Use bool for each condition
This commit is contained in:
@@ -225,14 +225,20 @@ static eViewOpsFlag navigate_pivot_get(bContext *C,
|
||||
float fallback_depth_pt[3];
|
||||
negate_v3_v3(fallback_depth_pt, static_cast<RegionView3D *>(region->regiondata)->ofs);
|
||||
|
||||
bool has_depth_buffer = !(v3d->flag2 & V3D_HIDE_OVERLAYS) ||
|
||||
ELEM(v3d->shading.type, OB_SOLID, OB_MATERIAL) ||
|
||||
XRAY_FLAG_ENABLED(v3d) ||
|
||||
v3d->shading.type == OB_RENDER &&
|
||||
(strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
|
||||
RE_engine_id_BLENDER_EEVEE) == 0 ||
|
||||
strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
|
||||
RE_engine_id_BLENDER_WORKBENCH) == 0);
|
||||
const char *engine_name = DEG_get_evaluated_scene(depsgraph)->r.engine;
|
||||
|
||||
bool has_overlays = !(v3d->flag2 & V3D_HIDE_OVERLAYS);
|
||||
bool is_viewport_wire_no_xray = v3d->shading.type < OB_SOLID && !XRAY_ENABLED(v3d);
|
||||
bool is_viewport_preview_solid = v3d->shading.type == OB_SOLID;
|
||||
bool is_viewport_preview_material = v3d->shading.type == OB_MATERIAL;
|
||||
bool is_viewport_render_eevee = v3d->shading.type == OB_RENDER &&
|
||||
strcmp(engine_name, RE_engine_id_BLENDER_EEVEE) == 0;
|
||||
bool is_viewport_render_workbench = v3d->shading.type == OB_RENDER &&
|
||||
strcmp(engine_name, RE_engine_id_BLENDER_WORKBENCH) == 0;
|
||||
|
||||
bool has_depth_buffer = has_overlays || is_viewport_preview_solid ||
|
||||
is_viewport_preview_material || is_viewport_wire_no_xray ||
|
||||
is_viewport_render_eevee || is_viewport_render_workbench;
|
||||
|
||||
if (!has_depth_buffer) {
|
||||
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
|
||||
|
||||
Reference in New Issue
Block a user