Fix T57090: selected node group input sockets circles not drawing in
sidebar UIList nodesockets were actually drawn, but immediately drawn over by widgets from the widget draw batch cache. solution here is to "widgify" nodesocket drawing as well. Reviewers: brecht Maniphest Tasks: T57090 Differential Revision: https://developer.blender.org/D4963
This commit is contained in:
@@ -2255,104 +2255,6 @@ void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(ar),
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GPU_blend(false);
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}
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void ui_draw_but_NODESOCKET(ARegion *ar,
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uiBut *but,
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const uiWidgetColors *UNUSED(wcol),
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const rcti *recti)
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{
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static const float size = 5.0f;
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/* 16 values of sin function */
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const float si[16] = {
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0.00000000f,
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0.39435585f,
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0.72479278f,
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0.93775213f,
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0.99871650f,
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0.89780453f,
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0.65137248f,
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0.29936312f,
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-0.10116832f,
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-0.48530196f,
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-0.79077573f,
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-0.96807711f,
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-0.98846832f,
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-0.84864425f,
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-0.57126821f,
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-0.20129852f,
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};
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/* 16 values of cos function */
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const float co[16] = {
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1.00000000f,
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0.91895781f,
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0.68896691f,
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0.34730525f,
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-0.05064916f,
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-0.44039415f,
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-0.75875812f,
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-0.95413925f,
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-0.99486932f,
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-0.87434661f,
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-0.61210598f,
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-0.25065253f,
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0.15142777f,
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0.52896401f,
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0.82076344f,
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0.97952994f,
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};
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int scissor[4];
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/* need scissor test, can draw outside of boundary */
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GPU_scissor_get_i(scissor);
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rcti scissor_new = {
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.xmin = recti->xmin,
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.ymin = recti->ymin,
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.xmax = recti->xmax,
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.ymax = recti->ymax,
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};
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rcti scissor_region = {0, ar->winx, 0, ar->winy};
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BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new);
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GPU_scissor(scissor_new.xmin,
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scissor_new.ymin,
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BLI_rcti_size_x(&scissor_new),
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BLI_rcti_size_y(&scissor_new));
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float x = 0.5f * (recti->xmin + recti->xmax);
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float y = 0.5f * (recti->ymin + recti->ymax);
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4ubv(but->col);
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GPU_blend(true);
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immBegin(GPU_PRIM_TRI_FAN, 16);
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for (int a = 0; a < 16; a++) {
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immVertex2f(pos, x + size * si[a], y + size * co[a]);
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}
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immEnd();
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immUniformColor4ub(0, 0, 0, 150);
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GPU_line_width(1);
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GPU_line_smooth(true);
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immBegin(GPU_PRIM_LINE_LOOP, 16);
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for (int a = 0; a < 16; a++) {
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immVertex2f(pos, x + size * si[a], y + size * co[a]);
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}
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immEnd();
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GPU_line_smooth(false);
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GPU_blend(false);
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immUnbindProgram();
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/* restore scissortest */
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GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
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}
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/* ****************************************************** */
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/* TODO: high quality UI drop shadows using GLSL shader and single draw call
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