OpenGL immediate mode: interface_draw.c (cont)
Replaced GL_POLYGON in various places. Ported UI_draw_roundbox_unfilled
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@ -124,7 +124,7 @@ static void acf_generic_root_backdrop(bAnimContext *ac, bAnimListElem *ale, floa
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/* rounded corners on LHS only - top only when expanded, but bottom too when collapsed */
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UI_draw_roundbox_corner_set((expanded) ? UI_CNR_TOP_LEFT : (UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT));
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UI_draw_roundbox_gl_mode_3fvAlpha(GL_POLYGON, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
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UI_draw_roundbox_gl_mode_3fvAlpha(GL_TRIANGLE_FAN, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
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}
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@ -442,7 +442,7 @@ static void acf_summary_backdrop(bAnimContext *ac, bAnimListElem *ale, float ymi
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* - special hack: make the top a bit higher, since we are first...
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*/
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UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT);
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UI_draw_roundbox_gl_mode_3fvAlpha(GL_POLYGON, 0, yminc - 2, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
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UI_draw_roundbox_gl_mode_3fvAlpha(GL_TRIANGLE_FAN, 0, yminc - 2, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
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}
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/* name for summary entries */
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@ -831,7 +831,7 @@ static void acf_group_backdrop(bAnimContext *ac, bAnimListElem *ale, float yminc
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/* rounded corners on LHS only - top only when expanded, but bottom too when collapsed */
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UI_draw_roundbox_corner_set(expanded ? UI_CNR_TOP_LEFT : (UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT));
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UI_draw_roundbox_gl_mode_3fvAlpha(GL_POLYGON, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
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UI_draw_roundbox_gl_mode_3fvAlpha(GL_TRIANGLE_FAN, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
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}
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/* name for group entries */
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@ -1087,7 +1087,7 @@ static void acf_nla_controls_backdrop(bAnimContext *ac, bAnimListElem *ale, floa
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/* rounded corners on LHS only - top only when expanded, but bottom too when collapsed */
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UI_draw_roundbox_corner_set(expanded ? UI_CNR_TOP_LEFT : (UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT));
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UI_draw_roundbox_gl_mode_3fvAlpha(GL_POLYGON, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 5, color, 1.0f);
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UI_draw_roundbox_gl_mode_3fvAlpha(GL_TRIANGLE_FAN, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 5, color, 1.0f);
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}
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/* name for nla controls expander entries */
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@ -3441,7 +3441,7 @@ static void acf_nlaaction_backdrop(bAnimContext *ac, bAnimListElem *ale, float y
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/* draw slightly shifted up vertically to look like it has more separation from other channels,
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* but we then need to slightly shorten it so that it doesn't look like it overlaps
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*/
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UI_draw_roundbox_gl_mode(GL_POLYGON, offset, yminc + NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc + NLACHANNEL_SKIP - 1, 8, color);
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UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, offset, yminc + NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc + NLACHANNEL_SKIP - 1, 8, color);
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}
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/* name for nla action entries */
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@ -311,13 +311,13 @@ typedef enum {
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void UI_draw_roundbox(float minx, float miny, float maxx, float maxy, float rad, const float color[4]);
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void UI_draw_roundbox_corner_set(int type);
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int UI_draw_roundbox_corner_get(void);
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void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, float rad);
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void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, float rad, const float color[4]);
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void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx, float maxy);
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void UI_draw_roundbox_gl_mode_3ubAlpha(int mode, float minx, float miny, float maxx, float maxy, float rad, unsigned char col[3], unsigned char alpha);
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void UI_draw_roundbox_gl_mode_3fvAlpha(int mode, float minx, float miny, float maxx, float maxy, float rad, float col[3], float alpha);
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void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, float maxy, float rad, float col[4]);
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void UI_draw_roundbox_shade_x(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown, float col[4]);
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void UI_draw_roundbox_shade_y(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeleft, float shaderight, float col[4]);
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void UI_draw_roundbox_shade_x(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown, const float col[4]);
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void UI_draw_roundbox_shade_y(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeleft, float shaderight, const float col[4]);
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void UI_draw_text_underline(int pos_x, int pos_y, int len, int height);
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void UI_draw_safe_areas(
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@ -114,9 +114,7 @@ void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, floa
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mul_v2_fl(vec[a], rad);
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}
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if (mode == GL_POLYGON) {
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mode = GL_TRIANGLE_FAN;
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}
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BLI_assert(mode != GL_POLYGON);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4fv(col);
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@ -189,7 +187,7 @@ static void round_box_shade_col(unsigned attrib, const float col1[3], float cons
