Cleanup: compare with zero for flag checks
This is done almost everywhere already, use this more straightforward convention.
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f10825d573
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@ -32,9 +32,9 @@ void ColorCorrectionNode::convertToOperations(NodeConverter &converter,
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ColorCorrectionOperation *operation = new ColorCorrectionOperation();
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operation->setData((NodeColorCorrection *)editorNode->storage);
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operation->setRedChannelEnabled((editorNode->custom1 & 1) > 0);
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operation->setGreenChannelEnabled((editorNode->custom1 & 2) > 0);
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operation->setBlueChannelEnabled((editorNode->custom1 & 4) > 0);
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operation->setRedChannelEnabled((editorNode->custom1 & 1) != 0);
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operation->setGreenChannelEnabled((editorNode->custom1 & 2) != 0);
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operation->setBlueChannelEnabled((editorNode->custom1 & 4) != 0);
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converter.addOperation(operation);
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converter.mapInputSocket(getInputSocket(0), operation->getInputSocket(0));
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@ -449,8 +449,8 @@ void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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(stl->g_data->render_passes & EEVEE_RENDERPASSES_LIGHT_PASS) :
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stl->g_data->render_passes;
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bool is_valid = (render_pass & EEVEE_RENDERPASSES_ALL) > 0;
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bool needs_color_transfer = (render_pass & EEVEE_RENDERPASSES_COLOR_PASS) > 0 &&
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bool is_valid = (render_pass & EEVEE_RENDERPASSES_ALL) != 0;
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bool needs_color_transfer = (render_pass & EEVEE_RENDERPASSES_COLOR_PASS) != 0 &&
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DRW_state_is_opengl_render();
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UNUSED_VARS(needs_color_transfer);
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@ -80,7 +80,7 @@ void OVERLAY_antialiasing_init(OVERLAY_Data *vedata)
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bool need_wire_expansion = (G_draw.block.sizePixel > 1.0f);
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pd->antialiasing.enabled = need_wire_expansion ||
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((U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) > 0);
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((U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) != 0);
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GPUTexture *color_tex = NULL;
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GPUTexture *line_tex = NULL;
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@ -127,7 +127,7 @@ void OVERLAY_antialiasing_cache_init(OVERLAY_Data *vedata)
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if (pd->antialiasing.enabled) {
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/* `antialiasing.enabled` is also enabled for wire expansion. Check here if
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* anti aliasing is needed. */
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const bool do_smooth_lines = (U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) > 0;
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const bool do_smooth_lines = (U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) != 0;
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DRW_PASS_CREATE(psl->antialiasing_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL);
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@ -161,7 +161,7 @@ void OVERLAY_edit_uv_init(OVERLAY_Data *vedata)
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pd->edit_uv.do_tiled_image_border_overlay = is_image_type && is_tiled_image;
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pd->edit_uv.dash_length = 4.0f * UI_DPI_FAC;
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pd->edit_uv.line_style = edit_uv_line_style_from_space_image(sima);
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pd->edit_uv.do_smooth_wire = ((U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) > 0);
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pd->edit_uv.do_smooth_wire = ((U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) != 0);
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pd->edit_uv.do_stencil_overlay = show_overlays && do_stencil_overlay;
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pd->edit_uv.draw_type = sima->dt_uvstretch;
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