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source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
| Show All 34 Lines | |||||
| #include "GPU_batch.h" | #include "GPU_batch.h" | ||||
| #include "GPU_batch_presets.h" | #include "GPU_batch_presets.h" | ||||
| #include "GPU_immediate.h" | #include "GPU_immediate.h" | ||||
| #include "GPU_immediate_util.h" | #include "GPU_immediate_util.h" | ||||
| #include "GPU_matrix.h" | #include "GPU_matrix.h" | ||||
| #include "GPU_state.h" | #include "GPU_state.h" | ||||
| #include "BLF_api.h" | |||||
| #include "RNA_access.h" | #include "RNA_access.h" | ||||
| #include "RNA_define.h" | #include "RNA_define.h" | ||||
| #include "UI_interface.h" | #include "UI_interface.h" | ||||
| #include "UI_resources.h" | #include "UI_resources.h" | ||||
| #include "WM_api.h" | #include "WM_api.h" | ||||
| #include "WM_types.h" | #include "WM_types.h" | ||||
| #include "ED_screen.h" | #include "ED_screen.h" | ||||
| #include "view3d_intern.h" | #include "view3d_intern.h" | ||||
| #define USE_AXIS_FONT | /* Radius of the entire background. */ | ||||
| #define USE_FADE_BACKGROUND | #define WIDGET_RADIUS ((U.gizmo_size_navigate_v3d / 2.0f) * UI_DPI_FAC) | ||||
| #ifdef USE_AXIS_FONT | |||||
| # include "BLF_api.h" | |||||
| #endif | |||||
| #define DIAL_RESOLUTION 32 | |||||
| /* Sizes of axis spheres containing XYZ characters. */ | |||||
| #define AXIS_HANDLE_SIZE_FG 0.19f | |||||
| /* When pointing away from the view. */ | |||||
| #define AXIS_HANDLE_SIZE_BG 0.15f | |||||
| /* How far axis handles are away from the center. */ | |||||
| #define AXIS_HANDLE_OFFSET (1.0f - AXIS_HANDLE_SIZE_FG) | |||||
| struct AxisDrawInfo { | |||||
| /* Matrix is needed for screen-aligned font drawing. */ | |||||
| #ifdef USE_AXIS_FONT | |||||
| float matrix_final[4][4]; | |||||
| #endif | |||||
| #ifdef USE_FADE_BACKGROUND | |||||
| float color_bg[3]; | |||||
| #endif | |||||
| }; | |||||
| #ifndef USE_AXIS_FONT | |||||
| /** | |||||
| * \param viewmat_local_unit: is typically the 'rv3d->viewmatob' | |||||
| * copied into a 3x3 matrix and normalized. | |||||
| */ | |||||
| static void draw_xyz_wire( | |||||
| uint pos_id, const float viewmat_local_unit[3][3], const float c[3], float size, int axis) | |||||
| { | |||||
| int line_type; | |||||
| float buffer[4][3]; | |||||
| int n = 0; | |||||
| float v1[3] = {0.0f, 0.0f, 0.0f}, v2[3] = {0.0f, 0.0f, 0.0f}; | |||||
| float dim = size * 0.1f; | |||||
| float dx[3], dy[3]; | |||||
| dx[0] = dim; | |||||
| dx[1] = 0.0f; | |||||
| dx[2] = 0.0f; | |||||
| dy[0] = 0.0f; | |||||
| dy[1] = dim; | |||||
| dy[2] = 0.0f; | |||||
| switch (axis) { | |||||
| case 0: /* x axis */ | |||||
| line_type = GPU_PRIM_LINES; | |||||
| /* bottom left to top right */ | |||||
| negate_v3_v3(v1, dx); | |||||
| sub_v3_v3(v1, dy); | |||||
| copy_v3_v3(v2, dx); | |||||
| add_v3_v3(v2, dy); | |||||
| copy_v3_v3(buffer[n++], v1); | |||||
| copy_v3_v3(buffer[n++], v2); | |||||
| /* top left to bottom right */ | |||||
| mul_v3_fl(dy, 2.0f); | |||||
| add_v3_v3(v1, dy); | |||||
| sub_v3_v3(v2, dy); | |||||
| copy_v3_v3(buffer[n++], v1); | |||||
| copy_v3_v3(buffer[n++], v2); | |||||
| break; | |||||
| case 1: /* y axis */ | |||||
| line_type = GPU_PRIM_LINES; | |||||
| /* bottom left to top right */ | |||||
| mul_v3_fl(dx, 0.75f); | |||||
| negate_v3_v3(v1, dx); | |||||
| sub_v3_v3(v1, dy); | |||||
| copy_v3_v3(v2, dx); | |||||
| add_v3_v3(v2, dy); | |||||
| copy_v3_v3(buffer[n++], v1); | |||||
| copy_v3_v3(buffer[n++], v2); | |||||
| /* top left to center */ | |||||
| mul_v3_fl(dy, 2.0f); | |||||
