diff options
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 53 |
1 files changed, 14 insertions, 39 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c index 23ae8915e93..9a51aa5cb9d 100644 --- a/source/blender/editors/interface/interface_draw.c +++ b/source/blender/editors/interface/interface_draw.c @@ -2293,54 +2293,29 @@ void UI_draw_box_shadow(const rctf *rect, uchar alpha) void ui_draw_dropshadow( const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select)) { - float rad; + const float max_radius = (BLI_rctf_size_y(rct) - 10.0f) * 0.5f; + const float rad = min_ff(radius, max_radius); - if (radius > (BLI_rctf_size_y(rct) - 10.0f) * 0.5f) { - rad = (BLI_rctf_size_y(rct) - 10.0f) * 0.5f; - } - else { - rad = radius; - } + /* This undoes the scale of the view for higher zoom factors to clamp the shadow size. */ + const float clamped_aspect = smoothminf(aspect, 1.0f, 0.5f); - int a, i = 12; -#if 0 - if (select) { - a = i * aspect; /* same as below */ - } - else -#endif - { - a = i * aspect; - } + const float shadow_softness = 0.6f * U.widget_unit * clamped_aspect; + const float shadow_offset = 0.5f * U.widget_unit * clamped_aspect; + const float shadow_alpha = 0.5f * alpha; GPU_blend(GPU_BLEND_ALPHA); - const float dalpha = alpha * 2.0f / 255.0f; - float calpha = dalpha; - float visibility = 1.0f; - for (; i--;) { - /* alpha ranges from 2 to 20 or so */ -#if 0 /* Old Method (pre 2.8) */ - float color[4] = {0.0f, 0.0f, 0.0f, calpha}; - UI_draw_roundbox_4fv( - true, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a, color); -#endif - /* Compute final visibility to match old method result. */ - /* TODO: we could just find a better fit function inside the shader instead of this. */ - visibility = visibility * (1.0f - calpha); - calpha += dalpha; - } uiWidgetBaseParameters widget_params = { .recti.xmin = rct->xmin, .recti.ymin = rct->ymin, .recti.xmax = rct->xmax, - .recti.ymax = rct->ymax - 10.0f, - .rect.xmin = rct->xmin - a, - .rect.ymin = rct->ymin - a, - .rect.xmax = rct->xmax + a, - .rect.ymax = rct->ymax - 10.0f + a, + .recti.ymax = rct->ymax - shadow_offset, + .rect.xmin = rct->xmin - shadow_softness, + .rect.ymin = rct->ymin - shadow_softness, + .rect.xmax = rct->xmax + shadow_softness, + .rect.ymax = rct->ymax - shadow_offset + shadow_softness, .radi = rad, - .rad = rad + a, + .rad = rad + shadow_softness, .round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f, .round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f, .round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f, @@ -2351,7 +2326,7 @@ void ui_draw_dropshadow( GPUBatch *batch = ui_batch_roundbox_shadow_get(); GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_SHADOW); GPU_batch_uniform_4fv_array(batch, "parameters", 4, (const float(*)[4]) & widget_params); - GPU_batch_uniform_1f(batch, "alpha", 1.0f - visibility); + GPU_batch_uniform_1f(batch, "alpha", shadow_alpha); GPU_batch_draw(batch); /* outline emphasis */ |