Embossing for the areas only, with unified color

We bring back embossing however only for areas.
We use the same color for the corners.
This commit is contained in:
Dalai Felinto
2018-04-22 22:09:48 +02:00
parent 20a713b7ff
commit 46375b8e03

View File

@@ -212,6 +212,9 @@ static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
}
}
/* This color is used for the internal area embossing and their round corners. */
float edge_colors[4] = {0.25f, 0.25f, 0.25f, 1.0f};
#define CORNER_RESOLUTION 10
static void drawscredge_corner_geometry(
int sizex, int sizey,
@@ -220,7 +223,6 @@ static void drawscredge_corner_geometry(
double angle_offset)
{
const int radius = ABS(corner_x - center_x);
const float color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
const int line_thickness = U.pixelsize;
if (corner_x < center_x) {
@@ -270,7 +272,7 @@ static void drawscredge_corner_geometry(
tri_array[i + 1][0] = x;
tri_array[i + 1][1] = y;
}
UI_draw_anti_fan(tri_array, CORNER_RESOLUTION + 1, color);
UI_draw_anti_fan(tri_array, CORNER_RESOLUTION + 1, edge_colors);
}
#undef CORNER_RESOLUTION
@@ -310,6 +312,34 @@ static void drawscredge_corner(ScrArea *sa, int sizex, int sizey)
sa->v4->vec.x - size,
sa->v4->vec.y + size,
M_PI_2 * 3.0f);
/* Wrap up the corners with a nice embossing. */
rcti rect = sa->totrct;
unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(edge_colors);
immBeginAtMost(GWN_PRIM_LINES, 8);
/* Right. */
immVertex2f(pos, rect.xmax, rect.ymax);
immVertex2f(pos, rect.xmax, rect.ymin);
/* Bottom. */
immVertex2f(pos, rect.xmax, rect.ymin);
immVertex2f(pos, rect.xmin, rect.ymin);
/* Left. */
immVertex2f(pos, rect.xmin, rect.ymin);
immVertex2f(pos, rect.xmin, rect.ymax);
/* Top. */
immVertex2f(pos, rect.xmin, rect.ymax);
immVertex2f(pos, rect.xmax, rect.ymax);
immEnd();
immUnbindProgram();
}
/**
@@ -411,7 +441,7 @@ void ED_screen_draw_edges(wmWindow *win)
if (U.pixelsize > 1.0f) {
/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
glLineWidth((2.0f * U.pixelsize) - 1);
immUniformColor3ub(0, 0, 0);
immUniformColor3fv(edge_colors);
for (sa = screen->areabase.first; sa; sa = sa->next) {
drawscredge_area(sa, winsize_x, winsize_y, pos);
@@ -419,7 +449,7 @@ void ED_screen_draw_edges(wmWindow *win)
}
glLineWidth(1);
immUniformColor3ub(0, 0, 0);
immUniformColor3fv(edge_colors);
for (sa = screen->areabase.first; sa; sa = sa->next) {
drawscredge_area(sa, winsize_x, winsize_y, pos);