| add_v3_v3(v1, dy); | |||||
| zero_v3(v2); | |||||
| copy_v3_v3(buffer[n++], v1); | |||||
| copy_v3_v3(buffer[n++], v2); | |||||
| break; | |||||
| case 2: /* z axis */ | |||||
| line_type = GPU_PRIM_LINE_STRIP; | |||||
| /* start at top left */ | |||||
| negate_v3_v3(v1, dx); | |||||
| add_v3_v3(v1, dy); | |||||
| copy_v3_v3(buffer[n++], v1); | |||||
| mul_v3_fl(dx, 2.0f); | /* Sizes of axis spheres containing XYZ characters in relation to above. */ | ||||
| add_v3_v3(v1, dx); | #define AXIS_HANDLE_SIZE 0.20f | ||||
| copy_v3_v3(buffer[n++], v1); | #define AXIS_LINE_WIDTH ((U.gizmo_size_navigate_v3d / 40.0f) * U.pixelsize) | ||||
| #define AXIS_RING_WIDTH ((U.gizmo_size_navigate_v3d / 60.0f) * U.pixelsize) | |||||
| #define AXIS_TEXT_SIZE (WIDGET_RADIUS * AXIS_HANDLE_SIZE * 1.25f) | |||||
| mul_v3_fl(dy, 2.0f); | /* distance within this from center is considered positive. */ | ||||
| sub_v3_v3(v1, dx); | #define AXIS_DEPTH_BIAS 0.01f | ||||
| sub_v3_v3(v1, dy); | |||||
| copy_v3_v3(buffer[n++], v1); | static void gizmo_axis_draw(const bContext *C, wmGizmo *gz) | ||||
| add_v3_v3(v1, dx); | |||||
| copy_v3_v3(buffer[n++], v1); | |||||
| break; | |||||
| default: | |||||
| BLI_assert(0); | |||||
| return; | |||||
| } | |||||
| for (int i = 0; i < n; i++) { | |||||
| mul_transposed_m3_v3((float(*)[3])viewmat_local_unit, buffer[i]); | |||||
| add_v3_v3(buffer[i], c); | |||||
| } | |||||
| immBegin(line_type, n); | |||||
| for (int i = 0; i < n; i++) { | |||||
| immVertex3fv(pos_id, buffer[i]); | |||||
| } | |||||
| immEnd(); | |||||
| } | |||||
| #endif /* !USE_AXIS_FONT */ | |||||
| /** | |||||
| * \param draw_info: Extra data needed for drawing. | |||||
| */ | |||||
| static void axis_geom_draw(const wmGizmo *gz, | |||||
| const float color[4], | |||||
| const bool select, | |||||
| const struct AxisDrawInfo *draw_info) | |||||
| { | { | ||||
| float viewport[4]; | |||||
| GPU_viewport_size_get_f(viewport); | |||||
| GPUVertFormat *format = immVertexFormat(); | |||||
| const uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); | |||||
| immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); | |||||
| struct { | struct { | ||||
| float depth; | float depth; | ||||
| char index; | char index; | ||||
| char axis; | char axis; | ||||
| char axis_opposite; | |||||
| bool is_pos; | bool is_pos; | ||||
| } axis_order[6] = { | } axis_order[6] = { | ||||
| {-gz->matrix_offset[0][2], 0, 0, false}, | {-gz->matrix_offset[0][2], 0, 0, 1, false}, | ||||
| {+gz->matrix_offset[0][2], 1, 0, true}, | {+gz->matrix_offset[0][2], 1, 0, 0, true}, | ||||
| {-gz->matrix_offset[1][2], 2, 1, false}, | {-gz->matrix_offset[1][2], 2, 1, 3, false}, | ||||
| {+gz->matrix_offset[1][2], 3, 1, true}, | {+gz->matrix_offset[1][2], 3, 1, 2, true}, | ||||
| {-gz->matrix_offset[2][2], 4, 2, false}, | {-gz->matrix_offset[2][2], 4, 2, 5, false}, | ||||
| {+gz->matrix_offset[2][2], 5, 2, true}, | {+gz->matrix_offset[2][2], 5, 2, 4, true}, | ||||
| }; | }; | ||||
| int axis_align = -1; | int axis_align = -1; | ||||
| for (int axis = 0; axis < 3; axis++) { | for (int axis = 0; axis < 3; axis++) { | ||||
| if (len_squared_v2(gz->matrix_offset[axis]) < 1e-6f) { | if (len_squared_v2(gz->matrix_offset[axis]) < 1e-6f) { | ||||
| axis_align = axis; | axis_align = axis; | ||||
| break; | break; | ||||
| } | } | ||||
| } | } | ||||
| /* Show backwards pointing highlight on-top (else we can't see it at all). */ | |||||
| if ((select == false) && (gz->highlight_part > 0) && (axis_align != -1)) { | |||||
| if (axis_order[gz->highlight_part - 1].is_pos == false) { | |||||
| axis_order[gz->highlight_part - 1].depth = FLT_MAX; | |||||