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/* view2d scrollers use it */
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void UI_draw_roundbox_shade_x(
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int mode, float minx, float miny, float maxx, float maxy,
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float rad, float shadetop, float shadedown, float col[4])
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float rad, float shadetop, float shadedown, const float col[4])
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{
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float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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@ -210,6 +208,8 @@ void UI_draw_roundbox_shade_x(
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mul_v2_fl(vec[a], rad);
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}
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BLI_assert(mode != GL_POLYGON);
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/* 'shade' defines strength of shading */
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coltop[0] = min_ff(1.0f, col[0] + shadetop);
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coltop[1] = min_ff(1.0f, col[1] + shadetop);
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@ -308,7 +308,7 @@ void UI_draw_roundbox_shade_x(
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/* view2d scrollers use it */
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void UI_draw_roundbox_shade_y(
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int mode, float minx, float miny, float maxx, float maxy,
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float rad, float shadeleft, float shaderight, float col[4])
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float rad, float shadeleft, float shaderight, const float col[4])
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{
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float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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@ -323,6 +323,8 @@ void UI_draw_roundbox_shade_y(
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mul_v2_fl(vec[a], rad);
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}
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BLI_assert(mode != GL_POLYGON);
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VertexFormat *format = immVertexFormat();
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unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
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@ -422,21 +424,20 @@ void UI_draw_roundbox_shade_y(
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}
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/* plain antialiased unfilled rectangle */
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void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, float rad)
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void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, float rad, const float color[4])
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{
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float color[4];
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float col[4];
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copy_v4_v4(col, color);
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if (roundboxtype & UI_RB_ALPHA) {
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glGetFloatv(GL_CURRENT_COLOR, color);
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color[3] = 0.5;
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glColor4fv(color);
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glEnable(GL_BLEND);
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col[3] = 0.5;
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}
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/* set antialias line */
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_BLEND);
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UI_draw_roundbox_gl_mode(GL_LINE_LOOP, minx, miny, maxx, maxy, rad, color);
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UI_draw_roundbox_gl_mode(GL_LINE_LOOP, minx, miny, maxx, maxy, rad, col);
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glDisable(GL_BLEND);
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glDisable(GL_LINE_SMOOTH);
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@ -445,7 +446,7 @@ void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, f
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/* (old, used in outliner) plain antialiased filled box */
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void UI_draw_roundbox(float minx, float miny, float maxx, float maxy, float rad, const float color[4])
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{
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ui_draw_anti_roundbox(GL_POLYGON, minx, miny, maxx, maxy, rad, roundboxtype & UI_RB_ALPHA, color);
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ui_draw_anti_roundbox(GL_TRIANGLE_FAN, minx, miny, maxx, maxy, rad, roundboxtype & UI_RB_ALPHA, color);
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}
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void UI_draw_text_underline(int pos_x, int pos_y, int len, int height)
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@ -623,7 +624,7 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
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float color[4];
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UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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/* need scissor test, histogram can draw outside of boundary */
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GLint scissor[4];
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@ -711,7 +712,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
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float color[4];
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UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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/* need scissor test, waveform can draw outside of boundary */
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glGetIntegerv(GL_VIEWPORT, scissor);
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@ -956,7 +957,7 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
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float color[4];
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UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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/* need scissor test, hvectorscope can draw outside of boundary */
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GLint scissor[4];
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@ -1240,7 +1241,7 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
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/* backdrop */
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_gl_mode_3ubAlpha(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (unsigned char *)wcol->inner, 255);
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UI_draw_roundbox_gl_mode_3ubAlpha(GL_TRIANGLE_FAN, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (unsigned char *)wcol->inner, 255);
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/* sphere color */
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glCullFace(GL_BACK);
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@ -1564,7 +1565,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
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if (scopes->track_disabled) {
