +3587,7 @@ bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti *
bool use_border;
/* test if there is a 3d view rendering */
- if (v3d->drawtype != OB_RENDER || !view3d_main_area_do_render_draw(scene))
+ if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene))
return false;
/* test if there is a border render */
@@ -3621,7 +3621,7 @@ bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti *
return true;
}
-static bool view3d_main_area_draw_engine(const bContext *C, Scene *scene,
+static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene,
ARegion *ar, View3D *v3d,
bool clip_border, const rcti *border_rect)
{
@@ -3649,7 +3649,7 @@ static bool view3d_main_area_draw_engine(const bContext *C, Scene *scene,
}
/* setup view matrices */
- view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
+ view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
/* background draw */
ED_region_pixelspace(ar);
@@ -3689,7 +3689,7 @@ static bool view3d_main_area_draw_engine(const bContext *C, Scene *scene,
return true;
}
-static void view3d_main_area_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border)
+static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border)
{
float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
@@ -3698,7 +3698,7 @@ static void view3d_main_area_draw_engine_info(View3D *v3d, RegionView3D *rv3d, A
if (render_border) {
/* draw darkened background color. no alpha because border render does
- * partial redraw and will not redraw the area behind this info bar */
+ * partial redraw and will not redraw the region behind this info bar */
float alpha = 1.0f - fill_color[3];
Camera *camera = ED_view3d_camera_data_get(v3d, rv3d);
@@ -3745,7 +3745,7 @@ static bool view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d,
* we have no winmatrix (i.e., projection matrix) defined at that time.
* Since the camera and the camera shift are needed for the winmat calculation
* we do a small hack to replace it temporarily so we don't need to change the
- * view3d)main_area_setup_view() code to account for that.
+ * view3d)main_region_setup_view() code to account for that.
*/
static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
{
@@ -3773,7 +3773,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- view3d_main_area_setup_view(scene, v3d, ar, viewmat, NULL);
+ view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
data->shiftx = shiftx;
BLI_unlock_thread(LOCK_VIEW3D);
@@ -3787,7 +3787,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
v3d->camera = camera;
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
- view3d_main_area_setup_view(scene, v3d, ar, viewmat, NULL);
+ view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
v3d->camera = view_ob;
BLI_unlock_thread(LOCK_VIEW3D);
@@ -3803,14 +3803,14 @@ static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *
const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
+ view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
- view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
+ view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
}
}
@@ -3828,7 +3828,7 @@ static void update_lods(Scene *scene, float camera_pos[3])
}
#endif
-static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3D *v3d,
+static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, View3D *v3d,
ARegion *ar, const char **grid_unit)
{
RegionView3D *rv3d = ar->regiondata;
@@ -3851,7 +3851,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
if (view3d_stereo3d_active(C, scene, v3d, rv3d))
view3d_stereo3d_setup(scene, v3d, ar);
else
- view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
+ view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
#ifdef WITH_GAMEENGINE
@@ -3881,7 +3881,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
}
/* clear the background */
- view3d_main_area_clear(scene, v3d, ar);
+ view3d_main_region_clear(scene, v3d, ar);
/* enables anti-aliasing for 3D view drawing */
if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) {
@@ -3948,7 +3948,7 @@ static bool is_cursor_visible(Scene *scene)
return true;
}
-static void view3d_main_area_draw_info(const bContext *C, Scene *scene,
+static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
ARegion *ar, View3D *v3d,
const char *grid_unit, bool render_border)
{
@@ -3997,7 +3997,7 @@ static void view3d_main_area_draw_info(const bContext *C, Scene *scene,
}
if (rv3d->render_engine) {
- view3d_main_area_draw_engine_info(v3d, rv3d, ar, render_border);
+ view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border);
return;
}
@@ -4026,7 +4026,7 @@ static void view3d_main_area_draw_info(const bContext *C, Scene *scene,
}
}
-void view3d_main_area_draw(const bContext *C, ARegion *ar)
+void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
@@ -4040,8 +4040,8 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect));
/* draw viewport using opengl */
- if (v3d->drawtype != OB_RENDER || !view3d_main_area_do_render_draw(scene) || clip_border) {
- view3d_main_area_draw_objects(C, scene, v3d, ar, &grid_unit);
+ if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
+ view3d_main_region_draw_objects(C, scene, v3d, ar, &grid_unit);
#ifdef DEBUG_DRAW
bl_debug_draw();
@@ -4054,9 +4054,9 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
/* draw viewport using external renderer */
if (v3d->drawtype == OB_RENDER)
- view3d_main_area_draw_engine(C, scene, ar, v3d, clip_border, &border_rect);
+ view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect);
- view3d_main_area_draw_info(C, scene, ar, v3d, grid_unit, render_border);
+ view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border);
v3d->flag |= V3D_INVALID_BACKBUF;
}