| } | |||||
| } | |||||
| qsort(&axis_order, ARRAY_SIZE(axis_order), sizeof(axis_order[0]), BLI_sortutil_cmp_float); | qsort(&axis_order, ARRAY_SIZE(axis_order), sizeof(axis_order[0]), BLI_sortutil_cmp_float); | ||||
| static const float axis_highlight[4] = {1, 1, 1, 1}; | /* When the cursor is over any of the gizmos (show circle backdrop). */ | ||||
| static const float axis_black[4] = {0, 0, 0, 1}; | const bool is_active = ((gz->state & WM_GIZMO_STATE_HIGHLIGHT) != 0); | ||||
| static float axis_color[3][4]; | |||||
| const float axis_depth_bias = 0.01f; | /* Background color of the View3D, used to mix colors. */ | ||||
| const float sphere_scale = 1.15f; | float view_color[4]; | ||||
| /* TODO(fclem): Is there a way to get the widget radius? */ | ED_view3d_background_color_get(CTX_data_scene(C), CTX_wm_view3d(C), view_color); | ||||
| const float widget_pix_size = 40.0f * U.dpi_fac; | view_color[3] = 1.0f; | ||||
| float matrix_screen[4][4]; | |||||
| float matrix_unit[4][4]; | |||||
| unit_m4(matrix_unit); | |||||
| WM_gizmo_calc_matrix_final_params(gz, | |||||
| &((struct WM_GizmoMatrixParams){ | |||||
| .matrix_offset = matrix_unit, | |||||
| }), | |||||
| matrix_screen); | |||||
| GPU_matrix_push(); | |||||
| GPU_matrix_mul(matrix_screen); | |||||
| GPUVertFormat *format = immVertexFormat(); | |||||
| const uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); | |||||
| const uint color_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); | |||||
| float viewport_size[4]; | |||||
| GPU_viewport_size_get_f(viewport_size); | |||||
| static float axis_color[3][4]; | |||||
| #ifdef USE_AXIS_FONT | |||||
| struct { | struct { | ||||
| float matrix[4][4]; | float matrix[4][4]; | ||||
| float matrix_m3[3][3]; | float matrix_m3[3][3]; | ||||
| float matrix_m3_invert[3][3]; | float matrix_m3_invert[3][3]; | ||||
| int id; | int id; | ||||
| } font; | } font; | ||||
| if (select == false) { | font.id = BLF_default(); | ||||
| font.id = blf_mono_font; | |||||
| BLF_disable(font.id, BLF_ROTATION | BLF_SHADOW | BLF_MATRIX | BLF_ASPECT | BLF_WORD_WRAP); | BLF_disable(font.id, BLF_ROTATION | BLF_SHADOW | BLF_MATRIX | BLF_ASPECT | BLF_WORD_WRAP); | ||||
| BLF_color4fv(font.id, axis_black); | BLF_enable(font.id, BLF_BOLD); | ||||
| BLF_size(font.id, 12 * U.dpi_fac, 72); | BLF_size(font.id, AXIS_TEXT_SIZE, 72); | ||||
| /* The view matrix is used to position the text. */ | |||||
| BLF_position(font.id, 0, 0, 0); | BLF_position(font.id, 0, 0, 0); | ||||
| /* Calculate the inverse of the (matrix_final * matrix_offset). | /* Calculate the inverse of the (matrix_final * matrix_offset). | ||||
| * This allows us to use the final location, while reversing the rotation so fonts | * This allows us to use the final location, while reversing the rotation so fonts | ||||
| * show without any rotation. */ | * show without any rotation. */ | ||||
| float m3[3][3]; | float m3[3][3]; | ||||
| float m3_offset[3][3]; | float m3_offset[3][3]; | ||||
| copy_m3_m4(m3, draw_info->matrix_final); | copy_m3_m4(m3, matrix_screen); | ||||
| copy_m3_m4(m3_offset, gz->matrix_offset); | copy_m3_m4(m3_offset, gz->matrix_offset); | ||||
| mul_m3_m3m3(m3, m3, m3_offset); | mul_m3_m3m3(m3, m3, m3_offset); | ||||
| copy_m3_m3(font.matrix_m3_invert, m3); | copy_m3_m3(font.matrix_m3_invert, m3); | ||||
| invert_m3(m3); | invert_m3(m3); | ||||
| copy_m3_m3(font.matrix_m3, m3); | copy_m3_m3(font.matrix_m3, m3); | ||||
| copy_m4_m3(font.matrix, m3); | copy_m4_m3(font.matrix, m3); | ||||
| } | |||||
| #endif | |||||
| /* When the cursor is over any of the gizmos (show circle backdrop). */ | |||||
