Cleanup: use generic macro
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blender-bot
2023-02-14 05:12:54 +01:00
Referenced by issue #57173, Animated Boolean breaks textures
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@ -751,23 +751,16 @@ static void gp_draw_data_layers(
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* NOTE: If the setting doesn't apply, it *must* be cleared,
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* as dflag's carry over from the previous layer
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*/
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#define GP_DRAWFLAG_APPLY(condition, draw_flag_value) { \
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if (condition) dflag |= (draw_flag_value); \
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else dflag &= ~(draw_flag_value); \
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} (void)0
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/* xray... */
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GP_DRAWFLAG_APPLY((gpl->flag & GP_LAYER_NO_XRAY), GP_DRAWDATA_NO_XRAY);
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#undef GP_DRAWFLAG_APPLY
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SET_FLAG_FROM_TEST(dflag, gpl->flag & GP_LAYER_NO_XRAY, GP_DRAWDATA_NO_XRAY);
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/* draw the strokes already in active frame */
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gp_draw_strokes(gpd, gpl, gpf, offsx, offsy, winx, winy, dflag, debug, lthick, ink);
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/* Draw verts of selected strokes
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* - when doing OpenGL renders, we don't want to be showing these, as that ends up flickering
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* - locked layers can't be edited, so there's no point showing these verts
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* - locked layers can't be edited, so there's no point showing these verts
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* as they will have no bearings on what gets edited
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* - only show when in editmode, since operators shouldn't work otherwise
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* (NOTE: doing it this way means that the toggling editmode shows visible change immediately)
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@ -1536,18 +1536,12 @@ static void gp_draw_data_layers(RegionView3D *rv3d,
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* NOTE: If the setting doesn't apply, it *must* be cleared,
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* as dflag's carry over from the previous layer
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*/
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#define GP_DRAWFLAG_APPLY(condition, draw_flag_value) { \
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if (condition) dflag |= (draw_flag_value); \
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else dflag &= ~(draw_flag_value); \
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} (void)0
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/* xray... */
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GP_DRAWFLAG_APPLY((gpl->flag & GP_LAYER_NO_XRAY), GP_DRAWDATA_NO_XRAY);
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SET_FLAG_FROM_TEST(dflag, gpl->flag & GP_LAYER_NO_XRAY, GP_DRAWDATA_NO_XRAY);
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/* volumetric strokes... */
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GP_DRAWFLAG_APPLY((gpl->flag & GP_LAYER_VOLUMETRIC), GP_DRAWDATA_VOLUMETRIC);
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#undef GP_DRAWFLAG_APPLY
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SET_FLAG_FROM_TEST(dflag, gpl->flag & GP_LAYER_VOLUMETRIC, GP_DRAWDATA_VOLUMETRIC);
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tgpw.gpl = gpl;
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tgpw.gpf = gpf;
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