[Bf-blender-cvs] [a72a5809481] master: Cleanup: Simplify Cycles viewport parameters

Sergey Sharybin noreply at git.blender.org
Wed May 26 11:10:59 CEST 2021


Commit: a72a5809481217de6a6440ed80c7a22bb31a227a
Author: Sergey Sharybin
Date:   Wed May 26 11:07:05 2021 +0200
Branches: master
https://developer.blender.org/rBa72a5809481217de6a6440ed80c7a22bb31a227a

Cleanup: Simplify Cycles viewport parameters

Use early output and access shading RNA object only once.

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

M	intern/cycles/blender/blender_viewport.cpp

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

diff --git a/intern/cycles/blender/blender_viewport.cpp b/intern/cycles/blender/blender_viewport.cpp
index 73ef5f94720..aac3d41314a 100644
--- a/intern/cycles/blender/blender_viewport.cpp
+++ b/intern/cycles/blender/blender_viewport.cpp
@@ -32,17 +32,26 @@ BlenderViewportParameters::BlenderViewportParameters()
 BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
     : BlenderViewportParameters()
 {
+  if (!b_v3d) {
+    return;
+  }
+
+  BL::View3DShading shading = b_v3d.shading();
+
   /* We only copy the parameters if we are in look dev mode. otherwise
    * defaults are being used. These defaults mimic normal render settings */
-  if (b_v3d && b_v3d.shading().type() == BL::View3DShading::type_RENDERED) {
-    use_scene_world = b_v3d.shading().use_scene_world_render();
-    use_scene_lights = b_v3d.shading().use_scene_lights_render();
-    if (!use_scene_world) {
-      studiolight_rotate_z = b_v3d.shading().studiolight_rotate_z();
-      studiolight_intensity = b_v3d.shading().studiolight_intensity();
-      studiolight_background_alpha = b_v3d.shading().studiolight_background_alpha();
-      studiolight_path = b_v3d.shading().selected_studio_light().path();
-    }
+  if (shading.type() != BL::View3DShading::type_RENDERED) {
+    return;
+  }
+
+  use_scene_world = shading.use_scene_world_render();
+  use_scene_lights = shading.use_scene_lights_render();
+
+  if (!use_scene_world) {
+    studiolight_rotate_z = shading.studiolight_rotate_z();
+    studiolight_intensity = shading.studiolight_intensity();
+    studiolight_background_alpha = shading.studiolight_background_alpha();
+    studiolight_path = shading.selected_studio_light().path();
   }
 }



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