[Bf-blender-cvs] [46815753cf0] master: Fix T78237 UI: NLA colors black and broken

Clément Foucault noreply at git.blender.org
Fri Jun 26 01:27:46 CEST 2020


Commit: 46815753cf0d8045b8a160b46de5f97013c2e32f
Author: Clément Foucault
Date:   Fri Jun 26 01:27:24 2020 +0200
Branches: master
https://developer.blender.org/rB46815753cf0d8045b8a160b46de5f97013c2e32f

Fix T78237 UI: NLA colors black and broken

This was caused by missing GL blend. This patch also fix the broken
strip appearance under timeline zoom.

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

M	source/blender/editors/interface/interface_draw.c
M	source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl

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

diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 98cb85061f2..d9402261175 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -475,13 +475,18 @@ void UI_draw_roundbox_shade_x(bool filled,
       .color_outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f),
       .color_outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f),
       .color_outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f),
+      .shade_dir = 1.0f,
       .alpha_discard = 1.0f,
   };
 
+  GPU_blend(true);
+
   GPUBatch *batch = ui_batch_roundbox_widget_get();
   GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
   GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
   GPU_batch_draw(batch);
+
+  GPU_blend(false);
 }
 
 #if 0  /* unused */
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
index 05fbae53e18..21c7f79a57c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
@@ -19,9 +19,14 @@ vec3 compute_masks(vec2 uv)
   bool right_half = uv.x > outRectSize.x * 0.5;
   float corner_rad;
 
+  /* Correct aspect ratio for 2D views not using uniform scalling.
+   * uv is already in pixel space so a uniform scale should give us a ratio of 1. */
+  float ratio = (butCo != -2.0) ? (dFdy(uv.y) / dFdx(uv.x)) : 1.0;
   vec2 uv_sdf = uv;
+  uv_sdf.x *= ratio;
+
   if (right_half) {
-    uv_sdf.x = outRectSize.x - uv_sdf.x;
+    uv_sdf.x = outRectSize.x * ratio - uv_sdf.x;
   }
   if (upper_half) {
     uv_sdf.y = outRectSize.y - uv_sdf.y;
@@ -43,7 +48,7 @@ vec3 compute_masks(vec2 uv)
 
   /* Clamp line width to be at least 1px wide. This can happen if the projection matrix
    * has been scaled (i.e: Node editor)... */
-  float line_width = (lineWidth > 0.0) ? max(fwidth(uv.x), lineWidth) : 0.0;
+  float line_width = (lineWidth > 0.0) ? max(fwidth(uv.y), lineWidth) : 0.0;
 
   const float aa_radius = 0.5;
   vec3 masks;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
index 30d0cd05926..2fd5effccce 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -163,7 +163,7 @@ vec2 do_tria()
   borderColor = vec4(0.0);
   embossColor = vec4(0.0);
 
-  butCo = -1.0;
+  butCo = -2.0;
 
   return pos;
 }



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