From b79b8478ee3bb1b115c5d6b8bdb0cc74d5169955 Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Thu, 23 Nov 2017 13:51:49 -0200 Subject: Cleanup: Rename ViewLayer *sl > ViewLayer *view_layer --- .../editors/space_view3d/view3d_draw_legacy.c | 68 +++++++++++----------- 1 file changed, 34 insertions(+), 34 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 e3811d28d0d..84f0f96fe0b 100644 --- a/source/blender/editors/space_view3d/view3d_draw_legacy.c +++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c @@ -211,10 +211,10 @@ static void draw_view_icon(RegionView3D *rv3d, rcti *rect) /* *********************** backdraw for selection *************** */ -static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d) +static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, wmWindow *win, ARegion *ar, View3D *v3d) { RegionView3D *rv3d = ar->regiondata; - struct Base *base = sl->basact; + struct Base *base = view_layer->basact; int multisample_enabled; BLI_assert(ar->regiontype == RGN_TYPE_WINDOW); @@ -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, ViewLayer *sl, ARegion *ar, View3D *v3d) + const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d) { View3DAfter *v3da; @@ -833,7 +833,7 @@ static void view3d_draw_transp( v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { - draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } v3d->transp = false; @@ -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, ViewLayer *sl, ARegion *ar, View3D *v3d, bool *clear) + const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, bool *clear) { if (*clear && v3d->zbuf) { glClear(GL_DEPTH_BUFFER_BIT); @@ -854,7 +854,7 @@ static void view3d_draw_xray( v3d->xray = true; View3DAfter *v3da; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { - draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } v3d->xray = false; @@ -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, ViewLayer *sl, ARegion *ar, View3D *v3d, const bool clear) + const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, const bool clear) { if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); @@ -875,7 +875,7 @@ static void view3d_draw_xraytransp( View3DAfter *v3da; while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { - draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } @@ -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, ViewLayer *sl, ARegion *ar, View3D *v3d, bool *clear) + const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, 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. @@ -908,7 +908,7 @@ static void view3d_draw_xray_select( v3d->xray = true; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { if (GPU_select_load_id(v3da->base->object->select_color)) { - draw_object_select(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object_select(eval_ctx, scene, view_layer, ar, v3d, v3da->base, v3da->dflag); } MEM_freeN(v3da); } @@ -944,7 +944,7 @@ static DupliObject *dupli_step(DupliObject *dob) } static void draw_dupli_objects_color( - const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, Base *base, + const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, Base *base, const short dflag, const int color) { RegionView3D *rv3d = ar->regiondata; @@ -1027,7 +1027,7 @@ static void draw_dupli_objects_color( if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) { copy_m4_m4(dob->ob->obmat, dob->mat); GPU_begin_dupli_object(dob); - draw_object(eval_ctx, scene, sl, ar, v3d, &tbase, dflag_dupli); + draw_object(eval_ctx, scene, view_layer, ar, v3d, &tbase, dflag_dupli); GPU_end_dupli_object(); } @@ -1045,7 +1045,7 @@ static void draw_dupli_objects_color( free_object_duplilist(lb); } -void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *sl, ARegion *ar, View3D *v3d, Base *base) +void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, Base *base) { /* define the color here so draw_dupli_objects_color can be called * from the set loop */ @@ -1055,7 +1055,7 @@ void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, ViewLay if (base->object->dup_group && base->object->dup_group->id.us < 1) color = TH_REDALERT; - draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, 0, color); + draw_dupli_objects_color(eval_ctx, scene, view_layer, ar, v3d, base, 0, color); } /* XXX warning, not using gpu offscreen here */ @@ -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; - ViewLayer *sl = eval_ctx->view_layer; + ViewLayer *view_layer = eval_ctx->view_layer; /* no need for color when drawing depth buffer */ const short dflag_depth = DRAW_CONSTCOLOR; @@ -1201,21 +1201,21 @@ void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, Scene *sce_iter; for (SETLOOPER(scene->set, sce_iter, base)) { if ((base->flag & BASE_VISIBLED) != 0) { - draw_object(eval_ctx, scene, sl, ar, v3d, base, 0); + draw_object(eval_ctx, scene, view_layer, ar, v3d, base, 0); if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); + draw_dupli_objects_color(eval_ctx, scene, view_layer, ar, v3d, base, dflag_depth, TH_UNDEFINED); } } } } - for (base = sl->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_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); + draw_dupli_objects_color(eval_ctx, scene, view_layer, ar, v3d, base, dflag_depth, TH_UNDEFINED); } - draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag_depth); + draw_object(eval_ctx, scene, view_layer, ar, v3d, base, dflag_depth); } } @@ -1236,7 +1236,7 @@ void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) { glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */ for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) { - draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, dflag_depth); } glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ } @@ -1245,21 +1245,21 @@ void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, v3d->xray = false; v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { - draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = false; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { - draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { - draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(eval_ctx, scene, view_layer, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } @@ -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, ViewLayer *sl, + const struct EvaluationContext *eval_ctx, ViewContext *vc, Scene *scene, ViewLayer *view_layer, View3D *v3d, ARegion *ar, bool use_obedit_skip, bool use_nearest) { struct bThemeState theme_state; @@ -1285,18 +1285,18 @@ void ED_view3d_draw_select_loop( UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW); if (vc->obedit && vc->obedit->type == OB_MBALL) { - draw_object(eval_ctx, scene, sl, ar, v3d, BASACT(sl), dflag); + draw_object(eval_ctx, scene, view_layer, ar, v3d, BASACT(view_layer), dflag); } else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) { /* if not drawing sketch, draw bones */ if (!BDR_drawSketchNames(vc)) { - draw_object(eval_ctx, scene, sl, ar, v3d, BASACT(sl), dflag); + draw_object(eval_ctx, scene, view_layer, ar, v3d, BASACT(view_layer), dflag); } } else { Base *base; - for (base = sl->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->flag & BASE_SELECTABLED) == 0) || (use_obedit_skip && (scene->obedit->data == base->object->data))) @@ -1311,7 +1311,7 @@ void ED_view3d_draw_select_loop( } else { if (GPU_select_load_id(code)) { - draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag); + draw_object(eval_ctx, scene, view_layer, ar, v3d, base, dflag); } } code++; @@ -1322,7 +1322,7 @@ void ED_view3d_draw_select_loop( if (use_nearest) { bool xrayclear = true; if (v3d->afterdraw_xray.first) { - view3d_draw_xray_select(eval_ctx, scene, sl, ar, v3d, &xrayclear); + view3d_draw_xray_select(eval_ctx, scene, view_layer, ar, v3d, &xrayclear); } } } @@ -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, ViewLayer *sl, View3D *v3d, +static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, ViewLayer *view_layer, View3D *v3d, ARegion *ar, const char **grid_unit) { wmWindow *win = CTX_wm_window(C); @@ -1956,7 +1956,7 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Vie bool do_compositing = false; /* shadow buffers, before we setup matrices */ - if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) + if (draw_glsl_material(scene, view_layer, NULL, v3d, v3d->drawtype)) gpu_update_lamps_shadows_world(&eval_ctx, scene, v3d); /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */ @@ -2104,7 +2104,7 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) { EvaluationContext eval_ctx; Scene *scene = CTX_data_scene(C); - ViewLayer *sl = CTX_data_view_layer(C); + ViewLayer *view_layer = CTX_data_view_layer(C); View3D *v3d = CTX_wm_view3d(C); const char *grid_unit = NULL; rcti border_rect; @@ -2124,7 +2124,7 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) /* draw viewport using opengl */ if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) { VP_view3d_main_region_clear(scene, v3d, ar); /* background */ - view3d_main_region_draw_objects(C, scene, sl, v3d, ar, &grid_unit); + view3d_main_region_draw_objects(C, scene, view_layer, v3d, ar, &grid_unit); if (G.debug & G_DEBUG_SIMDATA) draw_sim_debug_data(scene, v3d, ar); -- cgit v1.2.3