[Bf-blender-cvs] [08ae597d63d] blender2.8: Cleanup: flag checks

Campbell Barton noreply at git.blender.org
Thu Jul 5 22:56:51 CEST 2018


Commit: 08ae597d63d2e89888ae937c35357b2de62d7a8e
Author: Campbell Barton
Date:   Thu Jul 5 22:56:18 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB08ae597d63d2e89888ae937c35357b2de62d7a8e

Cleanup: flag checks

===================================================================

M	source/blender/draw/engines/eevee/eevee_private.h
M	source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
M	source/blender/draw/engines/workbench/workbench_data.c
M	source/blender/draw/engines/workbench/workbench_deferred.c
M	source/blender/draw/modes/shaders/object_grid_frag.glsl
M	source/blender/draw/modes/shaders/object_grid_vert.glsl
M	source/blender/makesrna/intern/rna_space.c
M	source/blender/makesrna/intern/rna_userdef.c

===================================================================

diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index d077668197d..c2f9d16361d 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -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 */
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 9d27224b5c9..fae310be90b 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -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;
 
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index 4c68e41d010..1f5a1e17277 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -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) &&
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 1307f1c4446..d153728a000 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -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) {
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
index 2b04bb0d855..82780e0cddc 100644
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -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 {
diff --git a/source/blender/draw/modes/shaders/object_grid_vert.glsl b/source/blender/draw/modes/shaders/object_grid_vert.glsl
index 3f99d8b5d0a..a346973a597 100644
--- a/source/blender/draw/modes/shaders/object_grid_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_vert.glsl
@@ -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);
 	}
 
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 6a368fa4b41..92913e29f69 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -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;
 				}
diff --git a/source/blender/makesrna/intern/rna_userdef.c b/source/blender/makesrna/intern/rna_userdef.c
index 364a5694a07..9cde04c560e 100644
--- a/source/blender/makesrna/intern/rna_userdef.c
+++ b/source/blender/makesrna/intern/rna_userdef.c
@@ -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 */



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