[Bf-blender-cvs] [240b8b96799] blender2.8: Cleanup: Use full name for scene_layer in draw
Sergey Sharybin
noreply at git.blender.org
Thu Nov 9 15:47:27 CET 2017
Commit: 240b8b967994235b24a034c87c18218e923924b7
Author: Sergey Sharybin
Date: Thu Nov 9 15:39:07 2017 +0100
Branches: blender2.8
https://developer.blender.org/rB240b8b967994235b24a034c87c18218e923924b7
Cleanup: Use full name for scene_layer in draw
===================================================================
M source/blender/draw/engines/eevee/eevee_lightprobes.c
M source/blender/draw/intern/draw_armature.c
M source/blender/draw/intern/draw_common.c
M source/blender/draw/intern/draw_common.h
M source/blender/draw/intern/draw_manager.c
M source/blender/draw/intern/draw_view.c
M source/blender/draw/modes/object_mode.c
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 7913689d299..6274aa8a6e8 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -125,7 +125,7 @@ static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref)
/* TODO get screen percentage from layer setting */
// const DRWContextState *draw_ctx = DRW_context_state_get();
- // SceneLayer *sl = draw_ctx->sl;
+ // SceneLayer *scene_layer = draw_ctx->scene_layer;
float screen_percentage = 1.0f;
int width = (int)(viewport_size[0] * screen_percentage);
diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c
index e31fbeb054c..90a50110698 100644
--- a/source/blender/draw/intern/draw_armature.c
+++ b/source/blender/draw/intern/draw_armature.c
@@ -1413,11 +1413,11 @@ static void DRW_shgroup_armature(
}
void DRW_shgroup_armature_object(
- Object *ob, SceneLayer *sl, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, DRWPass *UNUSED(pass_bone_envelope),
+ Object *ob, SceneLayer *scene_layer, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, DRWPass *UNUSED(pass_bone_envelope),
DRWShadingGroup *shgrp_relationship_lines)
{
float *color;
- DRW_object_wire_theme_get(ob, sl, &color);
+ DRW_object_wire_theme_get(ob, scene_layer, &color);
DRW_shgroup_armature(ob, pass_bone_solid, pass_bone_wire, NULL, shgrp_relationship_lines);
draw_armature_pose(ob, color);
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index 1050594318f..125edcbc5d2 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -360,10 +360,10 @@ DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, struct Gwn_
* Get the wire color theme_id of an object based on it's state
* \a r_color is a way to get a pointer to the static color var associated
*/
-int DRW_object_wire_theme_get(Object *ob, SceneLayer *sl, float **r_color)
+int DRW_object_wire_theme_get(Object *ob, SceneLayer *scene_layer, float **r_color)
{
const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0;
- const bool active = (sl->basact && sl->basact->object == ob);
+ const bool active = (scene_layer->basact && scene_layer->basact->object == ob);
/* confusing logic here, there are 2 methods of setting the color
* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
*
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index a6c9b24af7d..41f5abfcb65 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -105,12 +105,12 @@ struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct Gwn_B
struct DRWShadingGroup *shgroup_instance_bone_envelope_wire(struct DRWPass *pass, struct Gwn_Batch *geom, float (*obmat)[4]);
struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, struct Gwn_Batch *geom, float (*obmat)[4]);
-int DRW_object_wire_theme_get(struct Object *ob, struct SceneLayer *sl, float **r_color);
+int DRW_object_wire_theme_get(struct Object *ob, struct SceneLayer *scene_layer, float **r_color);
float *DRW_color_background_blend_get(int theme_id);
/* draw_armature.c */
void DRW_shgroup_armature_object(
- struct Object *ob, struct SceneLayer *sl,
+ struct Object *ob, struct SceneLayer *scene_layer,
struct DRWPass *pass_bone_solid, struct DRWPass *pass_bone_wire, struct DRWPass *pass_bone_envelope,
struct DRWShadingGroup *shgrp_relationship_lines);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 62f343a0679..5fc7b512826 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -3047,9 +3047,9 @@ static void DRW_engines_enable_external(void)
use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
}
-static void DRW_engines_enable(const Scene *scene, SceneLayer *sl, RenderEngineType *engine)
+static void DRW_engines_enable(const Scene *scene, SceneLayer *scene_layer, RenderEngineType *engine)
{
- Object *obact = OBACT_NEW(sl);
+ Object *obact = OBACT_NEW(scene_layer);
const int mode = CTX_data_mode_enum_ex(scene->obedit, obact);
DRW_engines_enable_from_engine(engine);
@@ -3451,9 +3451,9 @@ void DRW_draw_select_loop(
{
Scene *scene = DEG_get_evaluated_scene(graph);
RenderEngineType *engine = RE_engines_find(scene->view_render.engine_id);
- SceneLayer *sl = DEG_get_evaluated_scene_layer(graph);
+ SceneLayer *scene_layer = DEG_get_evaluated_scene_layer(graph);
