[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [39579] trunk/blender/source/blender/ editors/interface/interface_draw.c: fix for out of bounds array access for shaded drawing in the UI, remove alpha blending for uiDrawBoxShade and uiDrawBoxVerticalShade.

Campbell Barton ideasman42 at gmail.com
Sun Aug 21 12:14:22 CEST 2011


Revision: 39579
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39579
Author:   campbellbarton
Date:     2011-08-21 10:14:21 +0000 (Sun, 21 Aug 2011)
Log Message:
-----------
fix for out of bounds array access for shaded drawing in the UI, remove alpha blending for uiDrawBoxShade and uiDrawBoxVerticalShade.

Modified Paths:
--------------
    trunk/blender/source/blender/editors/interface/interface_draw.c

Modified: trunk/blender/source/blender/editors/interface/interface_draw.c
===================================================================
--- trunk/blender/source/blender/editors/interface/interface_draw.c	2011-08-21 07:10:44 UTC (rev 39578)
+++ trunk/blender/source/blender/editors/interface/interface_draw.c	2011-08-21 10:14:21 UTC (rev 39579)
@@ -140,26 +140,25 @@
 	glEnd();
 }
 
-static void round_box_shade_col(float *col1, float *col2, float fac)
+static void round_box_shade_col(const float col1[3], float const col2[3], const float fac)
 {
-	float col[4];
+	float col[3];
 
 	col[0]= (fac*col1[0] + (1.0f-fac)*col2[0]);
 	col[1]= (fac*col1[1] + (1.0f-fac)*col2[1]);
 	col[2]= (fac*col1[2] + (1.0f-fac)*col2[2]);
-	col[3]= (fac*col1[3] + (1.0f-fac)*col2[3]);
-	glColor4fv(col);
+	glColor3fv(col);
 }
 
-
 /* linear horizontal shade within button or in outline */
 /* view2d scrollers use it */
 void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown)
 {
 	float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
 					  {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
-	float div= maxy-miny;
-	float coltop[4], coldown[4], color[4];
+	const float div= maxy - miny;
+	const float idiv= 1.0f / div;
+	float coltop[3], coldown[3], color[4];
 	int a;
 	
 	/* mult */
@@ -173,11 +172,9 @@
 	coltop[0]= color[0]+shadetop; if(coltop[0]>1.0f) coltop[0]= 1.0f;
 	coltop[1]= color[1]+shadetop; if(coltop[1]>1.0f) coltop[1]= 1.0f;
 	coltop[2]= color[2]+shadetop; if(coltop[2]>1.0f) coltop[2]= 1.0f;
-	coltop[3]= color[3];
 	coldown[0]= color[0]+shadedown; if(coldown[0]<0.0f) coldown[0]= 0.0f;
 	coldown[1]= color[1]+shadedown; if(coldown[1]<0.0f) coldown[1]= 0.0f;
 	coldown[2]= color[2]+shadedown; if(coldown[2]<0.0f) coldown[2]= 0.0f;
-	coldown[3]= color[3];
 
 	glShadeModel(GL_SMOOTH);
 	glBegin(mode);
@@ -189,11 +186,11 @@
 		glVertex2f(maxx-rad, miny);
 		
 		for(a=0; a<7; a++) {
-			round_box_shade_col(coltop, coldown, vec[a][1]/div);
+			round_box_shade_col(coltop, coldown, vec[a][1]*idiv);
 			glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
 		}
 		
-		round_box_shade_col(coltop, coldown, rad/div);
+		round_box_shade_col(coltop, coldown, rad*idiv);
 		glVertex2f(maxx, miny+rad);
 	}
 	else {
@@ -204,11 +201,11 @@
 	/* corner right-top */
 	if(roundboxtype & 2) {
 		
-		round_box_shade_col(coltop, coldown, (div-rad)/div);
+		round_box_shade_col(coltop, coldown, (div-rad)*idiv);
 		glVertex2f(maxx, maxy-rad);
 		
 		for(a=0; a<7; a++) {
-			round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])/div);
+			round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])*idiv);
 			glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
 		}
 		round_box_shade_col(coltop, coldown, 1.0);
@@ -226,11 +223,11 @@
 		glVertex2f(minx+rad, maxy);
 		
 		for(a=0; a<7; a++) {
-			round_box_shade_col(coltop, coldown, (div-vec[a][1])/div);
+			round_box_shade_col(coltop, coldown, (div-vec[a][1])*idiv);
 			glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
 		}
 		
-		round_box_shade_col(coltop, coldown, (div-rad)/div);
+		round_box_shade_col(coltop, coldown, (div-rad)*idiv);
 		glVertex2f(minx, maxy-rad);
 	}
 	else {
@@ -241,11 +238,11 @@
 	/* corner left-bottom */
 	if(roundboxtype & 8) {
 		
-		round_box_shade_col(coltop, coldown, rad/div);
+		round_box_shade_col(coltop, coldown, rad*idiv);
 		glVertex2f(minx, miny+rad);
 		
 		for(a=0; a<7; a++) {
-			round_box_shade_col(coltop, coldown, (rad-vec[a][1])/div);
+			round_box_shade_col(coltop, coldown, (rad-vec[a][1])*idiv);
 			glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
 		}
 		
@@ -267,7 +264,8 @@
 {
 	float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
 					  {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
-	float div= maxx-minx;
+	const float div= maxx - minx;
+	const float idiv= 1.0f / div;
 	float colLeft[3], colRight[3], color[4];
 	int a;
 	
@@ -295,11 +293,11 @@
 		glVertex2f(maxx-rad, miny);
 		
 		for(a=0; a<7; a++) {
-			round_box_shade_col(colLeft, colRight, vec[a][0]/div);
+			round_box_shade_col(colLeft, colRight, vec[a][0]*idiv);
 			glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
 		}
 		
-		round_box_shade_col(colLeft, colRight, rad/div);
+		round_box_shade_col(colLeft, colRight, rad*idiv);
 		glVertex2f(maxx, miny+rad);
 	}
 	else {
@@ -314,10 +312,10 @@
 		
 		for(a=0; a<7; a++) {
 			
-			round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])/div);
+			round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])*idiv);
 			glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
 		}
-		round_box_shade_col(colLeft, colRight, (div-rad)/div);
+		round_box_shade_col(colLeft, colRight, (div-rad)*idiv);
 		glVertex2f(maxx-rad, maxy);
 	}
 	else {
@@ -327,11 +325,11 @@
 	
 	/* corner left-top */
 	if(roundboxtype & 1) {
-		round_box_shade_col(colLeft, colRight, (div-rad)/div);
+		round_box_shade_col(colLeft, colRight, (div-rad)*idiv);
 		glVertex2f(minx+rad, maxy);
 		
 		for(a=0; a<7; a++) {
-			round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])/div);
+			round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])*idiv);
 			glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
 		}
 		
@@ -349,7 +347,7 @@
 		glVertex2f(minx, miny+rad);
 		
 		for(a=0; a<7; a++) {
-			round_box_shade_col(colLeft, colRight, (vec[a][0])/div);
+			round_box_shade_col(colLeft, colRight, (vec[a][0])*idiv);
 			glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
 		}
 		




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