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m---------release/scripts/addons0
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c12
-rw-r--r--source/blender/draw/intern/draw_color_management.cc11
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c6
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h12
5 files changed, 20 insertions, 21 deletions
diff --git a/release/scripts/addons b/release/scripts/addons
-Subproject f10ca8c156169b24e70027a43f718f99571d280
+Subproject 67f1fbca1482d9d9362a4001332e785c3fd5d23
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 1078cebdbff..50e32040522 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -120,15 +120,9 @@ void GPENCIL_engine_init(void *ved)
bool use_scene_world = false;
if (v3d) {
- 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));
-
- 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));
+ use_scene_lights = V3D_USES_SCENE_LIGHTS(v3d);
+
+ use_scene_world = V3D_USES_SCENE_WORLD(v3d);
stl->pd->v3d_color_type = (v3d->shading.type == OB_SOLID) ? v3d->shading.color_type : -1;
/* Special case: If Vertex Paint mode, use always Vertex mode. */
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;
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index bda6fa05a63..787cf529483 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -30,6 +30,7 @@
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
+#include "DNA_view3d_types.h"
#include "MEM_guardedalloc.h"
@@ -1569,10 +1570,7 @@ static void space_view3d_listener(const wmSpaceTypeListenerParams *params)
case NC_SCENE:
switch (wmn->data) {
case ND_WORLD: {
- 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_world = V3D_USES_SCENE_WORLD(v3d);
if (v3d->flag2 & V3D_HIDE_OVERLAYS || use_scene_world) {
ED_area_tag_redraw_regiontype(area, RGN_TYPE_WINDOW);
}
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index fafc470b95a..d5db72ea85a 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -500,6 +500,18 @@ enum {
V3D_SHADING_STUDIOLIGHT_VIEW_ROTATION = (1 << 14),
};
+#define V3D_USES_SCENE_LIGHTS(v3d) \
+ ((v3d) && \
+ ((((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))))
+
+#define V3D_USES_SCENE_WORLD(v3d) \
+ ((v3d) && \
+ ((((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))))
+
/** #View3DShading.cavity_type */
enum {
V3D_SHADING_CAVITY_SSAO = 0,