Fix T76480 UI: Proportional Editing Color too Shallow on 2.9a

This changes the drawing by drawing 2 circles with different intensity to
avoid any readability issues. This removes the need for Logic OP which is
implementation dependent.
This commit is contained in:
Clément Foucault 2020-06-30 18:21:35 +02:00
parent c2ebf3edb4
commit 9d80e6a6bb
Notes: blender-bot 2023-02-14 00:44:02 +01:00
Referenced by issue #76480, Proportional Editing Color too Shallow on 2.9a
1 changed files with 13 additions and 4 deletions

View File

@ -878,12 +878,21 @@ void drawPropCircle(const struct bContext *C, TransInfo *t)
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_GRID);
immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR);
GPU_logic_op_invert_set(true);
float viewport[4];
GPU_viewport_size_get_f(viewport);
GPU_blend(true);
immUniform2fv("viewportSize", &viewport[2]);
immUniform1f("lineWidth", 3.0f * U.pixelsize);
immUniformThemeColorShadeAlpha(TH_GRID, -20, 255);
imm_drawcircball(t->center_global, t->prop_size, imat, pos);
immUniform1f("lineWidth", 1.0f * U.pixelsize);
immUniformThemeColorShadeAlpha(TH_GRID, 20, 255);
imm_drawcircball(t->center_global, t->prop_size, imat, pos);
GPU_logic_op_invert_set(false);
immUnbindProgram();