| const bool is_active = (color[3] != 0.0f); | |||||
| const float clip_range = gz->scale_final * sphere_scale; | bool use_project_matrix = (gz->scale_final >= -GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT); | ||||
| bool use_project_matrix = (clip_range >= -GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT); | |||||
| if (use_project_matrix) { | if (use_project_matrix) { | ||||
| GPU_matrix_push_projection(); | GPU_matrix_push_projection(); | ||||
| GPU_matrix_ortho_set_z(-clip_range, clip_range); | GPU_matrix_ortho_set_z(-gz->scale_final, gz->scale_final); | ||||
| } | } | ||||
| UI_draw_roundbox_corner_set(UI_CNR_ALL); | UI_draw_roundbox_corner_set(UI_CNR_ALL); | ||||
| GPU_polygon_smooth(false); | GPU_polygon_smooth(false); | ||||
| /* Circle defining active area. */ | /* Circle defining active area. */ | ||||
| if (is_active) { | if (is_active) { | ||||
| immUnbindProgram(); | const float rad = WIDGET_RADIUS; | ||||
| float rad = widget_pix_size; | |||||
| GPU_matrix_push(); | GPU_matrix_push(); | ||||
| GPU_matrix_scale_1f(1.0f / rad); | GPU_matrix_scale_1f(1.0f / rad); | ||||
| UI_draw_roundbox_4fv( | |||||
| UI_draw_roundbox_4fv(true, -rad, -rad, rad, rad, rad, color); | &(const rctf){ | ||||
| .xmin = -rad, | |||||
| .xmax = rad, | |||||
| .ymin = -rad, | |||||
| .ymax = rad, | |||||
| }, | |||||
| true, | |||||
| rad, | |||||
| gz->color_hi); | |||||
| GPU_matrix_pop(); | GPU_matrix_pop(); | ||||
| immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); | |||||
| } | } | ||||
| GPU_matrix_push(); | |||||
| GPU_matrix_mul(gz->matrix_offset); | GPU_matrix_mul(gz->matrix_offset); | ||||
| for (int axis_index = 0; axis_index < ARRAY_SIZE(axis_order); axis_index++) { | for (int axis_index = 0; axis_index < ARRAY_SIZE(axis_order); axis_index++) { | ||||
| const int index = axis_order[axis_index].index; | const int index = axis_order[axis_index].index; | ||||
| const int axis = axis_order[axis_index].axis; | const int axis = axis_order[axis_index].axis; | ||||
| const bool is_pos = axis_order[axis_index].is_pos; | const bool is_pos = axis_order[axis_index].is_pos; | ||||
| const bool is_highlight = index + 1 == gz->highlight_part; | const float depth = axis_order[axis_index].depth; | ||||
| const bool is_behind = (depth <= (AXIS_DEPTH_BIAS * (is_pos ? -1 : 1))); | |||||
| bool is_aligned_front = (axis_align != -1 && axis_align == axis && !is_behind); | |||||
| bool is_aligned_back = (axis_align != -1 && axis_align == axis && is_behind); | |||||
| const float v[3] = {0, 0, (1.0f - AXIS_HANDLE_SIZE) * (is_pos ? 1 : -1)}; | |||||
| const float v_final[3] = {v[(axis + 2) % 3], v[(axis + 1) % 3], v[axis]}; | |||||
| bool is_highlight = index + 1 == gz->highlight_part; | |||||
| /* Check if highlight part is the other side when axis aligned. */ | |||||
| if (is_aligned_front && (axis_order[axis_index].axis_opposite + 1 == gz->highlight_part)) { | |||||
| is_highlight = true; | |||||
| } | |||||
| UI_GetThemeColor3fv(TH_AXIS_X + axis, axis_color[axis]); | UI_GetThemeColor3fv(TH_AXIS_X + axis, axis_color[axis]); | ||||
| axis_color[axis][3] = 1.0f; | axis_color[axis][3] = 1.0f; | ||||
| const int index_z = axis; | /* Color that is full at front, but 50% view background when in back. */ | ||||
| const int index_y = (axis + 1) % 3; | float fading_color[4]; | ||||
| const int index_x = (axis + 2) % 3; | interp_v4_v4v4(fading_color, view_color, axis_color[axis], ((depth + 1) * 0.25) + 0.5); | ||||
| bool ok = true; | /* Color that is midway between front and back. */ | ||||
| float middle_color[4]; | |||||
