Cleanup: Use BKE_object_is_visible elsewhere
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@ -1575,25 +1575,6 @@ void DRW_draw_view(const bContext *C)
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DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, C);
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}
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static bool is_object_visible_in_viewport(View3D *v3d, Object *ob)
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{
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if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
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return false;
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}
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if ((v3d->flag & V3D_LOCAL_COLLECTIONS) &&
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((v3d->local_collections_uuid & ob->runtime.local_collections_bits) == 0)) {
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return false;
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}
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/* If not using local view or local collection the object may still be in a hidden collection. */
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if (((v3d->localvd) == NULL) && ((v3d->flag & V3D_LOCAL_COLLECTIONS) == 0)) {
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return (ob->base_flag & BASE_VISIBLE_VIEWLAYER) != 0;
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}
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return true;
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}
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/**
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* Used for both regular and off-screen drawing.
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* Need to reset DST before calling this function
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@ -1669,7 +1650,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
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if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
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continue;
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}
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if (!is_object_visible_in_viewport(v3d, ob)) {
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if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
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continue;
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}
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DST.dupli_parent = data_.dupli_parent;
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@ -2369,7 +2350,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
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v3d->object_type_exclude_select);
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bool filter_exclude = false;
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DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
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if (!is_object_visible_in_viewport(v3d, ob)) {
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if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
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continue;
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}
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if ((ob->base_flag & BASE_SELECTABLE) &&
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@ -2519,7 +2500,7 @@ static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph,
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if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
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continue;
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}
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if (!is_object_visible_in_viewport(v3d, ob)) {
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if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
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continue;
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}
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DST.dupli_parent = data_.dupli_parent;
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