diff options
author | Philipp Oeser <info@graphics-engineer.com> | 2019-05-28 00:10:35 +0300 |
---|---|---|
committer | Philipp Oeser <info@graphics-engineer.com> | 2019-05-28 13:22:48 +0300 |
commit | b2b1aa2f8ead62cb376342b11348fe8495ae736d (patch) | |
tree | b3cfc0599cbde644891e2cafe86d1f2627538c16 /source/blender/editors/interface/interface_draw.c | |
parent | fc8547b88924ea3ba083b3b7cec705e6eba87422 (diff) |
Fix T57090: selected node group input sockets circles not drawing in
sidebar UIList
nodesockets were actually drawn, but immediately drawn over by widgets
from the widget draw batch cache.
solution here is to "widgify" nodesocket drawing as well.
Reviewers: brecht
Maniphest Tasks: T57090
Differential Revision: https://developer.blender.org/D4963
Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 98 |
1 files changed, 0 insertions, 98 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c index 640d5127446..022c3b3cb51 100644 --- a/source/blender/editors/interface/interface_draw.c +++ b/source/blender/editors/interface/interface_draw.c @@ -2255,104 +2255,6 @@ void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(ar), GPU_blend(false); } -void ui_draw_but_NODESOCKET(ARegion *ar, - uiBut *but, - const uiWidgetColors *UNUSED(wcol), - const rcti *recti) -{ - static const float size = 5.0f; - - /* 16 values of sin function */ - const float si[16] = { - 0.00000000f, - 0.39435585f, - 0.72479278f, - 0.93775213f, - 0.99871650f, - 0.89780453f, - 0.65137248f, - 0.29936312f, - -0.10116832f, - -0.48530196f, - -0.79077573f, - -0.96807711f, - -0.98846832f, - -0.84864425f, - -0.57126821f, - -0.20129852f, - }; - /* 16 values of cos function */ - const float co[16] = { - 1.00000000f, - 0.91895781f, - 0.68896691f, - 0.34730525f, - -0.05064916f, - -0.44039415f, - -0.75875812f, - -0.95413925f, - -0.99486932f, - -0.87434661f, - -0.61210598f, - -0.25065253f, - 0.15142777f, - 0.52896401f, - 0.82076344f, - 0.97952994f, - }; - - int scissor[4]; - - /* need scissor test, can draw outside of boundary */ - GPU_scissor_get_i(scissor); - - rcti scissor_new = { - .xmin = recti->xmin, - .ymin = recti->ymin, - .xmax = recti->xmax, - .ymax = recti->ymax, - }; - - rcti scissor_region = {0, ar->winx, 0, ar->winy}; - - BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new); - GPU_scissor(scissor_new.xmin, - scissor_new.ymin, - BLI_rcti_size_x(&scissor_new), - BLI_rcti_size_y(&scissor_new)); - - float x = 0.5f * (recti->xmin + recti->xmax); - float y = 0.5f * (recti->ymin + recti->ymax); - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - immUniformColor4ubv(but->col); - - GPU_blend(true); - immBegin(GPU_PRIM_TRI_FAN, 16); - for (int a = 0; a < 16; a++) { - immVertex2f(pos, x + size * si[a], y + size * co[a]); - } - immEnd(); - - immUniformColor4ub(0, 0, 0, 150); - GPU_line_width(1); - GPU_line_smooth(true); - immBegin(GPU_PRIM_LINE_LOOP, 16); - for (int a = 0; a < 16; a++) { - immVertex2f(pos, x + size * si[a], y + size * co[a]); - } - immEnd(); - GPU_line_smooth(false); - GPU_blend(false); - - immUnbindProgram(); - - /* restore scissortest */ - GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); -} - /* ****************************************************** */ /* TODO: high quality UI drop shadows using GLSL shader and single draw call |