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Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c80
1 files changed, 40 insertions, 40 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 659bb41eec0..f8ce278814f 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -144,9 +144,9 @@ static void round_box_shade_col(float *col1, float *col2, float fac)
{
float col[3];
- col[0]= (fac*col1[0] + (1.0-fac)*col2[0]);
- col[1]= (fac*col1[1] + (1.0-fac)*col2[1]);
- col[2]= (fac*col1[2] + (1.0-fac)*col2[2]);
+ col[0]= (fac*col1[0] + (1.0f-fac)*col2[0]);
+ col[1]= (fac*col1[1] + (1.0f-fac)*col2[1]);
+ col[2]= (fac*col1[2] + (1.0f-fac)*col2[2]);
glColor3fv(col);
}
@@ -170,12 +170,12 @@ void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, fl
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
- coltop[0]= color[0]+shadetop; if(coltop[0]>1.0) coltop[0]= 1.0;
- coltop[1]= color[1]+shadetop; if(coltop[1]>1.0) coltop[1]= 1.0;
- coltop[2]= color[2]+shadetop; if(coltop[2]>1.0) coltop[2]= 1.0;
- coldown[0]= color[0]+shadedown; if(coldown[0]<0.0) coldown[0]= 0.0;
- coldown[1]= color[1]+shadedown; if(coldown[1]<0.0) coldown[1]= 0.0;
- coldown[2]= color[2]+shadedown; if(coldown[2]<0.0) coldown[2]= 0.0;
+ coltop[0]= color[0]+shadetop; if(coltop[0]>1.0f) coltop[0]= 1.0f;
+ coltop[1]= color[1]+shadetop; if(coltop[1]>1.0f) coltop[1]= 1.0f;
+ coltop[2]= color[2]+shadetop; if(coltop[2]>1.0f) coltop[2]= 1.0f;
+ coldown[0]= color[0]+shadedown; if(coldown[0]<0.0f) coldown[0]= 0.0f;
+ coldown[1]= color[1]+shadedown; if(coldown[1]<0.0f) coldown[1]= 0.0f;
+ coldown[2]= color[2]+shadedown; if(coldown[2]<0.0f) coldown[2]= 0.0f;
glShadeModel(GL_SMOOTH);
glBegin(mode);
@@ -277,12 +277,12 @@ void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
- colLeft[0]= color[0]+shadeLeft; if(colLeft[0]>1.0) colLeft[0]= 1.0;
- colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0) colLeft[1]= 1.0;
- colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0) colLeft[2]= 1.0;
- colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0) colRight[0]= 0.0;
- colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0) colRight[1]= 0.0;
- colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0) colRight[2]= 0.0;
+ colLeft[0]= color[0]+shadeLeft; if(colLeft[0]>1.0f) colLeft[0]= 1.0f;
+ colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0f) colLeft[1]= 1.0f;
+ colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0f) colLeft[2]= 1.0f;
+ colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0f) colRight[0]= 0.0f;
+ colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0f) colRight[1]= 0.0f;
+ colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0f) colRight[2]= 0.0f;
glShadeModel(GL_SMOOTH);
glBegin(mode);
@@ -951,9 +951,9 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
/* min max */
for (c=0; c<3; c++) {
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB)
- glColor3f(colors[c][0]*0.75, colors[c][1]*0.75, colors[c][2]*0.75);
+ glColor3f(colors[c][0]*0.75f, colors[c][1]*0.75f, colors[c][2]*0.75f);
else
- glColor3f(colorsycc[c][0]*0.75, colorsycc[c][1]*0.75, colorsycc[c][2]*0.75);
+ glColor3f(colorsycc[c][0]*0.75f, colorsycc[c][1]*0.75f, colorsycc[c][2]*0.75f);
min= yofs+scopes->minmax[c][0]*h;
max= yofs+scopes->minmax[c][1]*h;
CLAMP(min, rect.ymin, rect.ymax);
@@ -986,15 +986,15 @@ static void vectorscope_draw_target(float centerx, float centery, float diam, fl
rgb_to_yuv(r,g,b, &y, &u, &v);
if (u>0 && v>=0) tangle=atanf(v/u);
- else if (u>0 && v<0) tangle=atanf(v/u)+2*M_PI;
- else if (u<0) tangle=atanf(v/u)+M_PI;
- else if (u==0 && v>0) tangle=M_PI/2.0f;
- else if (u==0 && v<0) tangle=-M_PI/2.0f;
+ else if (u>0 && v<0) tangle= atanf(v/u) + 2.0f * (float)M_PI;
+ else if (u<0) tangle=atanf(v/u) + (float)M_PI;
+ else if (u==0 && v > 0.0f) tangle= (float)M_PI/2.0f;
+ else if (u==0 && v < 0.0f) tangle=-(float)M_PI/2.0f;
tampli= sqrtf(u*u+v*v);
/* small target vary by 2.5 degree and 2.5 IRE unit */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
