OpenGL: wm_operators.c uses new immediate mode
D2311 by @ianwill This is the radial control that appears when we change the size of a brush in sculpt and vertex and texture painting modes, by pressing "f". Also includes a new built-in shader that can be useful in other places. Part of T49043
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@@ -134,6 +134,7 @@ data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
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@@ -107,6 +107,7 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_3D_SMOOTH_COLOR,
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GPU_SHADER_3D_DEPTH_ONLY,
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/* basic image drawing */
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GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
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GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
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GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
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GPU_SHADER_3D_IMAGE_DEPTH,
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@@ -55,6 +55,7 @@ extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_image_vert_glsl[];
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extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
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@@ -122,6 +123,7 @@ static struct GPUShadersGlobal {
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GPUShader *edges_overlay_simple;
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GPUShader *edges_overlay;
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/* for drawing images */
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GPUShader *image_mask_uniform_color_2D;
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GPUShader *image_modulate_alpha_3D;
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GPUShader *image_rect_modulate_alpha_3D;
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GPUShader *image_depth_3D;
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@@ -721,6 +723,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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NULL, NULL, 0, 0, 0);
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retval = GG.shaders.edges_overlay;
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break;
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case GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR:
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if (!GG.shaders.image_mask_uniform_color_2D)
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GG.shaders.image_mask_uniform_color_2D = GPU_shader_create(
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datatoc_gpu_shader_3D_image_vert_glsl,
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datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.image_mask_uniform_color_2D;
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break;
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case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
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if (!GG.shaders.image_modulate_alpha_3D)
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GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
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@@ -1028,6 +1038,11 @@ void GPU_shader_free_builtin_shaders(void)
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GG.shaders.edges_overlay = NULL;
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}
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if (GG.shaders.image_mask_uniform_color_2D) {
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GPU_shader_free(GG.shaders.image_mask_uniform_color_2D);
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GG.shaders.image_mask_uniform_color_2D = NULL;
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}
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if (GG.shaders.image_modulate_alpha_3D) {
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GPU_shader_free(GG.shaders.image_modulate_alpha_3D);
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GG.shaders.image_modulate_alpha_3D = NULL;
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@@ -0,0 +1,18 @@
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#if __VERSION__ == 120
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varying vec2 texCoord_interp;
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#define fragColor gl_FragColor
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#else
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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#endif
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uniform sampler2D image;
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uniform vec4 color;
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void main()
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{
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fragColor.a = texture2D(image, texCoord_interp).a * color.a;
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fragColor.rgb = color.rgb;
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}
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@@ -98,6 +98,7 @@
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#include "ED_view3d.h"
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#include "GPU_basic_shader.h"
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#include "GPU_immediate.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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@@ -2988,8 +2989,8 @@ static void radial_control_set_tex(RadialControl *rc)
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if ((ibuf = BKE_brush_gen_radial_control_imbuf(rc->image_id_ptr.data, rc->use_secondary_tex))) {
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glGenTextures(1, &rc->gltex);
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glBindTexture(GL_TEXTURE_2D, rc->gltex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, ibuf->x, ibuf->y, 0,
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GL_ALPHA, GL_FLOAT, ibuf->rect_float);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, ibuf->x, ibuf->y, 0,
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GL_RED, GL_FLOAT, ibuf->rect_float);
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MEM_freeN(ibuf->rect_float);
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MEM_freeN(ibuf);
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}
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@@ -3022,13 +3023,26 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
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RNA_property_float_get_array(fill_ptr, fill_prop, col);
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}
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glColor4f(col[0], col[1], col[2], alpha);
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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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if (rc->gltex) {
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unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
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glBindTexture(GL_TEXTURE_2D, rc->gltex);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLint swizzleMask[] = {GL_ZERO, GL_ZERO, GL_ZERO, GL_RED};
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR);
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immUniform4f("color", col[0], col[1], col[2], alpha);
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immUniform1i("image", GL_TEXTURE0);
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/* set up rotation if available */
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if (rc->rot_prop) {
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@@ -3038,18 +3052,21 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
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}
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/* draw textured quad */
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GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2f(-radius, -radius);
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glTexCoord2f(1, 0);
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glVertex2f(radius, -radius);
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glTexCoord2f(1, 1);
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glVertex2f(radius, radius);
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glTexCoord2f(0, 1);
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glVertex2f(-radius, radius);
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glEnd();
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GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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immBegin(GL_QUADS, 4);
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immAttrib2f(texCoord, 0, 0);
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immVertex2f(pos, -radius, -radius);
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immAttrib2f(texCoord, 1, 0);
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immVertex2f(pos, radius, -radius);
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immAttrib2f(texCoord, 1, 1);
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immVertex2f(pos, radius, radius);
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immAttrib2f(texCoord, 0, 1);
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immVertex2f(pos, -radius, radius);
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immEnd();
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/* undo rotation */
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if (rc->rot_prop)
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@@ -3057,8 +3074,12 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
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}
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else {
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/* flat color if no texture available */
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glutil_draw_filled_arc(0, M_PI * 2, radius, 40);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor3fvAlpha(col, alpha);
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imm_draw_filled_circle(pos, 0.0f, 0.0f, radius, 40);
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}
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immUnbindProgram();
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}
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static void radial_control_paint_cursor(bContext *C, int x, int y, void *customdata)
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@@ -3134,24 +3155,38 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
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/* set line color */
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if (rc->col_prop)
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RNA_property_float_get_array(&rc->col_ptr, rc->col_prop, col);
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glColor4f(col[0], col[1], col[2], 0.5);
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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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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor3fvAlpha(col, 0.5);
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if (rc->subtype == PROP_ANGLE) {
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glPushMatrix();
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/* draw original angle line */
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glRotatef(RAD2DEGF(rc->initial_value), 0, 0, 1);
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fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
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immBegin(GL_LINES, 2);
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immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
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immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
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immEnd();
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/* draw new angle line */
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glRotatef(RAD2DEGF(rc->current_value - rc->initial_value), 0, 0, 1);
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fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
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immBegin(GL_LINES, 2);
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immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
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immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
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immEnd();
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glPopMatrix();
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}
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/* draw circles on top */
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glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r1, 40);
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glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r2, 40);
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imm_draw_lined_circle(pos, 0.0f, 0.0f, r1, 40);
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imm_draw_lined_circle(pos, 0.0f, 0.0f, r2, 40);
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if (rmin > 0.0f)
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glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), rmin, 40);
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imm_draw_lined_circle(pos, 0.0, 0.0f, rmin, 40);
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BLF_size(fontid, 1.5 * fstyle_points * U.pixelsize, U.dpi);
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BLF_enable(fontid, BLF_SHADOW);
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@@ -3167,6 +3202,8 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
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glDisable(GL_BLEND);
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glDisable(GL_LINE_SMOOTH);
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immUnbindProgram();
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}
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typedef enum {
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