diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 54 |
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; } |