immediate mode: starting using new immUniformThemeColorBlendShade and more conversion

This commit is contained in:
Dalai Felinto 2016-10-13 20:08:18 +00:00
parent 05cf74622f
commit 3cecf39069
1 changed files with 28 additions and 15 deletions

View File

@ -900,30 +900,43 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
if (ca->dtx & CAM_DTX_CENTER) {
float x3, y3;
UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
x3 = x1 + 0.5f * (x2 - x1);
y3 = y1 + 0.5f * (y2 - y1);
glBegin(GL_LINES);
glVertex2f(x1, y3);
glVertex2f(x2, y3);
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
glVertex2f(x3, y1);
glVertex2f(x3, y2);
glEnd();
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
immBegin(GL_LINES, 4);
immVertex2f(pos, x1, y3);
immVertex2f(pos, x2, y3);
immVertex2f(pos, x3, y1);
immVertex2f(pos, x3, y2);
immEnd();
immUnbindProgram();
}
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
glBegin(GL_LINES);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
glVertex2f(x1, y2);
glVertex2f(x2, y1);
glEnd();
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
immBegin(GL_LINES, 4);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x1, y2);
immVertex2f(pos, x2, y1);
immEnd();
immUnbindProgram();
}
if (ca->dtx & CAM_DTX_THIRDS) {