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source/blender/editors/space_view3d/view3d_draw_legacy.c
| Show First 20 Lines • Show All 1,209 Lines • ▼ Show 20 Lines | void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d) | ||||
| Base *base; | Base *base; | ||||
| SceneLayer *sl = eval_ctx->scene_layer; | SceneLayer *sl = eval_ctx->scene_layer; | ||||
| /* no need for color when drawing depth buffer */ | /* no need for color when drawing depth buffer */ | ||||
| const short dflag_depth = DRAW_CONSTCOLOR; | const short dflag_depth = DRAW_CONSTCOLOR; | ||||
| /* draw set first */ | /* draw set first */ | ||||
| if (scene->set) { | if (scene->set) { | ||||
| Scene *sce_iter; | Scene *sce_iter; | ||||
| for (SETLOOPER(scene->set, sce_iter, base)) { | for (SETLOOPER(scene->set, NULL, sce_iter, base)) { | ||||
| if ((base->flag & BASE_VISIBLED) != 0) { | if ((base->flag & BASE_VISIBLED) != 0) { | ||||
| draw_object(eval_ctx, scene, sl, ar, v3d, base, 0); | draw_object(eval_ctx, scene, sl, ar, v3d, base, 0); | ||||
| if (base->object->transflag & OB_DUPLI) { | 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, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); | ||||
| } | } | ||||
| } | } | ||||
| } | } | ||||
| } | } | ||||
| ▲ Show 20 Lines • Show All 159 Lines • ▼ Show 20 Lines | static void gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d) | ||||
| Scene *sce_iter; | Scene *sce_iter; | ||||
| Base *base; | Base *base; | ||||
| World *world = scene->world; | World *world = scene->world; | ||||
| SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL; | SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL; | ||||
| BLI_listbase_clear(&shadows); | BLI_listbase_clear(&shadows); | ||||
| /* update lamp transform and gather shadow lamps */ | /* update lamp transform and gather shadow lamps */ | ||||
| for (SETLOOPER(scene, sce_iter, base)) { | for (SETLOOPER(scene, NULL, sce_iter, base)) { | ||||
| Object *ob = base->object; | Object *ob = base->object; | ||||
| if (ob->type == OB_LAMP) | if (ob->type == OB_LAMP) | ||||
| gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl); | gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl); | ||||
| if (ob->transflag & OB_DUPLI) { | if (ob->transflag & OB_DUPLI) { | ||||
| DupliObject *dob; | DupliObject *dob; | ||||
| ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob); | ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob); | ||||
| ▲ Show 20 Lines • Show All 166 Lines • ▼ Show 20 Lines | static void view3d_draw_objects( | ||||
| if (rv3d->rflag & RV3D_CLIPPING) { | if (rv3d->rflag & RV3D_CLIPPING) { | ||||
| ED_view3d_clipping_set(rv3d); | ED_view3d_clipping_set(rv3d); | ||||
| } | } | ||||
| /* draw set first */ | /* draw set first */ | ||||
| if (scene->set) { | if (scene->set) { | ||||
| const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET; | const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET; | ||||
| Scene *sce_iter; | Scene *sce_iter; | ||||
| for (SETLOOPER(scene->set, sce_iter, base)) { | for (SETLOOPER(scene->set, NULL, sce_iter, base)) { | ||||
| if ((base->flag & BASE_VISIBLED) != 0) { | if ((base->flag & BASE_VISIBLED) != 0) { | ||||
| UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); | UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); | ||||
| draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag); | draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag); | ||||
| if (base->object->transflag & OB_DUPLI) { | if (base->object->transflag & OB_DUPLI) { | ||||
| draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag, TH_UNDEFINED); | draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag, TH_UNDEFINED); | ||||
| } | } | ||||
| } | } | ||||
| ▲ Show 20 Lines • Show All 350 Lines • ▼ Show 20 Lines | |||||
| } | } | ||||
| #ifdef WITH_GAMEENGINE | #ifdef WITH_GAMEENGINE | ||||
| static void update_lods(Scene *scene, float camera_pos[3]) | static void update_lods(Scene *scene, float camera_pos[3]) | ||||
| { | { | ||||
| Scene *sce_iter; | Scene *sce_iter; | ||||
| Base *base; | Base *base; | ||||
| for (SETLOOPER(scene, sce_iter, base)) { | for (SETLOOPER(scene, NULL, sce_iter, base)) { | ||||
| Object *ob = base->object; | Object *ob = base->object; | ||||
| BKE_object_lod_update(ob, camera_pos); | BKE_object_lod_update(ob, camera_pos); | ||||
| } | } | ||||
| } | } | ||||
| #endif | #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, SceneLayer *sl, View3D *v3d, | ||||
| ARegion *ar, const char **grid_unit) | ARegion *ar, const char **grid_unit) | ||||
| ▲ Show 20 Lines • Show All 240 Lines • Show Last 20 Lines | |||||