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authorMike Erwin <significant.bit@gmail.com>2017-04-07 02:15:26 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-07 02:15:26 +0300
commitf69678482c849d873b9686cd6068946205db7c2b (patch)
tree3ffd7dee52bac6d5706b5e6b64983290dd3ebed6 /source/blender/editors/screen
parent934dfc420088b4ce06bb050ade1ab6a4fa8e6d72 (diff)
OpenGL: refactor UI_draw_roundbox functions
Each function takes a bool (filled vs outline) and a color. We already had multiple ways of passing color in; these are still here. Special variant for anti-aliasing. - took GLenum out of interface - removed UI_RB_ALPHA flag (only one place really used it) - use exact vertex count - removed redundant state changes (BLEND, LINE_SMOOTH)
Diffstat (limited to 'source/blender/editors/screen')
-rw-r--r--source/blender/editors/screen/area.c32
1 files changed, 14 insertions, 18 deletions
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 8fe07092d1c..78c8619034c 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -366,14 +366,14 @@ static void region_draw_azone_tab_plus(AZone *az)
}
float color[4] = {0.05f, 0.05f, 0.05f, 0.4f};
- UI_draw_roundbox((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, color);
+ UI_draw_roundbox_aa(true, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, color);
draw_azone_plus((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2);
}
static void region_draw_azone_tab(AZone *az)
{
- float col[4], black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ float col[4], black[4] = {0.0f, 0.0f, 0.0f, 0.5f};
glEnable(GL_BLEND);
UI_GetThemeColor3fv(TH_HEADER, col);
@@ -382,28 +382,24 @@ static void region_draw_azone_tab(AZone *az)
/* 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_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
- UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f, black);
+ UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
+ UI_draw_roundbox_shade_x(true, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
+ UI_draw_roundbox_aa(false, (float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f, black);
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_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
- UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f, black);
+ UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_RIGHT | UI_CNR_BOTTOM_LEFT);
+ UI_draw_roundbox_shade_x(true, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
+ UI_draw_roundbox_aa(false, (float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f, black);
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_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
- UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, black);
+ UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT);
+ UI_draw_roundbox_shade_x(true, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
+ UI_draw_roundbox_aa(false, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, black);
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_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
- UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, black);
+ UI_draw_roundbox_corner_set(UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT);
+ UI_draw_roundbox_shade_x(true, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
+ UI_draw_roundbox_aa(false, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, black);
break;
}