[Bf-blender-cvs] [6d77187f098] custom-manipulators: Merge branch 'blender2.8' into custom-manipulators

Campbell Barton noreply at git.blender.org
Fri Mar 31 08:16:45 CEST 2017


Commit: 6d77187f0989fc318b5209d6edc02e758c90fd27
Author: Campbell Barton
Date:   Fri Mar 31 17:13:57 2017 +1100
Branches: custom-manipulators
https://developer.blender.org/rB6d77187f0989fc318b5209d6edc02e758c90fd27

Merge branch 'blender2.8' into custom-manipulators

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===================================================================

diff --cc source/blender/editors/space_node/drawnode.c
index 228b665fa27,0b292e242f0..73cfe17ef1e
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@@ -2173,11 -2173,11 +2173,11 @@@ static void node_composit_backdrop_view
  	if (node->custom1 == 0) {
  		const float backdropWidth = backdrop->x;
  		const float backdropHeight = backdrop->y;
 -		const float cx  = x + snode->zoom * backdropWidth * node->custom3;
 -		const float cy = y + snode->zoom * backdropHeight * node->custom4;
 +		const float cx  = x + snode->backdrop_zoom * backdropWidth * node->custom3;
 +		const float cy = y + snode->backdrop_zoom * backdropHeight * node->custom4;
  
- 		VertexFormat* format = immVertexFormat();
- 		unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ 		VertexFormat *format = immVertexFormat();
+ 		unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
  
  		immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
  
@@@ -2209,20 -2209,20 +2209,20 @@@ static void node_composit_backdrop_boxm
  	float cx, cy, x1, x2, x3, x4;
  	float y1, y2, y3, y4;
  
 -	cx  = x + snode->zoom * backdropWidth * boxmask->x;
 -	cy = y + snode->zoom * backdropHeight * boxmask->y;
 +	cx  = x + snode->backdrop_zoom * backdropWidth * boxmask->x;
 +	cy = y + snode->backdrop_zoom * backdropHeight * boxmask->y;
  
 -	x1 = cx - (cosine * halveBoxWidth + sine * halveBoxHeight) * snode->zoom;
 -	x2 = cx - (cosine * -halveBoxWidth + sine * halveBoxHeight) * snode->zoom;
 -	x3 = cx - (cosine * -halveBoxWidth + sine * -halveBoxHeight) * snode->zoom;
 -	x4 = cx - (cosine * halveBoxWidth + sine * -halveBoxHeight) * snode->zoom;
 -	y1 = cy - (-sine * halveBoxWidth + cosine * halveBoxHeight) * snode->zoom;
 -	y2 = cy - (-sine * -halveBoxWidth + cosine * halveBoxHeight) * snode->zoom;
 -	y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
 -	y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
 +	x1 = cx - (cosine * halveBoxWidth + sine * halveBoxHeight) * snode->backdrop_zoom;
 +	x2 = cx - (cosine * -halveBoxWidth + sine * halveBoxHeight) * snode->backdrop_zoom;
 +	x3 = cx - (cosine * -halveBoxWidth + sine * -halveBoxHeight) * snode->backdrop_zoom;
 +	x4 = cx - (cosine * halveBoxWidth + sine * -halveBoxHeight) * snode->backdrop_zoom;
 +	y1 = cy - (-sine * halveBoxWidth + cosine * halveBoxHeight) * snode->backdrop_zoom;
 +	y2 = cy - (-sine * -halveBoxWidth + cosine * halveBoxHeight) * snode->backdrop_zoom;
 +	y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->backdrop_zoom;
 +	y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->backdrop_zoom;
  
- 	VertexFormat* format = immVertexFormat();
- 	unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ 	VertexFormat *format = immVertexFormat();
+ 	unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
  
  	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
  
@@@ -2253,20 -2253,20 +2253,20 @@@ static void node_composit_backdrop_elli
  	float cx, cy, x1, x2, x3, x4;
  	float y1, y2, y3, y4;
  
 -	cx  = x + snode->zoom * backdropWidth * ellipsemask->x;
 -	cy = y + snode->zoom * backdropHeight * ellipsemask->y;
 +	cx  = x + snode->backdrop_zoom * backdropWidth * ellipsemask->x;
 +	cy = y + snode->backdrop_zoom * backdropHeight * ellipsemask->y;
  
 -	x1 = cx - (cosine * halveBoxWidth + sine * halveBoxHeight) * snode->zoom;
 -	x2 = cx - (cosine * -halveBoxWidth + sine * halveBoxHeight) * snode->zoom;
 -	x3 = cx - (cosine * -halveBoxWidth + sine * -halveBoxHeight) * snode->zoom;
 -	x4 = cx - (cosine * halveBoxWidth + sine * -halveBoxHeight) * snode->zoom;
 -	y1 = cy - (-sine * halveBoxWidth + cosine * halveBoxHeight) * snode->zoom;
 -	y2 = cy - (-sine * -halveBoxWidth + cosine * halveBoxHeight) * snode->zoom;
 -	y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
 -	y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
 +	x1 = cx - (cosine * halveBoxWidth + sine * halveBoxHeight) * snode->backdrop_zoom;
 +	x2 = cx - (cosine * -halveBoxWidth + sine * halveBoxHeight) * snode->backdrop_zoom;
 +	x3 = cx - (cosine * -halveBoxWidth + sine * -halveBoxHeight) * snode->backdrop_zoom;
 +	x4 = cx - (cosine * halveBoxWidth + sine * -halveBoxHeight) * snode->backdrop_zoom;
 +	y1 = cy - (-sine * halveBoxWidth + cosine * halveBoxHeight) * snode->backdrop_zoom;
 +	y2 = cy - (-sine * -halveBoxWidth + cosine * halveBoxHeight) * snode->backdrop_zoom;
 +	y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->backdrop_zoom;
 +	y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->backdrop_zoom;
  
- 	VertexFormat* format = immVertexFormat();
- 	unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ 	VertexFormat *format = immVertexFormat();
+ 	unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
  
  	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);




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