Commit: c3b87fced26f4c1c875e2e3f3f68647c7aef9c95
Author: Campbell Barton
Date:   Sun Aug 3 02:13:56 2014 +1000
Branches: pie-menus
https://developer.blender.org/rBc3b87fced26f4c1c875e2e3f3f68647c7aef9c95

Minor edits to draw_disk_shaded

===================================================================

M       source/blender/editors/interface/interface_widgets.c

===================================================================

diff --git a/source/blender/editors/interface/interface_widgets.c 
b/source/blender/editors/interface/interface_widgets.c
index 433e7a8..56d6639 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -3725,11 +3725,15 @@ void ui_draw_menu_back(uiStyle *UNUSED(style), uiBlock 
*block, rcti *rect)
        }
 }
 
-static void draw_disk_shaded(float start, float angle, float radius_int, float 
radius_ext, int subd, char col1[4], char col2[4], bool shaded)
+static void draw_disk_shaded(
+        float start, float angle,
+        float radius_int, float radius_ext, int subd,
+        const char col1[4], const char col2[4],
+        bool shaded)
 {
+       const float radius_ext_scale = (0.5f / radius_ext);  /* 1 / (2 * 
radius_ext) */
        int i;
 
-       float a;
        float s, c;
        float y1, y2;
        float fac;
@@ -3737,14 +3741,14 @@ static void draw_disk_shaded(float start, float angle, 
float radius_int, float r
 
        glBegin(GL_TRIANGLE_STRIP);
 
-       s = sin(start);
-       c = cos(start);
+       s = sinf(start);
+       c = cosf(start);
 
        y1 = s * radius_int;
        y2 = s * radius_ext;
 
        if (shaded) {
-               fac = (y1 + radius_ext) / (float) (2.0f * radius_ext);
+               fac = (y1 + radius_ext) * radius_ext_scale;
                round_box_shade_col4_r(r_col, col1, col2, fac);
 
                glColor4ubv(r_col);
@@ -3753,7 +3757,7 @@ static void draw_disk_shaded(float start, float angle, 
float radius_int, float r
        glVertex2f(c * radius_int, s * radius_int);
 
        if (shaded) {
-               fac = (y2 + radius_ext) / (2.0f * radius_ext);
+               fac = (y2 + radius_ext) * radius_ext_scale;
                round_box_shade_col4_r(r_col, col1, col2, fac);
 
                glColor4ubv(r_col);
@@ -3761,14 +3765,16 @@ static void draw_disk_shaded(float start, float angle, 
float radius_int, float r
        glVertex2f(c * radius_ext, s * radius_ext);
 
        for (i = 1; i < subd; i++) {
+               float a;
+
                a = start + ((i) / (float)(subd - 1)) * angle;
-               s = sin(a);
-               c = cos(a);
+               s = sinf(a);
+               c = cosf(a);
                y1 = s * radius_int;
                y2 = s * radius_ext;
 
                if (shaded) {
-                       fac = (y1 + radius_ext) / (2.0f * radius_ext);
+                       fac = (y1 + radius_ext) * radius_ext_scale;
                        round_box_shade_col4_r(r_col, col1, col2, fac);
 
                        glColor4ubv(r_col);
@@ -3776,7 +3782,7 @@ static void draw_disk_shaded(float start, float angle, 
float radius_int, float r
                glVertex2f(c * radius_int, s * radius_int);
 
                if (shaded) {
-                       fac = (y2 + radius_ext) / (2.0f * radius_ext);
+                       fac = (y2 + radius_ext) * radius_ext_scale;
                        round_box_shade_col4_r(r_col, col1, col2, fac);
 
                        glColor4ubv(r_col);

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