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float color[4] = {0.7f, 0.3f, 0.3f, 0.3f};
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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ok = true;
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}
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@ -1602,7 +1603,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
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if (scopes->use_track_mask) {
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float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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}
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glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y,
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@ -1646,7 +1647,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
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if (!ok) {
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float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
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}
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/* outline */
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@ -1698,7 +1699,7 @@ void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol
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float y = 0.5f * (recti->ymin + recti->ymax);
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glEnable(GL_BLEND);
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glBegin(GL_POLYGON);
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glBegin(GL_TRIANGLE_FAN);
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for (int a = 0; a < 16; a++)
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glVertex2f(x + size * si[a], y + size * co[a]);
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glEnd();
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@ -1799,7 +1800,7 @@ void ui_draw_dropshadow(const rctf *rct, float radius, float aspect, float alpha
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for (; i--; a -= aspect) {
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/* alpha ranges from 2 to 20 or so */
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float color[4] = {0.0f, 0.0f, 0.0f, calpha};
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UI_draw_roundbox_gl_mode(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a, color);
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UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a, color);
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calpha += dalpha;
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}
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@ -569,6 +569,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
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rcti headrect;
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rctf itemrect;
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int ofsx;
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float color[4];
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const bool is_closed_x = (panel->flag & PNL_CLOSEDX) ? true : false;
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const bool is_closed_y = (panel->flag & PNL_CLOSEDY) ? true : false;
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@ -659,8 +660,8 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
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if (panel->control & UI_PNL_SOLID) UI_draw_roundbox_corner_set(UI_CNR_ALL);
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else UI_draw_roundbox_corner_set(UI_CNR_NONE);
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UI_ThemeColorShade(TH_BACK, -120);
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UI_draw_roundbox_unfilled(0.5f + rect->xmin, 0.5f + rect->ymin, 0.5f + rect->xmax, 0.5f + headrect.ymax + 1, 8);
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UI_GetThemeColorShade4fv(TH_BACK, -120, color);
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UI_draw_roundbox_unfilled(0.5f + rect->xmin, 0.5f + rect->ymin, 0.5f + rect->xmax, 0.5f + headrect.ymax + 1, 8, color);
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}
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/* panel backdrop */
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@ -373,41 +373,37 @@ static void region_draw_azone_tab_plus(AZone *az)
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static void region_draw_azone_tab(AZone *az)
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{
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float col[4];
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float col[4], black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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glEnable(GL_BLEND);
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UI_GetThemeColor3fv(TH_HEADER, col);
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col[3] = 0.5f;
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/* add code to draw region hidden as 'too small' */
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switch (az->edge) {
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case AE_TOP_TO_BOTTOMRIGHT:
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UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_RB_ALPHA);
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UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
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glColor4ub(0, 0, 0, 255);
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UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f);
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UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f, black);
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break;
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case AE_BOTTOM_TO_TOPLEFT:
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UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_RIGHT | UI_CNR_BOTTOM_LEFT | UI_RB_ALPHA);
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UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
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glColor4ub(0, 0, 0, 255);
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UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f);
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UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f, black);
|
||||
break;
|
||||
case AE_LEFT_TO_TOPRIGHT:
|
||||
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT | UI_RB_ALPHA);
|
||||
|
||||
UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
|
||||
glColor4ub(0, 0, 0, 255);
|
||||
UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f);
|
||||
UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, black);
|
||||
break;
|
||||
case AE_RIGHT_TO_TOPLEFT:
|
||||
UI_draw_roundbox_corner_set(UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT | UI_RB_ALPHA);
|
||||
|
||||
UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
|
||||
glColor4ub(0, 0, 0, 255);
|
||||
UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f);
|
||||
UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, black);
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
@ -1315,7 +1315,7 @@ static void draw_group_overlay(const bContext *C, ARegion *ar)
|
|||
|
||||
UI_GetThemeColorShadeAlpha4fv(TH_NODE_GROUP, 0, -70, color);
|
||||
UI_draw_roundbox_corner_set(UI_CNR_NONE);
|
||||
UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 0, color);
|
||||
UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 0, color);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
/* set the block bounds to clip mouse events from underlying nodes */
|
||||
|
|
Loading…
Reference in New Issue