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source/blender/draw/intern/draw_view.c
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| { | { | ||||
| /* Just to make sure */ | /* Just to make sure */ | ||||
| glDepthMask(GL_TRUE); | glDepthMask(GL_TRUE); | ||||
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | ||||
| glStencilMask(0xFF); | glStencilMask(0xFF); | ||||
| if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { | if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { | ||||
| /* Gradient background Color */ | /* Gradient background Color */ | ||||
| gpuMatrixBegin3D(); /* TODO: finish 2D API */ | |||||
| glDisable(GL_DEPTH_TEST); | glDisable(GL_DEPTH_TEST); | ||||
| VertexFormat *format = immVertexFormat(); | VertexFormat *format = immVertexFormat(); | ||||
| unsigned pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); | unsigned pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); | ||||
| unsigned color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); | unsigned color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); | ||||
| unsigned char col_hi[3], col_lo[3]; | unsigned char col_hi[3], col_lo[3]; | ||||
| immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); | immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); | ||||
| UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo); | UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo); | ||||
| UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi); | UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi); | ||||
| immBegin(PRIM_TRIANGLE_FAN, 4); | immBegin(PRIM_TRIANGLE_FAN, 4); | ||||
| immAttrib3ubv(color, col_lo); | immAttrib3ubv(color, col_lo); | ||||
| immVertex2f(pos, -1.0f, -1.0f); | immVertex2f(pos, -1.0f, -1.0f); | ||||
| immVertex2f(pos, 1.0f, -1.0f); | immVertex2f(pos, 1.0f, -1.0f); | ||||
| immAttrib3ubv(color, col_hi); | immAttrib3ubv(color, col_hi); | ||||
| immVertex2f(pos, 1.0f, 1.0f); | immVertex2f(pos, 1.0f, 1.0f); | ||||
| immVertex2f(pos, -1.0f, 1.0f); | immVertex2f(pos, -1.0f, 1.0f); | ||||
| immEnd(); | immEnd(); | ||||
| immUnbindProgram(); | immUnbindProgram(); | ||||
| gpuMatrixEnd(); | |||||
| glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | ||||
| } | } | ||||
| else { | else { | ||||
| /* Solid background Color */ | /* Solid background Color */ | ||||
| UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f); | UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f); | ||||
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | ||||
| } | } | ||||
| } | } | ||||
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