- dangle= 2.5*M_PI/180.0f;
+ dangle= 2.5f*(float)M_PI/180.0f;
dampli= 2.5f/200.0f;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle));
@@ -1005,9 +1005,9 @@ static void vectorscope_draw_target(float centerx, float centery, float diam, fl
glEnd();
/* big target vary by 10 degree and 20% amplitude */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
- dangle= 10*M_PI/180.0f;
- dampli= 0.2*tampli;
- dangle2= 5.0f*M_PI/180.0f;
+ dangle= 10.0f*(float)M_PI/180.0f;
+ dampli= 0.2f*tampli;
+ dangle2= 5.0f*(float)M_PI/180.0f;
dampli2= 0.5f*dampli;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli+dampli-dampli2,tangle+dangle), polar_to_y(centery,diam,tampli+dampli-dampli2,tangle+dangle));
@@ -1131,13 +1131,13 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
sizey= rect->ymax-y1;
/* first background, to show tranparency */
- dx= sizex/12.0;
+ dx= sizex/12.0f;
v1[0]= x1;
for(a=0; a<12; a++) {
if(a & 1) glColor3f(0.3, 0.3, 0.3); else glColor3f(0.8, 0.8, 0.8);
- glRectf(v1[0], y1, v1[0]+dx, y1+0.5*sizey);
+ glRectf(v1[0], y1, v1[0]+dx, y1+0.5f*sizey);
if(a & 1) glColor3f(0.8, 0.8, 0.8); else glColor3f(0.3, 0.3, 0.3);
- glRectf(v1[0], y1+0.5*sizey, v1[0]+dx, y1+sizey);
+ glRectf(v1[0], y1+0.5f*sizey, v1[0]+dx, y1+sizey);
v1[0]+= dx;
}
@@ -1178,9 +1178,9 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
/* help lines */
v1[0]= v2[0]=v3[0]= x1;
v1[1]= y1;
- v1a[1]= y1+0.25*sizey;
- v2[1]= y1+0.5*sizey;
- v2a[1]= y1+0.75*sizey;
+ v1a[1]= y1+0.25f*sizey;
+ v2[1]= y1+0.5f*sizey;
+ v2a[1]= y1+0.75f*sizey;
v3[1]= y1+sizey;
@@ -1330,7 +1330,7 @@ static void ui_draw_but_curve_grid(rcti *rect, float zoomx, float zoomy, float o
glBegin(GL_LINES);
dx= step*zoomx;
fx= rect->xmin + zoomx*(-offsx);
- if(fx > rect->xmin) fx -= dx*( floor(fx-rect->xmin));
+ if(fx > rect->xmin) fx -= dx*(floorf(fx-rect->xmin));
while(fx < rect->xmax) {
glVertex2f(fx, rect->ymin);
glVertex2f(fx, rect->ymax);
@@ -1339,7 +1339,7 @@ static void ui_draw_but_curve_grid(rcti *rect, float zoomx, float zoomy, float o
dy= step*zoomy;
fy= rect->ymin + zoomy*(-offsy);
- if(fy > rect->ymin) fy -= dy*( floor(fy-rect->ymin));
+ if(fy > rect->ymin) fy -= dy*(floorf(fy-rect->ymin));
while(fy < rect->ymax) {
glVertex2f(rect->xmin, fy);
glVertex2f(rect->xmax, fy);
@@ -1379,8 +1379,8 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect
glScissor(scissor_new.xmin, scissor_new.ymin, scissor_new.xmax-scissor_new.xmin, scissor_new.ymax-scissor_new.ymin);
/* calculate offset and zoom */
- zoomx= (rect->xmax-rect->xmin-2.0*but->aspect)/(cumap->curr.xmax - cumap->curr.xmin);
- zoomy= (rect->ymax-rect->ymin-2.0*but->aspect)/(cumap->curr.ymax - cumap->curr.ymin);
+ zoomx= (rect->xmax-rect->xmin-2.0f*but->aspect)/(cumap->curr.xmax - cumap->curr.xmin);
+ zoomy= (rect->ymax-rect->ymin-2.0f*but->aspect)/(cumap->curr.ymax - cumap->curr.ymin);
offsx= cumap->curr.xmin-but->aspect/zoomx;
offsy= cumap->curr.ymin-but->aspect/zoomy;
@@ -1540,9 +1540,9 @@ static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float s
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
- glVertex2f(maxx, maxy-0.3*shadsize);
+ glVertex2f(maxx, maxy-0.3f*shadsize);
glColor4ub(0, 0, 0, 0);
- glVertex2f(maxx+shadsize, maxy-0.75*shadsize);
+ glVertex2f(maxx+shadsize, maxy-0.75f*shadsize);
glVertex2f(maxx+shadsize, miny);
glEnd();
@@ -1552,18 +1552,18 @@ static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float s
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx+shadsize, miny);
- glVertex2f(maxx+0.7*shadsize, miny-0.7*shadsize);
+ glVertex2f(maxx+0.7f*shadsize, miny-0.7f*shadsize);
glVertex2f(maxx, miny-shadsize);
glEnd();
/* bottom quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
- glVertex2f(minx+0.3*shadsize, miny);
+ glVertex2f(minx+0.3f*shadsize, miny);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx, miny-shadsize);
- glVertex2f(minx+0.5*shadsize, miny-shadsize);
+ glVertex2f(minx+0.5f*shadsize, miny-shadsize);
glEnd();
glDisable(GL_BLEND);