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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c66
1 files changed, 33 insertions, 33 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index 9f1c27a09e7..e3811d28d0d 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -211,7 +211,7 @@ static void draw_view_icon(RegionView3D *rv3d, rcti *rect)
/* *********************** backdraw for selection *************** */
-static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d)
+static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d)
{
RegionView3D *rv3d = ar->regiondata;
struct Base *base = sl->basact;
@@ -356,7 +356,7 @@ static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h,
void ED_view3d_backbuf_validate(const struct EvaluationContext *eval_ctx, ViewContext *vc)
{
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
- backdrawview3d(eval_ctx, vc->scene, vc->scene_layer, vc->win, vc->ar, vc->v3d);
+ backdrawview3d(eval_ctx, vc->scene, vc->view_layer, vc->win, vc->ar, vc->v3d);
}
}
@@ -825,7 +825,7 @@ void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag)
/* disables write in zbuffer and draws it over */
static void view3d_draw_transp(
- const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d)
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d)
{
View3DAfter *v3da;
@@ -844,7 +844,7 @@ static void view3d_draw_transp(
/* clears zbuffer and draws it over */
static void view3d_draw_xray(
- const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
{
if (*clear && v3d->zbuf) {
glClear(GL_DEPTH_BUFFER_BIT);
@@ -863,7 +863,7 @@ static void view3d_draw_xray(
/* clears zbuffer and draws it over */
static void view3d_draw_xraytransp(
- const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear)
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, const bool clear)
{
if (clear && v3d->zbuf)
glClear(GL_DEPTH_BUFFER_BIT);
@@ -888,7 +888,7 @@ static void view3d_draw_xraytransp(
/* clears zbuffer and draws it over,
* note that in the select version we don't care about transparent flag as with regular drawing */
static void view3d_draw_xray_select(
- const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
+ const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
{
/* Not ideal, but we need to read from the previous depths before clearing
* otherwise we could have a function to load the depths after drawing.
@@ -944,7 +944,7 @@ static DupliObject *dupli_step(DupliObject *dob)
}
static void draw_dupli_objects_color(
- const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, Base *base,
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, Base *base,
const short dflag, const int color)
{
RegionView3D *rv3d = ar->regiondata;
@@ -1045,7 +1045,7 @@ static void draw_dupli_objects_color(
free_object_duplilist(lb);
}
-void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, Base *base)
+void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, Base *base)
{
/* define the color here so draw_dupli_objects_color can be called
* from the set loop */
@@ -1182,7 +1182,7 @@ void ED_view3d_draw_depth_gpencil(
glEnable(GL_DEPTH_TEST);
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
- ED_gpencil_draw_view3d(NULL, scene, eval_ctx->scene_layer, v3d, ar, true);
+ ED_gpencil_draw_view3d(NULL, scene, eval_ctx->view_layer, v3d, ar, true);
}
v3d->zbuf = zbuf;
@@ -1192,7 +1192,7 @@ void ED_view3d_draw_depth_gpencil(
void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d)
{
Base *base;
- SceneLayer *sl = eval_ctx->scene_layer;
+ ViewLayer *sl = eval_ctx->view_layer;
/* no need for color when drawing depth buffer */
const short dflag_depth = DRAW_CONSTCOLOR;
@@ -1272,7 +1272,7 @@ void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene,
}
void ED_view3d_draw_select_loop(
- const struct EvaluationContext *eval_ctx, ViewContext *vc, Scene *scene, SceneLayer *sl,
+ const struct EvaluationContext *eval_ctx, ViewContext *vc, Scene *scene, ViewLayer *sl,
View3D *v3d, ARegion *ar, bool use_obedit_skip, bool use_nearest)
{
struct bThemeState theme_state;
@@ -1421,7 +1421,7 @@ static void gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Sc
/* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
ED_view3d_draw_offscreen(
- eval_ctx, scene, eval_ctx->scene_layer, v3d, &ar, winsize, winsize, viewmat, winmat,
+ eval_ctx, scene, eval_ctx->view_layer, v3d, &ar, winsize, winsize, viewmat, winmat,
false, false, true,
NULL, NULL, NULL, NULL);
GPU_lamp_shadow_buffer_unbind(shadow->lamp);
@@ -1499,7 +1499,7 @@ static void view3d_draw_objects(
const char **grid_unit,
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
{
- SceneLayer *scene_layer = C ? CTX_data_scene_layer(C) : BKE_scene_layer_from_scene_get(scene);
+ ViewLayer *view_layer = C ? CTX_data_view_layer(C) : BKE_view_layer_from_scene_get(scene);
RegionView3D *rv3d = ar->regiondata;
Base *base;
const bool do_camera_frame = !draw_offscreen;
@@ -1558,10 +1558,10 @@ static void view3d_draw_objects(
for (SETLOOPER(scene->set, sce_iter, base)) {
if ((base->flag & BASE_VISIBLED) != 0) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
