OpenGL immediate mode: interface_draw.c
This commit is contained in:
@@ -174,227 +174,251 @@ void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, floa
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immUnbindProgram();
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}
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static void round_box_shade_col(const float col1[3], float const col2[3], const float fac)
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static void round_box_shade_col(unsigned attrib, const float col1[3], float const col2[3], const float fac)
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{
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float col[3] = {
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float col[4] = {
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fac * col1[0] + (1.0f - fac) * col2[0],
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fac * col1[1] + (1.0f - fac) * col2[1],
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fac * col1[2] + (1.0f - fac) * col2[2]
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fac * col1[2] + (1.0f - fac) * col2[2],
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1.0f
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};
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glColor3fv(col);
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immAttrib4fv(attrib, col);
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}
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/* linear horizontal shade within button or in outline */
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/* view2d scrollers use it */
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void UI_draw_roundbox_shade_x(
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int mode, float minx, float miny, float maxx, float maxy,
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float rad, float shadetop, float shadedown)
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float rad, float shadetop, float shadedown, float col[4])
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{
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float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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const float div = maxy - miny;
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const float idiv = 1.0f / div;
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float coltop[3], coldown[3], color[4];
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float coltop[3], coldown[3];
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int vert_count = 0;
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int a;
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VertexFormat *format = immVertexFormat();
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unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
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/* mult */
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for (a = 0; a < 7; a++) {
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mul_v2_fl(vec[a], rad);
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}
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/* get current color, needs to be outside of glBegin/End */
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glGetFloatv(GL_CURRENT_COLOR, color);
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/* 'shade' defines strength of shading */
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coltop[0] = min_ff(1.0f, color[0] + shadetop);
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coltop[1] = min_ff(1.0f, color[1] + shadetop);
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coltop[2] = min_ff(1.0f, color[2] + shadetop);
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coldown[0] = max_ff(0.0f, color[0] + shadedown);
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coldown[1] = max_ff(0.0f, color[1] + shadedown);
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coldown[2] = max_ff(0.0f, color[2] + shadedown);
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coltop[0] = min_ff(1.0f, col[0] + shadetop);
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coltop[1] = min_ff(1.0f, col[1] + shadetop);
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coltop[2] = min_ff(1.0f, col[2] + shadetop);
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coldown[0] = max_ff(0.0f, col[0] + shadedown);
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coldown[1] = max_ff(0.0f, col[1] + shadedown);
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coldown[2] = max_ff(0.0f, col[2] + shadedown);
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glBegin(mode);
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vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
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vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
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vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
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vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
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immBegin(mode, vert_count);
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/* start with corner right-bottom */
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if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
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round_box_shade_col(coltop, coldown, 0.0);
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glVertex2f(maxx - rad, miny);
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round_box_shade_col(color, coltop, coldown, 0.0);
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immVertex2f(pos, maxx - rad, miny);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(coltop, coldown, vec[a][1] * idiv);
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glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
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round_box_shade_col(color, coltop, coldown, vec[a][1] * idiv);
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immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
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}
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round_box_shade_col(coltop, coldown, rad * idiv);
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glVertex2f(maxx, miny + rad);
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round_box_shade_col(color, coltop, coldown, rad * idiv);
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immVertex2f(pos, maxx, miny + rad);
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}
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else {
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round_box_shade_col(coltop, coldown, 0.0);
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glVertex2f(maxx, miny);
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round_box_shade_col(color, coltop, coldown, 0.0);
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immVertex2f(pos, maxx, miny);
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}
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/* corner right-top */
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if (roundboxtype & UI_CNR_TOP_RIGHT) {
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round_box_shade_col(coltop, coldown, (div - rad) * idiv);
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glVertex2f(maxx, maxy - rad);
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round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
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immVertex2f(pos, maxx, maxy - rad);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(coltop, coldown, (div - rad + vec[a][1]) * idiv);
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glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
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round_box_shade_col(color, coltop, coldown, (div - rad + vec[a][1]) * idiv);
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immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
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}
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round_box_shade_col(coltop, coldown, 1.0);
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glVertex2f(maxx - rad, maxy);
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round_box_shade_col(color, coltop, coldown, 1.0);
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immVertex2f(pos, maxx - rad, maxy);
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}
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else {
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round_box_shade_col(coltop, coldown, 1.0);
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glVertex2f(maxx, maxy);
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round_box_shade_col(color, coltop, coldown, 1.0);
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immVertex2f(pos, maxx, maxy);
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}
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/* corner left-top */
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if (roundboxtype & UI_CNR_TOP_LEFT) {
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round_box_shade_col(coltop, coldown, 1.0);
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glVertex2f(minx + rad, maxy);
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round_box_shade_col(color, coltop, coldown, 1.0);
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immVertex2f(pos, minx + rad, maxy);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(coltop, coldown, (div - vec[a][1]) * idiv);
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glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
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round_box_shade_col(color, coltop, coldown, (div - vec[a][1]) * idiv);
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immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
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}
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round_box_shade_col(coltop, coldown, (div - rad) * idiv);
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glVertex2f(minx, maxy - rad);
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round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
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immVertex2f(pos, minx, maxy - rad);
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}
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else {
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round_box_shade_col(coltop, coldown, 1.0);
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glVertex2f(minx, maxy);
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round_box_shade_col(color, coltop, coldown, 1.0);
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immVertex2f(pos, minx, maxy);
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}
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/* corner left-bottom */
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if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
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round_box_shade_col(coltop, coldown, rad * idiv);
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glVertex2f(minx, miny + rad);
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round_box_shade_col(color, coltop, coldown, rad * idiv);
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immVertex2f(pos, minx, miny + rad);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(coltop, coldown, (rad - vec[a][1]) * idiv);
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glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
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round_box_shade_col(color, coltop, coldown, (rad - vec[a][1]) * idiv);
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immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
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}
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round_box_shade_col(coltop, coldown, 0.0);
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glVertex2f(minx + rad, miny);
