Refactor: Rename pass accessor in viewport parameters
No need to state that it is a viewport display pass, since the method is within viewport parameters it is implied that parameters do belong to the viewport. Brings this code closer to the Cycles-X branch.
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@ -233,8 +233,7 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d
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if (!has_updates_) {
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Film *film = scene->film;
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const PassType new_display_pass = new_viewport_parameters.get_viewport_display_render_pass(
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b_v3d);
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const PassType new_display_pass = new_viewport_parameters.get_render_pass(b_v3d);
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has_updates_ |= film->get_display_pass() != new_display_pass;
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}
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}
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@ -13,6 +13,7 @@
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "blender_viewport.h"
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#include "blender_util.h"
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@ -70,7 +71,7 @@ const bool BlenderViewportParameters::custom_viewport_parameters() const
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return !(use_scene_world && use_scene_lights);
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}
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PassType BlenderViewportParameters::get_viewport_display_render_pass(BL::SpaceView3D &b_v3d)
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PassType BlenderViewportParameters::get_render_pass(BL::SpaceView3D &b_v3d)
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{
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PassType display_pass = PASS_NONE;
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if (b_v3d) {
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@ -84,7 +85,7 @@ PassType BlenderViewportParameters::get_viewport_display_render_pass(BL::SpaceVi
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PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector<Pass> &passes)
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{
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if (b_v3d) {
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PassType display_pass = BlenderViewportParameters::get_viewport_display_render_pass(b_v3d);
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PassType display_pass = BlenderViewportParameters::get_render_pass(b_v3d);
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passes.clear();
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Pass::add(display_pass, passes);
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@ -44,9 +44,9 @@ class BlenderViewportParameters {
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friend class BlenderSync;
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public:
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/* Retrieve the render pass that needs to be displayed on the given `SpaceView3D`
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/* Retrieve the render pass type that needs to be displayed on the given `SpaceView3D`
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* When the `b_v3d` parameter is not given `PASS_NONE` will be returned. */
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static PassType get_viewport_display_render_pass(BL::SpaceView3D &b_v3d);
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static PassType get_render_pass(BL::SpaceView3D &b_v3d);
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};
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PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector<Pass> &passes);
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