- draw_object(eval_ctx, scene, scene_layer, ar, v3d, base, dflag);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, base, dflag);
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(eval_ctx, scene, scene_layer, ar, v3d, base, dflag, TH_UNDEFINED);
+ draw_dupli_objects_color(eval_ctx, scene, view_layer, ar, v3d, base, dflag, TH_UNDEFINED);
}
}
}
@@ -1570,14 +1570,14 @@ static void view3d_draw_objects(
}
if (draw_offscreen) {
- for (base = scene_layer->object_bases.first; base; base = base->next) {
+ for (base = view_layer->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects(eval_ctx, scene, scene_layer, ar, v3d, base);
+ draw_dupli_objects(eval_ctx, scene, view_layer, ar, v3d, base);
}
- draw_object(eval_ctx, scene, scene_layer, ar, v3d, base, 0);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, base, 0);
}
}
}
@@ -1585,18 +1585,18 @@ static void view3d_draw_objects(
unsigned int lay_used = 0;
/* then draw not selected and the duplis, but skip editmode object */
- for (base = scene_layer->object_bases.first; base; base = base->next) {
+ for (base = view_layer->object_bases.first; base; base = base->next) {
lay_used |= base->lay;
if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects(eval_ctx, scene, scene_layer, ar, v3d, base);
+ draw_dupli_objects(eval_ctx, scene, view_layer, ar, v3d, base);
}
if ((base->flag & BASE_SELECTED) == 0) {
if (base->object != scene->obedit)
- draw_object(eval_ctx, scene, scene_layer, ar, v3d, base, 0);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, base, 0);
}
}
}
@@ -1605,10 +1605,10 @@ static void view3d_draw_objects(
v3d->lay_used = lay_used & ((1 << 20) - 1);
/* draw selected and editmode */
- for (base = scene_layer->object_bases.first; base; base = base->next) {
+ for (base = view_layer->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_VISIBLED) != 0) {
if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) {
- draw_object(eval_ctx, scene, scene_layer, ar, v3d, base, 0);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, base, 0);
}
}
}
@@ -1625,12 +1625,12 @@ static void view3d_draw_objects(
/* must be before xray draw which clears the depth buffer */
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
- ED_gpencil_draw_view3d(wm, scene, scene_layer, v3d, ar, true);
+ ED_gpencil_draw_view3d(wm, scene, view_layer, v3d, ar, true);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
/* transp and X-ray afterdraw stuff */
- if (v3d->afterdraw_transp.first) view3d_draw_transp(eval_ctx, scene, scene_layer, ar, v3d);
+ if (v3d->afterdraw_transp.first) view3d_draw_transp(eval_ctx, scene, view_layer, ar, v3d);
/* always do that here to cleanup depth buffers if none needed */
if (fx) {
@@ -1638,8 +1638,8 @@ static void view3d_draw_objects(
GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray);
}
- if (v3d->afterdraw_xray.first) view3d_draw_xray(eval_ctx, scene, scene_layer, ar, v3d, &xrayclear);
- if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(eval_ctx, scene, scene_layer, ar, v3d, xrayclear);
+ if (v3d->afterdraw_xray.first) view3d_draw_xray(eval_ctx, scene, view_layer, ar, v3d, &xrayclear);
+ if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(eval_ctx, scene, view_layer, ar, v3d, xrayclear);
if (fx && do_composite_xray) {
GPU_fx_compositor_XRay_resolve(fx);
@@ -1942,7 +1942,7 @@ static void update_lods(Scene *scene, float camera_pos[3])
}
#endif
-static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, SceneLayer *sl, View3D *v3d,
+static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, ViewLayer *sl, View3D *v3d,
ARegion *ar, const char **grid_unit)
{
wmWindow *win = CTX_wm_window(C);
@@ -2038,7 +2038,7 @@ static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
ARegion *ar, View3D *v3d,
const char *grid_unit, bool render_border)
{
- SceneLayer *scene_layer = CTX_data_scene_layer(C);
+ ViewLayer *view_layer = CTX_data_view_layer(C);
wmWindowManager *wm = CTX_wm_manager(C);
RegionView3D *rv3d = ar->regiondata;
rcti rect;
@@ -2055,11 +2055,11 @@ static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
- ED_gpencil_draw_view3d(wm, scene, scene_layer, v3d, ar, false);
+ ED_gpencil_draw_view3d(wm, scene, view_layer, v3d, ar, false);
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- VP_legacy_drawcursor(scene, scene_layer, ar, v3d); /* 3D cursor */
+ VP_legacy_drawcursor(scene, view_layer, ar, v3d); /* 3D cursor */
if (U.uiflag & USER_SHOW_ROTVIEWICON)
VP_legacy_draw_view_axis(rv3d, &rect);
@@ -2067,7 +2067,7 @@ static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
draw_view_icon(rv3d, &rect);
if (U.uiflag & USER_DRAWVIEWINFO) {
- Object *ob = OBACT(scene_layer);
+ Object *ob = OBACT(view_layer);
VP_legacy_draw_selected_name(scene, ob, &rect);
}
}
@@ -2104,7 +2104,7 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
{
EvaluationContext eval_ctx;
Scene *scene = CTX_data_scene(C);
- SceneLayer *sl = CTX_data_scene_layer(C);
+ ViewLayer *sl = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C);
const char *grid_unit = NULL;
rcti border_rect;