Cleanup: Use const for custom data layers
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71b660571a
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@ -187,9 +187,9 @@ static bool unique_name_cb(void *arg, const char *name)
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continue;
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}
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CustomData *cdata = info[domain].customdata;
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const CustomData *cdata = info[domain].customdata;
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for (int i = 0; i < cdata->totlayer; i++) {
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CustomDataLayer *layer = cdata->layers + i;
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const CustomDataLayer *layer = cdata->layers + i;
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if (STREQ(layer->name, name)) {
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return true;
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@ -493,10 +493,10 @@ void BKE_id_attributes_active_set(ID *id, CustomDataLayer *active_layer)
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int index = 0;
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for (const int domain : IndexRange(ATTR_DOMAIN_NUM)) {
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CustomData *customdata = info[domain].customdata;
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const CustomData *customdata = info[domain].customdata;
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if (customdata) {
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for (int i = 0; i < customdata->totlayer; i++) {
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CustomDataLayer *layer = &customdata->layers[i];
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const CustomDataLayer *layer = &customdata->layers[i];
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if (layer == active_layer) {
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*BKE_id_attributes_active_index_p(id) = index;
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return;
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@ -275,7 +275,7 @@ static int geometry_attribute_convert_exec(bContext *C, wmOperator *op)
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{
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Object *ob = ED_object_context(C);
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ID *ob_data = static_cast<ID *>(ob->data);
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CustomDataLayer *layer = BKE_id_attributes_active_get(ob_data);
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const CustomDataLayer *layer = BKE_id_attributes_active_get(ob_data);
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const std::string name = layer->name;
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const ConvertAttributeMode mode = static_cast<ConvertAttributeMode>(
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@ -329,20 +329,20 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
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for (int col_i = 0; col_i < totcol; col_i++) {
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GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, vbo_id->col[col_i], &col_step);
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MPropCol *pcol = NULL;
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MLoopCol *mcol = NULL;
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const MPropCol *pcol = NULL;
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const MLoopCol *mcol = NULL;
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GPUAttrRef *ref = vcol_refs + col_i;
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const CustomData *cdata = ref->domain == ATTR_DOMAIN_POINT ? &mesh->vdata : &mesh->ldata;
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CustomDataLayer *layer = cdata->layers + ref->layer_idx;
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const CustomDataLayer *layer = cdata->layers + ref->layer_idx;
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bool color_loops = ref->domain == ATTR_DOMAIN_CORNER;
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if (layer->type == CD_PROP_COLOR) {
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pcol = (MPropCol *)layer->data;
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pcol = (const MPropCol *)layer->data;
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}
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else {
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mcol = (MLoopCol *)layer->data;
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mcol = (const MLoopCol *)layer->data;
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}
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for (uint i = 0; i < buffers->face_indices_len; i++) {
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@ -364,7 +364,7 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
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ushort scol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
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if (pcol) {
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MPropCol *pcol2 = pcol + (color_loops ? loop_index : vtri[j]);
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const MPropCol *pcol2 = pcol + (color_loops ? loop_index : vtri[j]);
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scol[0] = unit_float_to_ushort_clamp(pcol2->color[0]);
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scol[1] = unit_float_to_ushort_clamp(pcol2->color[1]);
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@ -1232,7 +1232,7 @@ static int gpu_pbvh_make_attr_offs(eAttrDomainMask domain_mask,
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continue;
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}
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CustomDataLayer *cl = cdata->layers;
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const CustomDataLayer *cl = cdata->layers;
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for (int i = 0; count < MAX_GPU_ATTR && i < cdata->totlayer; i++, cl++) {
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if ((CD_TYPE_AS_MASK(cl->type) & type_mask) && !(cl->flag & CD_FLAG_TEMPORARY)) {
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@ -1319,8 +1319,8 @@ bool GPU_pbvh_attribute_names_update(PBVHType pbvh_type,
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BKE_id_attribute_copy_domains_temp(ID_ME, vdata, NULL, ldata, NULL, NULL, &me_query.id);
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CustomDataLayer *active_color_layer = BKE_id_attributes_active_color_get(&me_query.id);
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CustomDataLayer *render_color_layer = BKE_id_attributes_render_color_get(&me_query.id);
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const CustomDataLayer *active_color_layer = BKE_id_attributes_active_color_get(&me_query.id);
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const CustomDataLayer *render_color_layer = BKE_id_attributes_render_color_get(&me_query.id);
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eAttrDomain active_color_domain = active_color_layer ?
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BKE_id_attribute_domain(&me_query.id,
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active_color_layer) :
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@ -1374,7 +1374,7 @@ bool GPU_pbvh_attribute_names_update(PBVHType pbvh_type,
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vbo_id->totuv = 0;
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if (pbvh_type == PBVH_FACES && ldata && CustomData_has_layer(ldata, CD_MLOOPUV)) {
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GPUAttrRef uv_layers[MAX_GPU_ATTR];
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CustomDataLayer *active = NULL, *render = NULL;
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const CustomDataLayer *active = NULL, *render = NULL;
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active = get_active_layer(ldata, CD_MLOOPUV);
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render = get_render_layer(ldata, CD_MLOOPUV);
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@ -1400,7 +1400,7 @@ bool GPU_pbvh_attribute_names_update(PBVHType pbvh_type,
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vbo_id->uv[i] = GPU_vertformat_attr_add(
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&vbo_id->format, "uvs", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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CustomDataLayer *cl = ldata->layers + ref->layer_idx;
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const CustomDataLayer *cl = ldata->layers + ref->layer_idx;
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bool is_active = ref->layer_idx == CustomData_get_active_layer_index(ldata, CD_MLOOPUV);
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DRW_cdlayer_attr_aliases_add(&vbo_id->format, "u", ldata, cl, cl == render, is_active);
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@ -366,7 +366,7 @@ bool ABCGenericMeshWriter::get_velocities(struct Mesh *mesh, std::vector<Imath::
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{
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/* Export velocity attribute output by fluid sim, sequence cache modifier
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* and geometry nodes. */
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CustomDataLayer *velocity_layer = BKE_id_attribute_find(
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const CustomDataLayer *velocity_layer = BKE_id_attribute_find(
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&mesh->id, "velocity", CD_PROP_FLOAT3, ATTR_DOMAIN_POINT);
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if (velocity_layer == nullptr) {
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@ -255,7 +255,7 @@ void OBJWriter::write_vertex_coords(FormatHandler<eFileType::OBJ> &fh,
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const int tot_count = obj_mesh_data.tot_vertices();
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Mesh *mesh = obj_mesh_data.get_mesh();
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CustomDataLayer *colors_layer = nullptr;
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const CustomDataLayer *colors_layer = nullptr;
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if (write_colors) {
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colors_layer = BKE_id_attributes_active_color_get(&mesh->id);
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}
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