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authorClément Foucault <foucault.clem@gmail.com>2020-06-22 20:57:53 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-22 20:57:53 +0300
commit15dda0115c783805753119984decb4d9249b1f01 (patch)
treec2d674f83d02edd6eb694c2510dbe1aaff510fe7 /source/blender/editors/interface/interface_intern.h
parent3cea42ce29cb986cf9614d9b712d72915d52e546 (diff)
UI: Widget: Replace geometry by fragment shader drawing
This means all the antiailasing is done inside the fragment shader. We use a Signed Distance Field to draw the 2D rounded boxes. This ensure the best quality for AA. This reduce the averge Batch for widget to 16 verts instead of ~600 and reduce overshading a lot. Theme Emboss alpha and tria alpha needs to be changed after this refactor. The shadow drawing is left unchanged and still use geometry. Reviewed By: Severin Differential Revision: https://developer.blender.org/D7833
Diffstat (limited to 'source/blender/editors/interface/interface_intern.h')
-rw-r--r--source/blender/editors/interface/interface_intern.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/editors/interface/interface_intern.h b/source/blender/editors/interface/interface_intern.h
index 6cd990ec2b0..fac78808a9a 100644
--- a/source/blender/editors/interface/interface_intern.h
+++ b/source/blender/editors/interface/interface_intern.h
@@ -848,6 +848,8 @@ typedef struct uiWidgetBaseParameters {
* The absolute value itself is the discard factor.
* Initialize value to 1.0.f if you don't want discard */
float alpha_discard;
+ float tria_type;
+ float _pad[3];
} uiWidgetBaseParameters;
enum {
@@ -861,8 +863,7 @@ enum {
ROUNDBOX_TRIA_MAX, /* don't use */
};
-struct GPUBatch *ui_batch_roundbox_get(bool filled, bool antialiased);
-struct GPUBatch *ui_batch_roundbox_widget_get(int tria);
+struct GPUBatch *ui_batch_roundbox_widget_get(void);
struct GPUBatch *ui_batch_roundbox_shadow_get(void);
void ui_draw_anti_tria_rect(const rctf *rect, char dir, const float color[4]);