Cleanup: flag checks
This commit is contained in:
@@ -94,7 +94,7 @@ extern struct DrawEngineType draw_engine_eevee_type;
|
||||
|
||||
#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
|
||||
#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->drawtype == OB_MATERIAL))
|
||||
#define LOOK_DEV_OVERLAY_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && ((v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV) > 0))
|
||||
#define LOOK_DEV_OVERLAY_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV))
|
||||
#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHT))))
|
||||
|
||||
/* World shader variations */
|
||||
|
||||
@@ -246,7 +246,7 @@ float gtao_multibounce(float visibility, vec3 albedo)
|
||||
float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec4 rand, out vec3 bent_normal)
|
||||
{
|
||||
#ifndef USE_REFRACTION
|
||||
if ((int(aoSettings) & USE_AO) > 0) {
|
||||
if ((int(aoSettings) & USE_AO) != 0) {
|
||||
float visibility;
|
||||
vec3 vnor = mat3(ViewMatrix) * N;
|
||||
|
||||
|
||||
@@ -40,7 +40,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
|
||||
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
|
||||
|
||||
WORKBENCH_UBO_World *wd = &wpd->world_data;
|
||||
wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) > 0;
|
||||
wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) != 0;
|
||||
wd->background_alpha = 1.0f;
|
||||
|
||||
if ((v3d->flag3 & V3D_SHOW_WORLD) &&
|
||||
|
||||
@@ -720,7 +720,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
|
||||
}
|
||||
}
|
||||
|
||||
if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
|
||||
if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW)) {
|
||||
bool is_manifold;
|
||||
struct Gwn_Batch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold);
|
||||
if (geom_shadow) {
|
||||
|
||||
@@ -113,12 +113,15 @@ void main()
|
||||
viewvec /= dist;
|
||||
|
||||
float angle;
|
||||
if ((gridFlag & PLANE_XZ) > 0)
|
||||
if ((gridFlag & PLANE_XZ) != 0) {
|
||||
angle = viewvec.y;
|
||||
else if ((gridFlag & PLANE_YZ) > 0)
|
||||
}
|
||||
else if ((gridFlag & PLANE_YZ) != 0) {
|
||||
angle = viewvec.x;
|
||||
else
|
||||
}
|
||||
else {
|
||||
angle = viewvec.z;
|
||||
}
|
||||
|
||||
angle = 1.0 - abs(angle);
|
||||
angle *= angle;
|
||||
@@ -130,7 +133,7 @@ void main()
|
||||
fade = 1.0 - smoothstep(0.0, 0.5, dist - 0.5);
|
||||
dist = 1.0; /* avoid branch after */
|
||||
|
||||
if ((gridFlag & PLANE_XY) > 0) {
|
||||
if ((gridFlag & PLANE_XY) != 0) {
|
||||
float angle = 1.0 - abs(eye.z);
|
||||
dist = 1.0 + angle * 2.0;
|
||||
angle *= angle;
|
||||
@@ -138,7 +141,7 @@ void main()
|
||||
}
|
||||
}
|
||||
|
||||
if ((gridFlag & GRID) > 0) {
|
||||
if ((gridFlag & GRID) != 0) {
|
||||
float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv;
|
||||
|
||||
float blend = fract(-max(grid_res, 0.0));
|
||||
@@ -150,11 +153,11 @@ void main()
|
||||
float scaleC = gridScale * pow(gridSubdiv, max(lvl + 1.0, 1.0));
|
||||
|
||||
vec2 grid_pos, grid_fwidth;
|
||||
if ((gridFlag & PLANE_XZ) > 0) {
|
||||
if ((gridFlag & PLANE_XZ) != 0) {
|
||||
grid_pos = wPos.xz;
|
||||
grid_fwidth = fwidthPos.xz;
|
||||
}
|
||||
else if ((gridFlag & PLANE_YZ) > 0) {
|
||||
else if ((gridFlag & PLANE_YZ) != 0) {
|
||||
grid_pos = wPos.yz;
|
||||
grid_fwidth = fwidthPos.yz;
|
||||
}
|
||||
@@ -175,19 +178,19 @@ void main()
|
||||
FragColor = vec4(colorGrid.rgb, 0.0);
|
||||
}
|
||||
|
||||
if ((gridFlag & (AXIS_X | AXIS_Y | AXIS_Z)) > 0) {
|
||||
if ((gridFlag & (AXIS_X | AXIS_Y | AXIS_Z)) != 0) {
|
||||
/* Setup axes 'domains' */
