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Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c68
1 files changed, 46 insertions, 22 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 0517278a149..efc748d39a1 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -167,8 +167,13 @@ void UI_draw_roundbox_4fv(
{
#if 0
float vec[7][2] = {
- {0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
- {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805},
+ {0.195, 0.02},
+ {0.383, 0.067},
+ {0.55, 0.169},
+ {0.707, 0.293},
+ {0.831, 0.45},
+ {0.924, 0.617},
+ {0.98, 0.805},
};
int a;
@@ -270,13 +275,16 @@ void UI_draw_roundbox_4fv(
}
#if 0
-static void round_box_shade_col(uint attr, const float col1[3], float const col2[3], const float fac)
+static void round_box_shade_col(uint attr,
+ const float col1[3],
+ float const col2[3],
+ const float fac)
{
float col[4] = {
- fac * col1[0] + (1.0f - fac) * col2[0],
- fac * col1[1] + (1.0f - fac) * col2[1],
- fac * col1[2] + (1.0f - fac) * col2[2],
- 1.0f,
+ fac * col1[0] + (1.0f - fac) * col2[0],
+ fac * col1[1] + (1.0f - fac) * col2[1],
+ fac * col1[2] + (1.0f - fac) * col2[2],
+ 1.0f,
};
immAttr4fv(attr, col);
}
@@ -296,8 +304,13 @@ void UI_draw_roundbox_shade_x(bool filled,
{
#if 0
float vec[7][2] = {
- {0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
- {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805},
+ {0.195, 0.02},
+ {0.383, 0.067},
+ {0.55, 0.169},
+ {0.707, 0.293},
+ {0.831, 0.45},
+ {0.924, 0.617},
+ {0.98, 0.805},
};
const float div = maxy - miny;
const float idiv = 1.0f / div;
@@ -317,9 +330,9 @@ void UI_draw_roundbox_shade_x(bool filled,
}
/* 'shade' defines strength of shading */
- coltop[0] = min_ff(1.0f, col[0] + shadetop);
- coltop[1] = min_ff(1.0f, col[1] + shadetop);
- coltop[2] = min_ff(1.0f, col[2] + shadetop);
+ coltop[0] = min_ff(1.0f, col[0] + shadetop);
+ coltop[1] = min_ff(1.0f, col[1] + shadetop);
+ coltop[2] = min_ff(1.0f, col[2] + shadetop);
coldown[0] = max_ff(0.0f, col[0] + shadedown);
coldown[1] = max_ff(0.0f, col[1] + shadedown);
coldown[2] = max_ff(0.0f, col[2] + shadedown);
@@ -440,13 +453,24 @@ void UI_draw_roundbox_shade_x(bool filled,
#if 0 /* unused */
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
-void UI_draw_roundbox_shade_y(
- bool filled, float minx, float miny, float maxx, float maxy,
- float rad, float shadeleft, float shaderight, const float col[4])
+void UI_draw_roundbox_shade_y(bool filled,
+ float minx,
+ float miny,
+ float maxx,
+ float maxy,
+ float rad,
+ float shadeleft,
+ float shaderight,
+ const float col[4])
{
float vec[7][2] = {
- {0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
- {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805},
+ {0.195, 0.02},
+ {0.383, 0.067},
+ {0.55, 0.169},
+ {0.707, 0.293},
+ {0.831, 0.45},
+ {0.924, 0.617},
+ {0.98, 0.805},
};
const float div = maxx - minx;
const float idiv = 1.0f / div;
@@ -466,14 +490,13 @@ void UI_draw_roundbox_shade_y(
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
/* 'shade' defines strength of shading */
- colLeft[0] = min_ff(1.0f, col[0] + shadeleft);
- colLeft[1] = min_ff(1.0f, col[1] + shadeleft);
- colLeft[2] = min_ff(1.0f, col[2] + shadeleft);
+ colLeft[0] = min_ff(1.0f, col[0] + shadeleft);
+ colLeft[1] = min_ff(1.0f, col[1] + shadeleft);
+ colLeft[2] = min_ff(1.0f, col[2] + shadeleft);
colRight[0] = max_ff(0.0f, col[0] + shaderight);
colRight[1] = max_ff(0.0f, col[1] + shaderight);
colRight[2] = max_ff(0.0f, col[2] + shaderight);
-
vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
@@ -2461,7 +2484,8 @@ void ui_draw_dropshadow(
/* 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);
+ 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. */