From 3abe8b3292cf7a50a9200b95401993384df24d9a Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Wed, 22 Nov 2017 10:52:39 -0200 Subject: Rename any instance of scene layer or render layer in code with view layer The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927 --- .../editors/space_view3d/view3d_draw_legacy.c | 66 +++++++++++----------- 1 file changed, 33 insertions(+), 33 deletions(-) (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c') 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; -- cgit v1.2.3