Fix T83094: Alternate rows in the Sequencer are green (macOS)

The issue is that `UI_GetThemeColorBlendShade4fv()` creates a color
with alpha, but there is not any background underneath to blend in with.

The solution is just to draw an opaque background first, which also
halves the number of rects to draw. Note that the brighter rows get
very slightly darker after this change.

Differential Revision: https://developer.blender.org/D9947
This commit is contained in:
Yevgeny Makarov 2021-01-05 14:21:54 -06:00 committed by Hans Goudey
parent 2ed6055209
commit 5424b4821d
Notes: blender-bot 2023-02-13 22:20:49 +01:00
Referenced by issue #84434, Adding an array modifier on one object changes appearance of a different object in cycles rendered view
Referenced by issue #84438, Crashing when compositing 2 scenes
Referenced by issue #83094, The alternate rows in the Sequencer are green (macOS)
1 changed files with 9 additions and 9 deletions

View File

@ -1880,6 +1880,10 @@ static void draw_seq_backdrop(View2D *v2d)
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* View backdrop. */
immUniformThemeColorShade(TH_BACK, -25);
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
/* Darker overlay over the view backdrop. */
immUniformThemeColorShade(TH_BACK, -20);
immRectf(pos, v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0);
@ -1887,22 +1891,18 @@ static void draw_seq_backdrop(View2D *v2d)
/* Alternating horizontal stripes. */
i = max_ii(1, ((int)v2d->cur.ymin) - 1);
float col_alternating[4];
UI_GetThemeColor4fv(TH_ROW_ALTERNATE, col_alternating);
GPU_blend(GPU_BLEND_ALPHA);
immUniformThemeColor(TH_ROW_ALTERNATE);
while (i < v2d->cur.ymax) {
if (i & 1) {
immUniformThemeColorBlendShade(TH_BACK, TH_ROW_ALTERNATE, col_alternating[3], -25);
immRectf(pos, v2d->cur.xmin, i, v2d->cur.xmax, i + 1);
}
else {
immUniformThemeColorShade(TH_BACK, -25);
}
immRectf(pos, v2d->cur.xmin, i, v2d->cur.xmax, i + 1);
i++;
}
GPU_blend(GPU_BLEND_NONE);
/* Lines separating the horizontal bands. */
i = max_ii(1, ((int)v2d->cur.ymin) - 1);
int line_len = (int)v2d->cur.ymax - i + 1;