| /* Skip view align axis when selecting (allows to switch to opposite side). */ | interp_v4_v4v4(middle_color, view_color, axis_color[axis], 0.75f); | ||||
| if (select && ((axis_align == axis) && (gz->matrix_offset[axis][2] > 0.0f) == is_pos)) { | |||||
| ok = false; | |||||
| } | |||||
| if (ok) { | |||||
| /* Check aligned, since the front axis won't display in this case, | |||||
| * and we want to make sure all 3 axes have a character at all times. */ | |||||
| const bool show_axis_char = (is_pos || (axis == axis_align)); | |||||
| const float v[3] = {0, 0, AXIS_HANDLE_OFFSET * (is_pos ? 1 : -1)}; | |||||
| const float v_final[3] = {v[index_x], v[index_y], v[index_z]}; | |||||
| const float *color_current = is_highlight ? axis_highlight : axis_color[axis]; | |||||
| float color_current_fade[4]; | |||||
| /* Flip the faded state when axis aligned, since we're hiding the front-mode axis | |||||
| * otherwise we see the color for the back-most axis, which is useful for | |||||
| * click-to-rotate 180d but not useful to visualize. | |||||
| * | |||||
| * Use depth bias so axis-aligned views show the positive axis as being in-front. | |||||
| * This is a detail so primary axes show as dominant. | |||||
| */ | |||||
| const bool is_pos_color = (axis_order[axis_index].depth > | |||||
| (axis_depth_bias * (is_pos ? -1 : 1))); | |||||
| if (select == false) { | |||||
| #ifdef USE_FADE_BACKGROUND | |||||
| interp_v3_v3v3( | |||||
| color_current_fade, draw_info->color_bg, color_current, is_highlight ? 1.0 : 0.5f); | |||||
| color_current_fade[3] = color_current[3]; | |||||
| #else | |||||
| copy_v4_v4(color_current_fade, color_current); | |||||
| color_current_fade[3] *= 0.2; | |||||
| #endif | |||||
| } | |||||
| else { | |||||
| copy_v4_fl(color_current_fade, 1.0f); | |||||
| } | |||||
| /* Axis Line. */ | |||||
| if (is_pos) { | |||||
| float v_start[3]; | |||||
| immUnbindProgram(); | |||||
| GPU_blend(GPU_BLEND_ALPHA); | GPU_blend(GPU_BLEND_ALPHA); | ||||
| immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR); | /* Axis Line. */ | ||||
| immUniform2fv("viewportSize", &viewport[2]); | if (is_pos || axis_align != -1) { | ||||
| immUniform1f("lineWidth", 2.0f * U.pixelsize); | |||||
| immUniformColor4fv(is_pos_color ? color_current : color_current_fade); | |||||
| /* Extend slightly to meet better at the center. */ | |||||
| float v_start[3] = {0.0f, 0.0f, 0.0f}; | |||||
| mul_v3_v3fl(v_start, v_final, -(AXIS_LINE_WIDTH / WIDGET_RADIUS * 0.66f)); | |||||
| /* Decrease length of line by ball radius. */ | |||||
| float v_end[3] = {0.0f, 0.0f, 0.0f}; | |||||
| mul_v3_v3fl(v_end, v_final, 1.0f - AXIS_HANDLE_SIZE); | |||||
| immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR); | |||||
| immUniform2fv("viewportSize", &viewport_size[2]); | |||||
| immUniform1f("lineWidth", AXIS_LINE_WIDTH); | |||||
| immBegin(GPU_PRIM_LINES, 2); | immBegin(GPU_PRIM_LINES, 2); | ||||
| if (axis_align == -1) { | immAttr4fv(color_id, middle_color); | ||||
| zero_v3(v_start); | |||||
| } | |||||
| else { | |||||
| /* When axis aligned we don't draw the front most axis | |||||
| * (allowing us to switch to the opposite side). | |||||
| * In this case don't draw lines over axis pointing away from us | |||||
| * because it obscures character and looks noisy. | |||||
| */ | |||||
| mul_v3_v3fl(v_start, v_final, 0.3f); | |||||
| } | |||||
| immVertex3fv(pos_id, v_start); | immVertex3fv(pos_id, v_start); | ||||
| immVertex3fv(pos_id, v_final); | immAttr4fv(color_id, fading_color); | ||||
| immVertex3fv(pos_id, v_end); | |||||
| immEnd(); | immEnd(); | ||||
