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authorClément Foucault <foucault.clem@gmail.com>2017-02-06 16:06:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-02-06 16:06:13 +0300
commit8dbd961a3ecb56f9ecef8d028914d981d65ef75b (patch)
tree69026b935d0dcebd01ea71ebca62d35a7da0e91b
parentcb3daaf3550deb3926ef7f5dfc8d740f3f18ae27 (diff)
OpenGL immediate mode: interface_draw.c
-rw-r--r--source/blender/editors/include/UI_interface.h4
-rw-r--r--source/blender/editors/interface/interface_draw.c214
-rw-r--r--source/blender/editors/screen/area.c12
-rw-r--r--source/blender/editors/space_nla/nla_draw.c11
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c11
5 files changed, 140 insertions, 112 deletions
diff --git a/source/blender/editors/include/UI_interface.h b/source/blender/editors/include/UI_interface.h
index d48cfbee413..5e27dc12a10 100644
--- a/source/blender/editors/include/UI_interface.h
+++ b/source/blender/editors/include/UI_interface.h
@@ -316,8 +316,8 @@ void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx,
void UI_draw_roundbox_gl_mode_3ubAlpha(int mode, float minx, float miny, float maxx, float maxy, float rad, unsigned char col[3], unsigned char alpha);
void UI_draw_roundbox_gl_mode_3fvAlpha(int mode, float minx, float miny, float maxx, float maxy, float rad, float col[3], float alpha);
void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, float maxy, float rad, float col[4]);
-void UI_draw_roundbox_shade_x(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
-void UI_draw_roundbox_shade_y(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight);
+void UI_draw_roundbox_shade_x(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown, float col[4]);
+void UI_draw_roundbox_shade_y(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeleft, float shaderight, float col[4]);
void UI_draw_text_underline(int pos_x, int pos_y, int len, int height);
void UI_draw_safe_areas(
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index f17c61b8aa1..bfd90142e9f 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -174,227 +174,251 @@ void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, floa
immUnbindProgram();
}
-static void round_box_shade_col(const float col1[3], float const col2[3], const float fac)
+static void round_box_shade_col(unsigned attrib, const float col1[3], float const col2[3], const float fac)
{
- float col[3] = {
+ float col[4] = {
fac * col1[0] + (1.0f - fac) * col2[0],
fac * col1[1] + (1.0f - fac) * col2[1],
- fac * col1[2] + (1.0f - fac) * col2[2]
+ fac * col1[2] + (1.0f - fac) * col2[2],
+ 1.0f
};
- glColor3fv(col);
+ immAttrib4fv(attrib, col);
}
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
void UI_draw_roundbox_shade_x(
int mode, float minx, float miny, float maxx, float maxy,
- float rad, float shadetop, float shadedown)
+ float rad, float shadetop, float shadedown, float col[4])
{
float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
const float div = maxy - miny;
const float idiv = 1.0f / div;
- float coltop[3], coldown[3], color[4];
+ float coltop[3], coldown[3];
+ int vert_count = 0;
int a;
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
- /* get current color, needs to be outside of glBegin/End */
- glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
- coltop[0] = min_ff(1.0f, color[0] + shadetop);
- coltop[1] = min_ff(1.0f, color[1] + shadetop);
- coltop[2] = min_ff(1.0f, color[2] + shadetop);
- coldown[0] = max_ff(0.0f, color[0] + shadedown);
- coldown[1] = max_ff(0.0f, color[1] + shadedown);
- coldown[2] = max_ff(0.0f, color[2] + shadedown);
+ coltop[0] = min_ff(1.0f, col[0] + shadetop);
+ coltop[1] = min_ff(1.0f, col[1] + shadetop);
+ coltop[2] = min_ff(1.0f, col[2] + shadetop);
+ coldown[0] = max_ff(0.0f, col[0] + shadedown);
+ coldown[1] = max_ff(0.0f, col[1] + shadedown);
+ coldown[2] = max_ff(0.0f, col[2] + shadedown);
+
+ vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
- glBegin(mode);
+ immBegin(mode, vert_count);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
- round_box_shade_col(coltop, coldown, 0.0);