|
||||
vec3 axes_dist, axes_fwidth;
|
||||
|
||||
if ((gridFlag & AXIS_X) > 0) {
|
||||
if ((gridFlag & AXIS_X) != 0) {
|
||||
axes_dist.x = dot(wPos.yz, planeAxes.yz);
|
||||
axes_fwidth.x = dot(fwidthPos.yz, planeAxes.yz);
|
||||
}
|
||||
if ((gridFlag & AXIS_Y) > 0) {
|
||||
if ((gridFlag & AXIS_Y) != 0) {
|
||||
axes_dist.y = dot(wPos.xz, planeAxes.xz);
|
||||
axes_fwidth.y = dot(fwidthPos.xz, planeAxes.xz);
|
||||
}
|
||||
if ((gridFlag & AXIS_Z) > 0) {
|
||||
if ((gridFlag & AXIS_Z) != 0) {
|
||||
axes_dist.z = dot(wPos.xy, planeAxes.xy);
|
||||
axes_fwidth.z = dot(fwidthPos.xy, planeAxes.xy);
|
||||
}
|
||||
@@ -195,19 +198,19 @@ void main()
|
||||
/* Computing all axes at once using vec3 */
|
||||
vec3 axes = get_axes(axes_dist, axes_fwidth, 0.1);
|
||||
|
||||
if ((gridFlag & AXIS_X) > 0) {
|
||||
if ((gridFlag & AXIS_X) != 0) {
|
||||
FragColor = mix(FragColor, colorGridAxisX, axes.x);
|
||||
}
|
||||
if ((gridFlag & AXIS_Y) > 0) {
|
||||
if ((gridFlag & AXIS_Y) != 0) {
|
||||
FragColor = mix(FragColor, colorGridAxisY, axes.y);
|
||||
}
|
||||
if ((gridFlag & AXIS_Z) > 0) {
|
||||
if ((gridFlag & AXIS_Z) != 0) {
|
||||
FragColor = mix(FragColor, colorGridAxisZ, axes.z);
|
||||
}
|
||||
}
|
||||
|
||||
float scene_depth = texture(depthBuffer, sPos).r;
|
||||
if ((gridFlag & GRID_BACK) > 0) {
|
||||
if ((gridFlag & GRID_BACK) != 0) {
|
||||
fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
|
||||
}
|
||||
else {
|
||||
|
||||
@@ -27,11 +27,11 @@ void main()
|
||||
vec3 vert_pos, proj_camera_pos;
|
||||
|
||||
/* Project camera pos to the needed plane */
|
||||
if ((gridFlag & PLANE_XY) > 0) {
|
||||
if ((gridFlag & PLANE_XY) != 0) {
|
||||
vert_pos = vec3(pos.x, pos.y, 0.0);
|
||||
proj_camera_pos = vec3(cameraPos.x, cameraPos.y, 0.0);
|
||||
}
|
||||
else if ((gridFlag & PLANE_XZ) > 0) {
|
||||
else if ((gridFlag & PLANE_XZ) != 0) {
|
||||
vert_pos = vec3(pos.x, 0.0, pos.y);
|
||||
proj_camera_pos = vec3(cameraPos.x, 0.0, cameraPos.z);
|
||||
}
|
||||
@@ -52,10 +52,10 @@ void main()
|
||||
vec3 realPos = proj_camera_pos + vert_pos;
|
||||
|
||||
/* Used for additional Z axis */
|
||||
if ((gridFlag & CLIP_Z_POS) > 0) {
|
||||
if ((gridFlag & CLIP_Z_POS) != 0) {
|
||||
realPos.z = max(realPos.z, 0.0);
|
||||
}
|
||||
if ((gridFlag & CLIP_Z_NEG) > 0) {
|
||||
if ((gridFlag & CLIP_Z_NEG) != 0) {
|
||||
realPos.z = min(-realPos.z, 0.0);
|
||||
}
|
||||
|
||||
|
||||
@@ -853,11 +853,12 @@ static const EnumPropertyItem *rna_View3DShading_studio_light_itemf(
|
||||
switch (v3d->drawtype) {
|
||||
case OB_SOLID:
|
||||
case OB_TEXTURE:
|
||||
show_studiolight = (sl->flag & (STUDIOLIGHT_ORIENTATION_WORLD | STUDIOLIGHT_ORIENTATION_CAMERA)) > 0;
|
||||
show_studiolight = (
|
||||
(sl->flag & (STUDIOLIGHT_ORIENTATION_WORLD | STUDIOLIGHT_ORIENTATION_CAMERA)) != 0);
|
||||
break;
|
||||
|
||||
case OB_MATERIAL:
|
||||
show_studiolight = (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD) > 0;
|
||||
show_studiolight = ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD) != 0);
|
||||
icon_id = sl->icon_id_radiance;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -761,7 +761,7 @@ static int rna_UserDef_studiolight_index_get(PointerRNA *ptr)
|
||||
static bool rna_UserDef_studiolight_is_user_defined_get(PointerRNA *ptr)
|
||||
{
|
||||
StudioLight *sl = (StudioLight *)ptr->data;
|
||||
return (sl->flag & STUDIOLIGHT_USER_DEFINED) > 0;
|
||||
return (sl->flag & STUDIOLIGHT_USER_DEFINED) != 0;
|
||||
}
|
||||
|
||||
/* StudioLight.orientation */
|
||||
|
||||
Reference in New Issue
Block a user