| immUnbindProgram(); | immUnbindProgram(); | ||||
| immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); | |||||
| } | } | ||||
| /* Axis Ball. */ | /* Axis Ball. */ | ||||
| #ifdef USE_AXIS_FONT | if (!is_aligned_back) { | ||||
| if (select == false) { | float *inner_color = fading_color; | ||||
| immUnbindProgram(); | float *outline_color = fading_color; | ||||
| float negative_color[4]; | |||||
| GPU_matrix_push(); | if (!is_pos) { | ||||
| GPU_matrix_translate_3fv(v_final); | if (is_aligned_front) { | ||||
| GPU_matrix_mul(font.matrix); | interp_v4_v4v4( | ||||
| negative_color, (float[4]){1.0f, 1.0f, 1.0f, 1.0f}, axis_color[axis], 0.5f); | |||||
| float rad = widget_pix_size * (is_pos ? AXIS_HANDLE_SIZE_FG : AXIS_HANDLE_SIZE_BG); | negative_color[3] = MIN2(depth + 1, 1.0f); | ||||
| outline_color = negative_color; | |||||
| /* Black outlines for negative axis balls, otherwise they can be hard to see since | |||||
| * they use a faded color which can be similar to the circle backdrop in tone. */ | |||||
| if (is_active && !is_highlight && !is_pos && !select && !(axis_align == axis)) { | |||||
| static const float axis_black_faded[4] = {0.0f, 0.0f, 0.0f, 0.2f}; | |||||
| float outline = rad * sphere_scale; | |||||
| UI_draw_roundbox_4fv( | |||||
| true, -outline, -outline, outline, outline, outline, axis_black_faded); | |||||
| } | } | ||||
| else { | |||||
| const float *col = is_pos_color ? color_current : color_current_fade; | interp_v4_v4v4(negative_color, view_color, axis_color[axis], 0.25f); | ||||
| UI_draw_roundbox_4fv(true, -rad, -rad, rad, rad, rad, col); | negative_color[3] = MIN2(depth + 1, 1.0f); | ||||
| inner_color = negative_color; | |||||
| GPU_matrix_pop(); | |||||
| immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); | |||||
| } | } | ||||
| else | } | ||||
| #endif | |||||
| { | |||||
| GPU_matrix_push(); | GPU_matrix_push(); | ||||
| GPU_matrix_translate_3fv(v_final); | GPU_matrix_translate_3fv(v_final); | ||||
| GPU_matrix_scale_1f(is_pos ? AXIS_HANDLE_SIZE_FG : AXIS_HANDLE_SIZE_BG); | GPU_matrix_mul(font.matrix); | ||||
| /* Size change from back to front: 0.92f - 1.08f. */ | |||||
| GPUBatch *sphere = GPU_batch_preset_sphere(0); | float scale = ((depth + 1) * 0.08f) + 0.92f; | ||||
| GPU_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR); | const float rad = WIDGET_RADIUS * AXIS_HANDLE_SIZE * scale; | ||||
| UI_draw_roundbox_4fv_ex( | |||||
| /* Black outlines for negative axis balls, otherwise they can be hard to see since | &(const rctf){ | ||||
| * they use a faded color which can be similar to the circle backdrop in tone. */ | .xmin = -rad, | ||||
| if (is_active && !is_highlight && !is_pos && !select && !(axis_align == axis)) { | .xmax = rad, | ||||
| static const float axis_black_faded[4] = {0, 0, 0, 0.2f}; | .ymin = -rad, | ||||
| GPU_matrix_scale_1f(sphere_scale); | .ymax = rad, | ||||
| GPU_batch_uniform_4fv(sphere, "color", axis_black_faded); | }, | ||||
| GPU_batch_draw(sphere); | inner_color, | ||||
| GPU_matrix_scale_1f(1.0 / sphere_scale); | NULL, | ||||
| } | 0.0f, | ||||
| outline_color, | |||||
| GPU_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR); | AXIS_RING_WIDTH, | ||||
| GPU_batch_uniform_4fv(sphere, "color", is_pos_color ? color_current : color_current_fade); | rad); | ||||
| GPU_batch_draw(sphere); | |||||
| GPU_matrix_pop(); | GPU_matrix_pop(); | ||||
| } | } | ||||
| /* Axis XYZ Character. */ | /* Axis XYZ Character. */ | ||||
| if (show_axis_char && (select == false)) { | if ((is_pos || is_highlight || (axis == axis_align)) && !is_aligned_back) { | ||||