- glVertex2f(maxx - rad, miny);
+ round_box_shade_col(color, coltop, coldown, 0.0);
+ immVertex2f(pos, maxx - rad, miny);
for (a = 0; a < 7; a++) {
- round_box_shade_col(coltop, coldown, vec[a][1] * idiv);
- glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
+ round_box_shade_col(color, coltop, coldown, vec[a][1] * idiv);
+ immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
}
- round_box_shade_col(coltop, coldown, rad * idiv);
- glVertex2f(maxx, miny + rad);
+ round_box_shade_col(color, coltop, coldown, rad * idiv);
+ immVertex2f(pos, maxx, miny + rad);
}
else {
- round_box_shade_col(coltop, coldown, 0.0);
- glVertex2f(maxx, miny);
+ round_box_shade_col(color, coltop, coldown, 0.0);
+ immVertex2f(pos, maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
- round_box_shade_col(coltop, coldown, (div - rad) * idiv);
- glVertex2f(maxx, maxy - rad);
+ round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
+ immVertex2f(pos, maxx, maxy - rad);
for (a = 0; a < 7; a++) {
- round_box_shade_col(coltop, coldown, (div - rad + vec[a][1]) * idiv);
- glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
+ round_box_shade_col(color, coltop, coldown, (div - rad + vec[a][1]) * idiv);
+ immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
}
- round_box_shade_col(coltop, coldown, 1.0);
- glVertex2f(maxx - rad, maxy);
+ round_box_shade_col(color, coltop, coldown, 1.0);
+ immVertex2f(pos, maxx - rad, maxy);
}
else {
- round_box_shade_col(coltop, coldown, 1.0);
- glVertex2f(maxx, maxy);
+ round_box_shade_col(color, coltop, coldown, 1.0);
+ immVertex2f(pos, maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
- round_box_shade_col(coltop, coldown, 1.0);
- glVertex2f(minx + rad, maxy);
+ round_box_shade_col(color, coltop, coldown, 1.0);
+ immVertex2f(pos, minx + rad, maxy);
for (a = 0; a < 7; a++) {
- round_box_shade_col(coltop, coldown, (div - vec[a][1]) * idiv);
- glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
+ round_box_shade_col(color, coltop, coldown, (div - vec[a][1]) * idiv);
+ immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
}
- round_box_shade_col(coltop, coldown, (div - rad) * idiv);
- glVertex2f(minx, maxy - rad);
+ round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
+ immVertex2f(pos, minx, maxy - rad);
}
else {
- round_box_shade_col(coltop, coldown, 1.0);
- glVertex2f(minx, maxy);
+ round_box_shade_col(color, coltop, coldown, 1.0);
+ immVertex2f(pos, minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
- round_box_shade_col(coltop, coldown, rad * idiv);
- glVertex2f(minx, miny + rad);
+ round_box_shade_col(color, coltop, coldown, rad * idiv);
+ immVertex2f(pos, minx, miny + rad);
for (a = 0; a < 7; a++) {
- round_box_shade_col(coltop, coldown, (rad - vec[a][1]) * idiv);
- glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
+ round_box_shade_col(color, coltop, coldown, (rad - vec[a][1]) * idiv);
+ immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
}
- round_box_shade_col(coltop, coldown, 0.0);
- glVertex2f(minx + rad, miny);
+ round_box_shade_col(color, coltop, coldown, 0.0);
+ immVertex2f(pos, minx + rad, miny);
}
else {
- round_box_shade_col(coltop, coldown, 0.0);
- glVertex2f(minx, miny);
+ round_box_shade_col(color, coltop, coldown, 0.0);
+ immVertex2f(pos, minx, miny);
}
-
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
}
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
void UI_draw_roundbox_shade_y(
int mode, float minx, float miny, float maxx, float maxy,
- float rad, float shadeLeft, float shadeRight)
+ float rad, float shadeleft, float shaderight, float col[4])
{
float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
const float div = maxx - minx;
const float idiv = 1.0f / div;
- float colLeft[3], colRight[3], color[4];
+ float colLeft[3], colRight[3];
+ int vert_count = 0;
int a;
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
- /* get current color, needs to be outside of glBegin/End */
- glGetFloatv(GL_CURRENT_COLOR, color);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
