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Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c98
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