| #ifdef USE_AXIS_FONT | float axis_str_width, axis_string_height; | ||||
| float axis_str_size[2] = {0}; | char axis_str[3] = {'X' + axis, 0, 0}; | ||||
| const char axis_str[2] = {'X' + axis, 0}; | if (!is_pos) { | ||||
| BLF_width_and_height(font.id, axis_str, 2, &axis_str_size[0], &axis_str_size[1]); | axis_str[0] = '-'; | ||||
| axis_str[1] = 'X' + axis; | |||||
| } | |||||
| BLF_width_and_height(font.id, axis_str, 3, &axis_str_width, &axis_string_height); | |||||
| /* Calculate pixel aligned location, without this text draws fuzzy. */ | /* Calculate pixel-aligned location, without this text draws fuzzy. */ | ||||
| float v_final_px[3]; | float v_final_px[3]; | ||||
| mul_v3_m3v3(v_final_px, font.matrix_m3_invert, v_final); | mul_v3_m3v3(v_final_px, font.matrix_m3_invert, v_final); | ||||
| /* Center the test and pixel align, it's important to round once | /* Center the text and pixel align, it's important to round once | ||||
| * otherwise the characters are noticeably not-centered. | * otherwise the characters are noticeably not-centered. | ||||
| * If this wasn't an issue we could use #BLF_position to place the text. */ | * If this wasn't an issue we could use #BLF_position to place the text. */ | ||||
| v_final_px[0] = roundf(v_final_px[0] - (axis_str_size[0] / 2.0f)); | v_final_px[0] = roundf(v_final_px[0] - (axis_str_width * (is_pos ? 0.5f : 0.55f))); | ||||
| v_final_px[1] = roundf(v_final_px[1] - (axis_str_size[1] / 2.0f)); | v_final_px[1] = roundf(v_final_px[1] - (axis_string_height / 2.0f)); | ||||
| mul_m3_v3(font.matrix_m3, v_final_px); | mul_m3_v3(font.matrix_m3, v_final_px); | ||||
| immUnbindProgram(); | |||||
| GPU_matrix_push(); | GPU_matrix_push(); | ||||
| GPU_matrix_translate_3fv(v_final_px); | GPU_matrix_translate_3fv(v_final_px); | ||||
| GPU_matrix_mul(font.matrix); | GPU_matrix_mul(font.matrix); | ||||
| float text_color[4] = {1.0f, 1.0f, 1.0f, 1.0f}; | |||||
| if (!is_highlight) { | |||||
| zero_v4(text_color); | |||||
| text_color[3] = is_active ? 1.0f : 0.9f; | |||||
| } | |||||
| BLF_color4fv(font.id, text_color); | |||||
| BLF_draw_ascii(font.id, axis_str, 2); | BLF_draw_ascii(font.id, axis_str, 2); | ||||
| GPU_blend(GPU_BLEND_ALPHA); /* XXX, blf disables */ | |||||
| GPU_matrix_pop(); | GPU_matrix_pop(); | ||||
| immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); | |||||
| #else | |||||
| immUnbindProgram(); | |||||
| immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); | |||||
| GPU_line_width(1.0f); | |||||
| float m3[3][3]; | |||||
| copy_m3_m4(m3, gz->matrix_offset); | |||||
| immUniformColor4fv(axis_black); | |||||
| draw_xyz_wire(pos_id, m3, v_final, 1.0, axis); | |||||
| immUnbindProgram(); | |||||
| #endif | |||||
| } | } | ||||
| } | } | ||||
| } | |||||
| GPU_matrix_pop(); | |||||
| immUnbindProgram(); | |||||
| if (use_project_matrix) { | if (use_project_matrix) { | ||||
| GPU_matrix_pop_projection(); | GPU_matrix_pop_projection(); | ||||
| } | } | ||||
| } | |||||
| static void axis3d_draw_intern(const bContext *C, | |||||
| wmGizmo *gz, | |||||
| const bool select, | |||||
| const bool highlight) | |||||
| { | |||||
| const float *color = highlight ? gz->color_hi : gz->color; | |||||
| float matrix_final[4][4]; | |||||
| float matrix_unit[4][4]; | |||||
| unit_m4(matrix_unit); | |||||
| WM_gizmo_calc_matrix_final_params(gz, | |||||
| &((struct WM_GizmoMatrixParams){ | |||||
| .matrix_offset = matrix_unit, | |||||
| }), | |||||
| matrix_final); | |||||
| GPU_matrix_push(); | |||||
| GPU_matrix_mul(matrix_final); | |||||
| struct AxisDrawInfo draw_info; | |||||
| #ifdef USE_AXIS_FONT | |||||
