diff options
author | Jesse Yurkovich <deadpin> | 2021-10-15 12:42:21 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2021-10-15 12:42:44 +0300 |
commit | 93a8fd1249ffc64ee089b8c3192908dec247fc07 (patch) | |
tree | 7bb64d08dbf1ff2f20894675628a758ba2549e4b /source/blender/draw/intern | |
parent | 30bed8761dfb0c6ddb5ecd4b7c31c2e721a57535 (diff) |
Cleanup: Commonize code for checking scene lights/world settings
There were several places attempting to check to see if scene lights
and world were enabled for display. This tries to find a common place
for both of these to reduce duplication.
Honestly, I couldn't find a really good spot for these and settled on
DRW_engine. It's not the best spot since they're not strictly drawing
related, but let's start here.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12658
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r-- | source/blender/draw/intern/draw_color_management.cc | 11 |
1 files changed, 3 insertions, 8 deletions
diff --git a/source/blender/draw/intern/draw_color_management.cc b/source/blender/draw/intern/draw_color_management.cc index 23fa18c83c5..70035c7c6f8 100644 --- a/source/blender/draw/intern/draw_color_management.cc +++ b/source/blender/draw/intern/draw_color_management.cc @@ -30,6 +30,7 @@ #include "GPU_texture.h" #include "DNA_space_types.h" +#include "DNA_view3d_types.h" #include "BKE_colortools.h" @@ -60,14 +61,8 @@ static eDRWColorManagementType drw_color_management_type_for_v3d(const Scene &sc { const bool use_workbench = BKE_scene_uses_blender_workbench(&scene); - const bool use_scene_lights = ((v3d.shading.type == OB_MATERIAL) && - (v3d.shading.flag & V3D_SHADING_SCENE_LIGHTS)) || - ((v3d.shading.type == OB_RENDER) && - (v3d.shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)); - const bool use_scene_world = ((v3d.shading.type == OB_MATERIAL) && - (v3d.shading.flag & V3D_SHADING_SCENE_WORLD)) || - ((v3d.shading.type == OB_RENDER) && - (v3d.shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)); + const bool use_scene_lights = V3D_USES_SCENE_LIGHTS(&v3d); + const bool use_scene_world = V3D_USES_SCENE_WORLD(&v3d); if ((use_workbench && v3d.shading.type == OB_RENDER) || use_scene_lights || use_scene_world) { return eDRWColorManagementType::UseRenderSettings; |