fix for out of bounds array access for shaded drawing in the UI, remove alpha blending for uiDrawBoxShade and uiDrawBoxVerticalShade.

This commit is contained in:
Campbell Barton 2011-08-21 10:14:21 +00:00
parent f8ec017900
commit 8fcc8dd776

@ -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]);
}