diff options
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 |