Cleanup: Add more const correctness to some functions
These are functions that are used by eevee-rewrite which has more strict const correctness.
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@@ -46,7 +46,7 @@ void *BKE_camera_add(struct Main *bmain, const char *name);
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/**
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* Get the camera's DOF value, takes the DOF object into account.
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*/
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float BKE_camera_object_dof_distance(struct Object *ob);
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float BKE_camera_object_dof_distance(const struct Object *ob);
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int BKE_camera_sensor_fit(int sensor_fit, float sizex, float sizey);
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float BKE_camera_sensor_size(int sensor_fit, float sensor_x, float sensor_y);
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@@ -218,7 +218,7 @@ void *BKE_camera_add(Main *bmain, const char *name)
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return cam;
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}
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float BKE_camera_object_dof_distance(Object *ob)
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float BKE_camera_object_dof_distance(const Object *ob)
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{
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Camera *cam = (Camera *)ob->data;
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if (ob->type != OB_CAMERA) {
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@@ -293,7 +293,9 @@ DRWShaderLibrary *DRW_shader_library_create(void);
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/**
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* \warning Each library must be added after all its dependencies.
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*/
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void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const char *lib_name);
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void DRW_shader_library_add_file(DRWShaderLibrary *lib,
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const char *lib_code,
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const char *lib_name);
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#define DRW_SHADER_LIB_ADD(lib, lib_name) \
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DRW_shader_library_add_file(lib, datatoc_##lib_name##_glsl, STRINGIFY(lib_name) ".glsl")
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@@ -696,7 +698,7 @@ const DRWView *DRW_view_default_get(void);
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/**
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* MUST only be called once per render and only in render mode. Sets default view.
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*/
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void DRW_view_default_set(DRWView *view);
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void DRW_view_default_set(const DRWView *view);
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/**
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* \warning Only use in render AND only if you are going to set view_default again.
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*/
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@@ -704,7 +706,7 @@ void DRW_view_reset(void);
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/**
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* Set active view for rendering.
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*/
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void DRW_view_set_active(DRWView *view);
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void DRW_view_set_active(const DRWView *view);
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const DRWView *DRW_view_get_active(void);
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/**
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@@ -1904,7 +1904,7 @@ void DRW_view_reset(void)
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DST.view_previous = NULL;
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}
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void DRW_view_default_set(DRWView *view)
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void DRW_view_default_set(const DRWView *view)
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{
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BLI_assert(DST.view_default == NULL);
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DST.view_default = view;
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@@ -354,7 +354,7 @@ static bool draw_call_is_culled(const DRWResourceHandle *handle, DRWView *view)
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return (culling->mask & view->culling_mask) != 0;
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}
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void DRW_view_set_active(DRWView *view)
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void DRW_view_set_active(const DRWView *view)
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{
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DST.view_active = (view) ? view : DST.view_default;
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}
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@@ -629,7 +629,7 @@ static uint32_t drw_shader_dependencies_get(const DRWShaderLibrary *lib, const c
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return deps;
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}
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void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const char *lib_name)
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void DRW_shader_library_add_file(DRWShaderLibrary *lib, const char *lib_code, const char *lib_name)
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{
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int index = -1;
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for (int i = 0; i < MAX_LIB; i++) {
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@@ -454,12 +454,14 @@ struct RenderPass *RE_pass_find_by_type(volatile struct RenderLayer *rl,
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#define RE_BAKE_DISPLACEMENT 1
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#define RE_BAKE_AO 2
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void RE_GetCameraWindow(struct Render *re, struct Object *camera, float mat[4][4]);
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void RE_GetCameraWindow(struct Render *re, const struct Object *camera, float mat[4][4]);
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/**
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* Must be called after #RE_GetCameraWindow(), does not change `re->winmat`.
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*/
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void RE_GetCameraWindowWithOverscan(struct Render *re, float overscan, float r_winmat[4][4]);
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void RE_GetCameraModelMatrix(struct Render *re, struct Object *camera, float r_modelmat[4][4]);
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void RE_GetCameraWindowWithOverscan(const struct Render *re, float overscan, float r_winmat[4][4]);
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void RE_GetCameraModelMatrix(const struct Render *re,
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const struct Object *camera,
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float r_modelmat[4][4]);
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struct Scene *RE_GetScene(struct Render *re);
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void RE_SetScene(struct Render *re, struct Scene *sce);
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@@ -194,13 +194,13 @@ void RE_SetCamera(Render *re, Object *cam_ob)
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re->viewplane = params.viewplane;
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}
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void RE_GetCameraWindow(struct Render *re, struct Object *camera, float r_winmat[4][4])
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void RE_GetCameraWindow(struct Render *re, const struct Object *camera, float r_winmat[4][4])
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{
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RE_SetCamera(re, camera);
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copy_m4_m4(r_winmat, re->winmat);
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}
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void RE_GetCameraWindowWithOverscan(struct Render *re, float overscan, float r_winmat[4][4])
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void RE_GetCameraWindowWithOverscan(const struct Render *re, float overscan, float r_winmat[4][4])
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{
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CameraParams params;
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params.is_ortho = re->winmat[3][3] != 0.0f;
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@@ -218,7 +218,7 @@ void RE_GetCameraWindowWithOverscan(struct Render *re, float overscan, float r_w
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copy_m4_m4(r_winmat, params.winmat);
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}
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void RE_GetCameraModelMatrix(Render *re, struct Object *camera, float r_modelmat[4][4])
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void RE_GetCameraModelMatrix(const Render *re, const struct Object *camera, float r_modelmat[4][4])
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{
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BKE_camera_multiview_model_matrix(&re->r, camera, re->viewname, r_modelmat);
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}
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