Rename any instance of scene layer or render layer in code with view layer
[blender.git] / source / blender / draw / engines / clay / clay_engine.c
index 760ecab12d3f71c35c213dd66577e006399f8125..fe81e1e484c0df9f259435183facaece248c98b8 100644 (file)
@@ -144,11 +144,11 @@ typedef struct CLAY_Data {
        CLAY_StorageList *stl;
 } CLAY_Data;
 
-typedef struct CLAY_SceneLayerData {
+typedef struct CLAY_ViewLayerData {
        struct GPUTexture *jitter_tx;
        struct GPUUniformBuffer *sampling_ubo;
        int cached_sample_num;
-} CLAY_SceneLayerData;
+} CLAY_ViewLayerData;
 
 /* *********** STATIC *********** */
 
@@ -187,20 +187,20 @@ typedef struct CLAY_PrivateData {
 
 /* Functions */
 
-static void clay_scene_layer_data_free(void *storage)
+static void clay_view_layer_data_free(void *storage)
 {
-       CLAY_SceneLayerData *sldata = (CLAY_SceneLayerData *)storage;
+       CLAY_ViewLayerData *sldata = (CLAY_ViewLayerData *)storage;
 
        DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
        DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
 }
 
-static CLAY_SceneLayerData *CLAY_scene_layer_data_get(void)
+static CLAY_ViewLayerData *CLAY_view_layer_data_get(void)
 {
-       CLAY_SceneLayerData **sldata = (CLAY_SceneLayerData **)DRW_scene_layer_engine_data_get(&draw_engine_clay_type, &clay_scene_layer_data_free);
+       CLAY_ViewLayerData **sldata = (CLAY_ViewLayerData **)DRW_view_layer_engine_data_get(&draw_engine_clay_type, &clay_view_layer_data_free);
 
        if (*sldata == NULL) {
-               *sldata = MEM_callocN(sizeof(**sldata), "CLAY_SceneLayerData");
+               *sldata = MEM_callocN(sizeof(**sldata), "CLAY_ViewLayerData");
        }
 
        return *sldata;
@@ -326,7 +326,7 @@ static void CLAY_engine_init(void *vedata)
 {
        CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
        CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
-       CLAY_SceneLayerData *sldata = CLAY_scene_layer_data_get();
+       CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
 
        /* Create Texture Array */
        if (!e_data.matcap_array) {
@@ -424,9 +424,9 @@ static void CLAY_engine_init(void *vedata)
        /* SSAO setup */
        {
                const DRWContextState *draw_ctx = DRW_context_state_get();
-               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);
+               ViewLayer *view_layer = draw_ctx->view_layer;
+               IDProperty *props = BKE_view_layer_engine_evaluated_get(
+                       view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);
                int ssao_samples = BKE_collection_engine_property_value_get_int(props, "ssao_samples");
 
                float invproj[4][4];
@@ -497,7 +497,7 @@ static void CLAY_engine_init(void *vedata)
 static DRWShadingGroup *CLAY_shgroup_create(CLAY_Data *vedata, DRWPass *pass, int *material_id, bool use_flat)
 {
        CLAY_StorageList *stl = vedata->stl;
-       CLAY_SceneLayerData *sldata = CLAY_scene_layer_data_get();
+       CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
        DRWShadingGroup *grp = DRW_shgroup_create(use_flat ? e_data.clay_flat_sh : e_data.clay_sh, pass);
 
        DRW_shgroup_uniform_vec2(grp, "screenres", DRW_viewport_size_get(), 1);
@@ -885,7 +885,7 @@ static void CLAY_layer_collection_settings_create(RenderEngine *UNUSED(engine),
        BKE_collection_engine_property_add_float(props, "hair_brightness_randomness", 0.0f);
 }
 
-static void CLAY_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
+static void CLAY_view_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
 {
        BLI_assert(props &&
                   props->type == IDP_GROUP &&
@@ -923,7 +923,7 @@ RenderEngineType DRW_engine_viewport_clay_type = {
        CLAY_ENGINE, N_("Clay"), RE_INTERNAL,
        NULL, NULL, NULL, NULL, NULL, NULL, NULL,
        &CLAY_layer_collection_settings_create,
-       &CLAY_scene_layer_settings_create,
+       &CLAY_view_layer_settings_create,
        &draw_engine_clay_type,
        {NULL, NULL, NULL}
 };