Use bool for each condition

This commit is contained in:
Germano Cavalcante
2023-09-29 17:38:56 -03:00
parent 7c772cc93e
commit c26efccf61

View File

@@ -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);