/* 'shade' defines strength of shading */
- colLeft[0] = min_ff(1.0f, color[0] + shadeLeft);
- colLeft[1] = min_ff(1.0f, color[1] + shadeLeft);
- colLeft[2] = min_ff(1.0f, color[2] + shadeLeft);
- colRight[0] = max_ff(0.0f, color[0] + shadeRight);
- colRight[1] = max_ff(0.0f, color[1] + shadeRight);
- colRight[2] = max_ff(0.0f, color[2] + shadeRight);
+ colLeft[0] = min_ff(1.0f, col[0] + shadeleft);
+ colLeft[1] = min_ff(1.0f, col[1] + shadeleft);
+ colLeft[2] = min_ff(1.0f, col[2] + shadeleft);
+ colRight[0] = max_ff(0.0f, col[0] + shaderight);
+ colRight[1] = max_ff(0.0f, col[1] + shaderight);
+ colRight[2] = max_ff(0.0f, col[2] + shaderight);
+
+
+ vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
- glBegin(mode);
+ immBegin(mode, vert_count);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
- round_box_shade_col(colLeft, colRight, 0.0);
- glVertex2f(maxx - rad, miny);
+ round_box_shade_col(color, colLeft, colRight, 0.0);
+ immVertex2f(pos, maxx - rad, miny);
for (a = 0; a < 7; a++) {
- round_box_shade_col(colLeft, colRight, vec[a][0] * idiv);
- glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
+ round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv);
+ immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
}
- round_box_shade_col(colLeft, colRight, rad * idiv);
- glVertex2f(maxx, miny + rad);
+ round_box_shade_col(color, colLeft, colRight, rad * idiv);
+ immVertex2f(pos, maxx, miny + rad);
}
else {
- round_box_shade_col(colLeft, colRight, 0.0);
- glVertex2f(maxx, miny);
+ round_box_shade_col(color, colLeft, colRight, 0.0);
+ immVertex2f(pos, maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
- round_box_shade_col(colLeft, colRight, 0.0);
- glVertex2f(maxx, maxy - rad);
+ round_box_shade_col(color, colLeft, colRight, 0.0);
+ immVertex2f(pos, maxx, maxy - rad);
for (a = 0; a < 7; a++) {
- round_box_shade_col(colLeft, colRight, (div - rad - vec[a][0]) * idiv);
- glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
+ round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv);
+ immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
}
- round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
- glVertex2f(maxx - rad, maxy);
+ round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
+ immVertex2f(pos, maxx - rad, maxy);
}
else {
- round_box_shade_col(colLeft, colRight, 0.0);
- glVertex2f(maxx, maxy);
+ round_box_shade_col(color, colLeft, colRight, 0.0);
+ immVertex2f(pos, maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
- round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
- glVertex2f(minx + rad, maxy);
+ round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
+ immVertex2f(pos, minx + rad, maxy);
for (a = 0; a < 7; a++) {
- round_box_shade_col(colLeft, colRight, (div - rad + vec[a][0]) * idiv);
- glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
+ round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv);
+ immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
}
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx, maxy - rad);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx, maxy - rad);
}
else {
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx, maxy);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx, miny + rad);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx, miny + rad);
for (a = 0; a < 7; a++) {
- round_box_shade_col(colLeft, colRight, (vec[a][0]) * idiv);
- glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
+ round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv);
+ immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
}
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx + rad, miny);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx + rad, miny);
}
else {
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx, miny);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx, miny);
}
-
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
}
/* plain antialiased unfilled rectangle */
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 93dad8de7b7..0b986d7e48e 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -373,39 +373,39 @@ static void region_draw_azone_tab_plus(AZone *az)