#ifndef USE_GPU_SELECT
- UNUSED_VARS(vc, scene, sl, v3d, ar, rect);
+ UNUSED_VARS(vc, scene, scene_layer, v3d, ar, rect);
#else
RegionView3D *rv3d = ar->regiondata;
@@ -3503,7 +3503,7 @@ void DRW_draw_select_loop(
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
- ar, rv3d, v3d, scene, sl, OBACT_NEW(sl), engine, (bContext *)NULL,
+ ar, rv3d, v3d, scene, scene_layer, OBACT_NEW(scene_layer), engine, (bContext *)NULL,
};
DRW_viewport_var_init();
@@ -3570,7 +3570,7 @@ void DRW_draw_depth_loop(
{
Scene *scene = DEG_get_evaluated_scene(graph);
RenderEngineType *engine = RE_engines_find(scene->view_render.engine_id);
- SceneLayer *sl = DEG_get_evaluated_scene_layer(graph);
+ SceneLayer *scene_layer = DEG_get_evaluated_scene_layer(graph);
RegionView3D *rv3d = ar->regiondata;
/* backup (_never_ use rv3d->viewport) */
@@ -3600,7 +3600,7 @@ void DRW_draw_depth_loop(
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
- ar, rv3d, v3d, scene, sl, OBACT_NEW(sl), engine, (bContext *)NULL,
+ ar, rv3d, v3d, scene, scene_layer, OBACT_NEW(scene_layer), engine, (bContext *)NULL,
};
DRW_viewport_var_init();
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index ea1d93a6a85..02a07688f17 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -611,9 +611,9 @@ void DRW_draw_background(void)
/* **************************** 3D Cursor ******************************** */
-static bool is_cursor_visible(Scene *scene, SceneLayer *sl)
+static bool is_cursor_visible(Scene *scene, SceneLayer *scene_layer)
{
- Object *ob = OBACT_NEW(sl);
+ Object *ob = OBACT_NEW(scene_layer);
/* don't draw cursor in paint modes, but with a few exceptions */
if (ob && ob->mode & OB_MODE_ALL_PAINT) {
@@ -625,7 +625,7 @@ static bool is_cursor_visible(Scene *scene, SceneLayer *sl)
}
/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
else if (ob->mode & OB_MODE_TEXTURE_PAINT) {
- const Paint *p = BKE_paint_get_active(scene, sl);
+ const Paint *p = BKE_paint_get_active(scene, scene_layer);
if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
@@ -647,14 +647,14 @@ void DRW_draw_cursor(void)
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
Scene *scene = draw_ctx->scene;
- SceneLayer *sl = draw_ctx->scene_layer;
+ SceneLayer *scene_layer = draw_ctx->scene_layer;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glLineWidth(1.0f);
- if (is_cursor_visible(scene, sl)) {
+ if (is_cursor_visible(scene, scene_layer)) {
float *co = ED_view3d_cursor3d_get(scene, v3d);
unsigned char crosshair_color[3];
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index ee2e8d6d236..d5a6db9abf8 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1077,11 +1077,11 @@ static void OBJECT_cache_init(void *vedata)
}
}
-static void DRW_shgroup_lamp(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl)
+static void DRW_shgroup_lamp(OBJECT_StorageList *stl, Object *ob, SceneLayer *scene_layer)
{
Lamp *la = ob->data;
float *color;
- int theme_id = DRW_object_wire_theme_get(ob, sl, &color);
+ int theme_id = DRW_object_wire_theme_get(ob, scene_layer, &color);
static float zero = 0.0f;
float **la_mats = (float **)DRW_object_engine_data_get(ob, &draw_engine_object_type, NULL);
@@ -1182,7 +1182,7 @@ static void DRW_shgroup_lamp(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl
DRW_shgroup_call_dynamic_add(stl->g_data->lamp_groundpoint, ob->obmat[3]);
}
-static void DRW_shgroup_camera(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl)
+static void DRW_shgroup_camera(OBJECT_StorageList *stl, Object *ob, SceneLayer *scene_layer)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
@@ -1191,7 +1191,7 @@ static void DRW_shgroup_camera(OBJECT_StorageList *stl, Object *ob, SceneLayer *
Camera *cam = ob->data;
const bool is_active = (ob == v3d->camera);
float *color;
- DRW_object_wire_theme_get(ob, sl, &color);
+ DRW_object_wire_theme_get(ob, scene_layer, &color);
float vec[4][3], asp[2], shift[2], scale[3], drawsize;
@@ -1268,10 +1268,10 @@ static void DRW_shgroup_camera(OBJECT_StorageList *stl, Object *ob, SceneLayer *
}
}
-static void DRW_shgroup_empty(OBJECT_StorageList *stl, OBJECT_PassList *psl, Object *ob, SceneLayer *sl)
+static void DRW_shgroup_empty(OBJECT_StorageList *stl, OBJECT_PassList *psl, Object *ob, SceneLayer *scene_layer)
{
float *color;
- DRW_object_wire_theme_get(ob, sl, &color);
+ DRW_object_wire_theme_get(ob, scene_layer, &color);
switch (ob->empty_drawtype) {
case OB_PLAINAXES:
@@ -1303,9 +1303,9 @@ static void DRW_shgroup_empty(OBJECT_StorageList *stl, OBJECT_PassList *psl, Obj
}
}
-static void DRW_shgroup_forcefield(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl)
+static void DRW_shgroup_forcefield(OBJECT_StorageList *stl, Object *ob, SceneLayer *scene_layer)
{
- int theme_id = DRW_object_wire_theme_get(ob, sl, NULL);
+
@@ Diff output truncated at 10240 characters. @@
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