Use explicit scene_layer variable name for public API

This commit is contained in:
Sergey Sharybin
2017-07-13 12:51:35 +02:00
parent 8c17b5fe42
commit 5fe2423ed5
7 changed files with 10 additions and 10 deletions

View File

@@ -432,7 +432,7 @@ static void CLAY_engine_init(void *vedata)
/* SSAO setup */
{
const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *scene_layer = draw_ctx->sl;
SceneLayer *scene_layer = draw_ctx->scene_layer;
IDProperty *props = BKE_scene_layer_engine_evaluated_get(
scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);
int ssao_samples = BKE_collection_engine_property_value_get_int(props, "ssao_samples");

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@@ -142,7 +142,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
EEVEE_EffectsInfo *effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *scene_layer = draw_ctx->sl;
SceneLayer *scene_layer = draw_ctx->scene_layer;
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;

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@@ -640,7 +640,7 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
{
/* Global AO Switch*/
const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *scene_layer = draw_ctx->sl;
SceneLayer *scene_layer = draw_ctx->scene_layer;
IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
stl->effects->use_ao = BKE_collection_engine_property_value_get_bool(props, "gtao_enable");
stl->effects->use_bent_normals = BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals");

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@@ -401,7 +401,7 @@ typedef struct DRWContextState {
struct View3D *v3d; /* 'CTX_wm_view3d(C)' */
struct Scene *scene; /* 'CTX_data_scene(C)' */
struct SceneLayer *sl; /* 'CTX_data_scene_layer(C)' */
struct SceneLayer *scene_layer; /* 'CTX_data_scene_layer(C)' */
/* Use 'scene->obedit' for edit-mode */
struct Object *obact; /* 'OBACT_NEW' */

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@@ -2460,7 +2460,7 @@ void **DRW_scene_layer_engine_data_get(DrawEngineType *engine_type, void (*callb
{
SceneLayerEngineData *sled;
for (sled = DST.draw_ctx.sl->drawdata.first; sled; sled = sled->next) {
for (sled = DST.draw_ctx.scene_layer->drawdata.first; sled; sled = sled->next) {
if (sled->engine_type == engine_type) {
return &sled->storage;
}
@@ -2469,7 +2469,7 @@ void **DRW_scene_layer_engine_data_get(DrawEngineType *engine_type, void (*callb
sled = MEM_callocN(sizeof(SceneLayerEngineData), "SceneLayerEngineData");
sled->engine_type = engine_type;
sled->free = callback;
BLI_addtail(&DST.draw_ctx.sl->drawdata, sled);
BLI_addtail(&DST.draw_ctx.scene_layer->drawdata, sled);
return &sled->storage;
}
@@ -3474,8 +3474,8 @@ void DRW_context_state_init(const bContext *C, DRWContextState *r_draw_ctx)
r_draw_ctx->v3d = CTX_wm_view3d(C);
r_draw_ctx->scene = CTX_data_scene(C);
r_draw_ctx->sl = CTX_data_scene_layer(C);
r_draw_ctx->obact = r_draw_ctx->sl->basact ? r_draw_ctx->sl->basact->object : NULL;
r_draw_ctx->scene_layer = CTX_data_scene_layer(C);
r_draw_ctx->obact = r_draw_ctx->scene_layer->basact ? r_draw_ctx->scene_layer->basact->object : NULL;
/* grr, cant avoid! */
r_draw_ctx->evil_C = C;

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@@ -647,7 +647,7 @@ void DRW_draw_cursor(void)
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
Scene *scene = draw_ctx->scene;
SceneLayer *sl = draw_ctx->sl;
SceneLayer *sl = draw_ctx->scene_layer;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);

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@@ -1661,7 +1661,7 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
SceneLayer *sl = draw_ctx->sl;
SceneLayer *sl = draw_ctx->scene_layer;
View3D *v3d = draw_ctx->v3d;
int theme_id = TH_UNDEFINED;