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round_box_shade_col(color, coltop, coldown, 0.0);
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immVertex2f(pos, minx + rad, miny);
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}
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else {
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round_box_shade_col(coltop, coldown, 0.0);
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glVertex2f(minx, miny);
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round_box_shade_col(color, coltop, coldown, 0.0);
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immVertex2f(pos, minx, miny);
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}
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glEnd();
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immEnd();
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immUnbindProgram();
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}
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/* linear vertical shade within button or in outline */
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/* view2d scrollers use it */
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void UI_draw_roundbox_shade_y(
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int mode, float minx, float miny, float maxx, float maxy,
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float rad, float shadeLeft, float shadeRight)
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float rad, float shadeleft, float shaderight, float col[4])
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{
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float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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const float div = maxx - minx;
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const float idiv = 1.0f / div;
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float colLeft[3], colRight[3], color[4];
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float colLeft[3], colRight[3];
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int vert_count = 0;
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int a;
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/* mult */
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for (a = 0; a < 7; a++) {
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mul_v2_fl(vec[a], rad);
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}
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/* get current color, needs to be outside of glBegin/End */
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glGetFloatv(GL_CURRENT_COLOR, color);
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VertexFormat *format = immVertexFormat();
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unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
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/* 'shade' defines strength of shading */
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colLeft[0] = min_ff(1.0f, color[0] + shadeLeft);
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colLeft[1] = min_ff(1.0f, color[1] + shadeLeft);
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colLeft[2] = min_ff(1.0f, color[2] + shadeLeft);
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colRight[0] = max_ff(0.0f, color[0] + shadeRight);
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colRight[1] = max_ff(0.0f, color[1] + shadeRight);
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colRight[2] = max_ff(0.0f, color[2] + shadeRight);
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colLeft[0] = min_ff(1.0f, col[0] + shadeleft);
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colLeft[1] = min_ff(1.0f, col[1] + shadeleft);
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colLeft[2] = min_ff(1.0f, col[2] + shadeleft);
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colRight[0] = max_ff(0.0f, col[0] + shaderight);
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colRight[1] = max_ff(0.0f, col[1] + shaderight);
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colRight[2] = max_ff(0.0f, col[2] + shaderight);
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glBegin(mode);
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vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
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vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
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vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
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vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
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immBegin(mode, vert_count);
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/* start with corner right-bottom */
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if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
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round_box_shade_col(colLeft, colRight, 0.0);
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glVertex2f(maxx - rad, miny);
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round_box_shade_col(color, colLeft, colRight, 0.0);
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immVertex2f(pos, maxx - rad, miny);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(colLeft, colRight, vec[a][0] * idiv);
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glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
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round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv);
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immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
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}
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round_box_shade_col(colLeft, colRight, rad * idiv);
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glVertex2f(maxx, miny + rad);
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round_box_shade_col(color, colLeft, colRight, rad * idiv);
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immVertex2f(pos, maxx, miny + rad);
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}
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else {
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round_box_shade_col(colLeft, colRight, 0.0);
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glVertex2f(maxx, miny);
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round_box_shade_col(color, colLeft, colRight, 0.0);
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immVertex2f(pos, maxx, miny);
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}
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/* corner right-top */
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if (roundboxtype & UI_CNR_TOP_RIGHT) {
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round_box_shade_col(colLeft, colRight, 0.0);
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glVertex2f(maxx, maxy - rad);
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round_box_shade_col(color, colLeft, colRight, 0.0);
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immVertex2f(pos, maxx, maxy - rad);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(colLeft, colRight, (div - rad - vec[a][0]) * idiv);
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glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
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round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv);
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immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
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}
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round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
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glVertex2f(maxx - rad, maxy);
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round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
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immVertex2f(pos, maxx - rad, maxy);
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}
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else {
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round_box_shade_col(colLeft, colRight, 0.0);
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glVertex2f(maxx, maxy);
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round_box_shade_col(color, colLeft, colRight, 0.0);
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immVertex2f(pos, maxx, maxy);
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}
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/* corner left-top */
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if (roundboxtype & UI_CNR_TOP_LEFT) {
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round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
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glVertex2f(minx + rad, maxy);
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round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
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immVertex2f(pos, minx + rad, maxy);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(colLeft, colRight, (div - rad + vec[a][0]) * idiv);
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glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
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round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv);
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immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
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}
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round_box_shade_col(colLeft, colRight, 1.0);
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glVertex2f(minx, maxy - rad);
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx, maxy - rad);
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}
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else {
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round_box_shade_col(colLeft, colRight, 1.0);
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glVertex2f(minx, maxy);
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx, maxy);
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}
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/* corner left-bottom */
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if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
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round_box_shade_col(colLeft, colRight, 1.0);
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glVertex2f(minx, miny + rad);
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx, miny + rad);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(colLeft, colRight, (vec[a][0]) * idiv);
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glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
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round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv);
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immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
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}
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round_box_shade_col(colLeft, colRight, 1.0);
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glVertex2f(minx + rad, miny);
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx + rad, miny);
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}
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else {
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round_box_shade_col(colLeft, colRight, 1.0);
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glVertex2f(minx, miny);
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx, miny);
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}
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glEnd();
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immEnd();
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immUnbindProgram();
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}
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/* plain antialiased unfilled rectangle */
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