| if (select == false) { | |||||
| copy_m4_m4(draw_info.matrix_final, matrix_final); | |||||
| } | |||||
| #endif | |||||
| #ifdef USE_FADE_BACKGROUND | |||||
| if (select == false) { | |||||
| ED_view3d_background_color_get(CTX_data_scene(C), CTX_wm_view3d(C), draw_info.color_bg); | |||||
| } | |||||
| #else | |||||
| UNUSED_VARS(C); | |||||
| #endif | |||||
| GPU_blend(GPU_BLEND_ALPHA); | |||||
| axis_geom_draw(gz, color, select, &draw_info); | |||||
| GPU_blend(GPU_BLEND_NONE); | GPU_blend(GPU_BLEND_NONE); | ||||
| BLF_disable(font.id, BLF_BOLD); | |||||
| GPU_matrix_pop(); | GPU_matrix_pop(); | ||||
| } | } | ||||
| static void gizmo_axis_draw(const bContext *C, wmGizmo *gz) | |||||
| { | |||||
| const bool is_modal = gz->state & WM_GIZMO_STATE_MODAL; | |||||
| const bool is_highlight = (gz->state & WM_GIZMO_STATE_HIGHLIGHT) != 0; | |||||
| (void)is_modal; | |||||
| GPU_blend(GPU_BLEND_ALPHA); | |||||
| axis3d_draw_intern(C, gz, false, is_highlight); | |||||
| GPU_blend(GPU_BLEND_NONE); | |||||
| } | |||||
| static int gizmo_axis_test_select(bContext *UNUSED(C), wmGizmo *gz, const int mval[2]) | static int gizmo_axis_test_select(bContext *UNUSED(C), wmGizmo *gz, const int mval[2]) | ||||
| { | { | ||||
| float point_local[2] = {UNPACK2(mval)}; | float point_local[2] = {UNPACK2(mval)}; | ||||
| sub_v2_v2(point_local, gz->matrix_basis[3]); | sub_v2_v2(point_local, gz->matrix_basis[3]); | ||||
| mul_v2_fl(point_local, 1.0f / gz->scale_final); | mul_v2_fl(point_local, 1.0f / gz->scale_final); | ||||
| const float len_sq = len_squared_v2(point_local); | const float len_sq = len_squared_v2(point_local); | ||||
| if (len_sq > 1.0) { | if (len_sq > 1.0) { | ||||
| Show All 37 Lines | static int gizmo_axis_test_select(bContext *UNUSED(C), wmGizmo *gz, const int mval[2]) | ||||
| /* The 'gz->scale_final' is already applied when projecting. */ | /* The 'gz->scale_final' is already applied when projecting. */ | ||||
| if (len_sq < 1.0f) { | if (len_sq < 1.0f) { | ||||
| return 0; | return 0; | ||||
| } | } | ||||
| return -1; | return -1; | ||||
| } | } | ||||
| static int gizmo_axis_cursor_get(wmGizmo *gz) | static int gizmo_axis_cursor_get(wmGizmo *UNUSED(gz)) | ||||
| { | { | ||||
| if (gz->highlight_part > 0) { | return WM_CURSOR_DEFAULT; | ||||
| return WM_CURSOR_EDIT; | |||||
| } | } | ||||
| return WM_CURSOR_NSEW_SCROLL; | |||||
| static void gizmo_axis_screen_bounds_get(bContext *C, wmGizmo *gz, rcti *r_bounding_box) | |||||
| { | |||||
| ScrArea *area = CTX_wm_area(C); | |||||
| const float rad = WIDGET_RADIUS; | |||||
| r_bounding_box->xmin = gz->matrix_basis[3][0] + area->totrct.xmin - rad; | |||||
| r_bounding_box->ymin = gz->matrix_basis[3][1] + area->totrct.ymin - rad; | |||||
| r_bounding_box->xmax = r_bounding_box->xmin + rad; | |||||
| r_bounding_box->ymax = r_bounding_box->ymin + rad; | |||||
| } | } | ||||
| void VIEW3D_GT_navigate_rotate(wmGizmoType *gzt) | void VIEW3D_GT_navigate_rotate(wmGizmoType *gzt) | ||||
| { | { | ||||
| /* identifiers */ | /* identifiers */ | ||||
| gzt->idname = "VIEW3D_GT_navigate_rotate"; | gzt->idname = "VIEW3D_GT_navigate_rotate"; | ||||
| /* api callbacks */ | /* api callbacks */ | ||||
| gzt->draw = gizmo_axis_draw; | gzt->draw = gizmo_axis_draw; | ||||
| gzt->test_select = gizmo_axis_test_select; | gzt->test_select = gizmo_axis_test_select; | ||||
| gzt->cursor_get = gizmo_axis_cursor_get; | gzt->cursor_get = gizmo_axis_cursor_get; | ||||
| gzt->screen_bounds_get = gizmo_axis_screen_bounds_get; | |||||
| gzt->struct_size = sizeof(wmGizmo); | gzt->struct_size = sizeof(wmGizmo); | ||||
| } | } | ||||