static void region_draw_azone_tab(AZone *az)
{
- float col[3];
+ float col[4];
glEnable(GL_BLEND);
UI_GetThemeColor3fv(TH_HEADER, col);
- glColor4f(col[0], col[1], col[2], 0.5f);
+ col[3] = 0.5f;
/* add code to draw region hidden as 'too small' */
switch (az->edge) {
case AE_TOP_TO_BOTTOMRIGHT:
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
glColor4ub(0, 0, 0, 255);
UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f);
break;
case AE_BOTTOM_TO_TOPLEFT:
UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_RIGHT | UI_CNR_BOTTOM_LEFT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
glColor4ub(0, 0, 0, 255);
UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f);
break;
case AE_LEFT_TO_TOPRIGHT:
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
glColor4ub(0, 0, 0, 255);
UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f);
break;
case AE_RIGHT_TO_TOPLEFT:
UI_draw_roundbox_corner_set(UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
glColor4ub(0, 0, 0, 255);
UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f);
break;
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index a9b8bfd08c8..7ac4f9dc484 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -339,7 +339,7 @@ static void nla_draw_strip_curves(NlaStrip *strip, float yminc, float ymaxc)
static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStrip *strip, View2D *v2d, float yminc, float ymaxc)
{
const bool non_solo = ((adt && (adt->flag & ADT_NLA_SOLO_TRACK)) && (nlt->flag & NLATRACK_SOLO) == 0);
- float color[3];
+ float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
/* get color of strip */
nla_strip_get_color_inside(adt, strip, color);
@@ -404,10 +404,9 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
/* draw 'inside' of strip itself */
if (non_solo == 0) {
/* strip is in normal track */
- glColor3fv(color);
UI_draw_roundbox_corner_set(UI_CNR_ALL); /* all corners rounded */
- UI_draw_roundbox_shade_x(GL_POLYGON, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1, color);
}
else {
/* strip is in disabled track - make less visible */
@@ -436,10 +435,14 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
if (strip->flag & NLASTRIP_FLAG_ACTIVE) {
/* strip should appear 'sunken', so draw a light border around it */
glColor3f(0.9f, 1.0f, 0.9f); // FIXME: hardcoded temp-hack colors
+ color[0] = 0.9f;
+ color[1] = 1.0f;
+ color[2] = 0.9f;
}
else {
/* strip should appear to stand out, so draw a dark border around it */
glColor3f(0.0f, 0.0f, 0.0f);
+ color[0] = color[1] = color[2] = 1.0f;
}
/* - line style: dotted for muted */
@@ -447,7 +450,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
setlinestyle(4);
/* draw outline */
- UI_draw_roundbox_shade_x(GL_LINE_LOOP, strip->start, yminc, strip->end, ymaxc, 0.0, 0.0, 0.1);
+ UI_draw_roundbox_shade_x(GL_LINE_LOOP, strip->start, yminc, strip->end, ymaxc, 0.0, 0.0, 0.1, color);
/* if action-clip strip, draw lines delimiting repeats too (in the same color as outline) */
if ((strip->type == NLASTRIP_TYPE_CLIP) && IS_EQF(strip->repeat, 1.0f) == 0) {
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index d7771d06787..b4cc1123176 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -758,6 +758,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
View2D *v2d = &ar->v2d;
float x1, x2, y1, y2;
unsigned char col[3], background_col[3], is_single_image;
+ float fcol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
const float handsize_clamped = draw_seq_handle_size_get_clamped(seq, pixelx);
/* we need to know if this is a single image/color or not for drawing */
@@ -855,11 +856,11 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0x8888);
}
-
- glColor3ubv((GLubyte *)col);
-
- UI_draw_roundbox_shade_x(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0);
-
+
+ rgb_uchar_to_float(fcol, col);
+
+ UI_draw_roundbox_shade_x(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0, fcol);
+
if (seq->flag & SEQ_MUTE) {
glDisable(GL_LINE_STIPPLE);
}