From 8fcc8dd776d20d51d0e76a5cb0028c052b9dbfc3 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 21 Aug 2011 10:14:21 +0000 Subject: [PATCH] fix for out of bounds array access for shaded drawing in the UI, remove alpha blending for uiDrawBoxShade and uiDrawBoxVerticalShade. --- .../editors/interface/interface_draw.c | 48 +++++++++---------- 1 file changed, 23 insertions(+), 25 deletions(-) diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c index 97299a6a766..dd7d2ca765f 100644 --- a/source/blender/editors/interface/interface_draw.c +++ b/source/blender/editors/interface/interface_draw.c @@ -140,26 +140,25 @@ void uiDrawBox(int mode, float minx, float miny, float maxx, float maxy, float r glEnd(); } -static void round_box_shade_col(float *col1, float *col2, float fac) +static void round_box_shade_col(const float col1[3], float const col2[3], const float fac) { - float col[4]; + float col[3]; col[0]= (fac*col1[0] + (1.0f-fac)*col2[0]); col[1]= (fac*col1[1] + (1.0f-fac)*col2[1]); col[2]= (fac*col1[2] + (1.0f-fac)*col2[2]); - col[3]= (fac*col1[3] + (1.0f-fac)*col2[3]); - glColor4fv(col); + glColor3fv(col); } - /* linear horizontal shade within button or in outline */ /* view2d scrollers use it */ void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown) { float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293}, {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}}; - float div= maxy-miny; - float coltop[4], coldown[4], color[4]; + const float div= maxy - miny; + const float idiv= 1.0f / div; + float coltop[3], coldown[3], color[4]; int a; /* mult */ @@ -173,11 +172,9 @@ void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, fl coltop[0]= color[0]+shadetop; if(coltop[0]>1.0f) coltop[0]= 1.0f; coltop[1]= color[1]+shadetop; if(coltop[1]>1.0f) coltop[1]= 1.0f; coltop[2]= color[2]+shadetop; if(coltop[2]>1.0f) coltop[2]= 1.0f; - coltop[3]= color[3]; coldown[0]= color[0]+shadedown; if(coldown[0]<0.0f) coldown[0]= 0.0f; coldown[1]= color[1]+shadedown; if(coldown[1]<0.0f) coldown[1]= 0.0f; coldown[2]= color[2]+shadedown; if(coldown[2]<0.0f) coldown[2]= 0.0f; - coldown[3]= color[3]; glShadeModel(GL_SMOOTH); glBegin(mode); @@ -189,11 +186,11 @@ void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, fl glVertex2f(maxx-rad, miny); for(a=0; a<7; a++) { - round_box_shade_col(coltop, coldown, vec[a][1]/div); + round_box_shade_col(coltop, coldown, vec[a][1]*idiv); glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]); } - round_box_shade_col(coltop, coldown, rad/div); + round_box_shade_col(coltop, coldown, rad*idiv); glVertex2f(maxx, miny+rad); } else { @@ -204,11 +201,11 @@ void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, fl /* corner right-top */ if(roundboxtype & 2) { - round_box_shade_col(coltop, coldown, (div-rad)/div); + round_box_shade_col(coltop, coldown, (div-rad)*idiv); glVertex2f(maxx, maxy-rad); for(a=0; a<7; a++) { - round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])/div); + round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])*idiv); glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]); } round_box_shade_col(coltop, coldown, 1.0); @@ -226,11 +223,11 @@ void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, fl glVertex2f(minx+rad, maxy); for(a=0; a<7; a++) { - round_box_shade_col(coltop, coldown, (div-vec[a][1])/div); + round_box_shade_col(coltop, coldown, (div-vec[a][1])*idiv); glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]); } - round_box_shade_col(coltop, coldown, (div-rad)/div); + round_box_shade_col(coltop, coldown, (div-rad)*idiv); glVertex2f(minx, maxy-rad); } else { @@ -241,11 +238,11 @@ void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, fl /* corner left-bottom */ if(roundboxtype & 8) { - round_box_shade_col(coltop, coldown, rad/div); + round_box_shade_col(coltop, coldown, rad*idiv); glVertex2f(minx, miny+rad); for(a=0; a<7; a++) { - round_box_shade_col(coltop, coldown, (rad-vec[a][1])/div); + round_box_shade_col(coltop, coldown, (rad-vec[a][1])*idiv); glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]); } @@ -267,7 +264,8 @@ void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float { float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293}, {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}}; - float div= maxx-minx; + const float div= maxx - minx; + const float idiv= 1.0f / div; float colLeft[3], colRight[3], color[4]; int a; @@ -295,11 +293,11 @@ void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float glVertex2f(maxx-rad, miny); for(a=0; a<7; a++) { - round_box_shade_col(colLeft, colRight, vec[a][0]/div); + round_box_shade_col(colLeft, colRight, vec[a][0]*idiv); glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]); } - round_box_shade_col(colLeft, colRight, rad/div); + round_box_shade_col(colLeft, colRight, rad*idiv); glVertex2f(maxx, miny+rad); } else { @@ -314,10 +312,10 @@ void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float for(a=0; a<7; a++) { - round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])/div); + round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])*idiv); glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]); } - round_box_shade_col(colLeft, colRight, (div-rad)/div); + round_box_shade_col(colLeft, colRight, (div-rad)*idiv); glVertex2f(maxx-rad, maxy); } else { @@ -327,11 +325,11 @@ void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float /* corner left-top */ if(roundboxtype & 1) { - round_box_shade_col(colLeft, colRight, (div-rad)/div); + round_box_shade_col(colLeft, colRight, (div-rad)*idiv); glVertex2f(minx+rad, maxy); for(a=0; a<7; a++) { - round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])/div); + round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])*idiv); glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]); } @@ -349,7 +347,7 @@ void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float glVertex2f(minx, miny+rad); for(a=0; a<7; a++) { - round_box_shade_col(colLeft, colRight, (vec[a][0])/div); + round_box_shade_col(colLeft, colRight, (vec[a][0])*idiv); glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]); }