diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-03-03 16:48:34 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-03-03 16:51:03 +0300 |
commit | 2d468fc072fc0c70f3eaf0fd8d6788700b567734 (patch) | |
tree | 2947dd9d8a5e69fb2fe1e066f5b6b3ba39ebe99c /source/blender | |
parent | 301494f94a7fba5100cdfa5d48491c1df82e235a (diff) |
UI: subtle outline for negative 3D view gizmo axes
Without this they can blend in visually with the backdrop of the gizmo.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c | 17 |
1 files changed, 16 insertions, 1 deletions
diff --git a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c index fa1b91b255d..f9b67a430e6 100644 --- a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c +++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c @@ -261,8 +261,11 @@ static void axis_geom_draw( } #endif + /* When the cursor is over any of the gizmos (show circle backdrop). */ + const bool is_active = (color[3] != 0.0f); + /* Circle defining active area. */ - if (color[3] != 0.0f) { + if (is_active) { immUniformColor4fv(color); imm_draw_circle_fill_3d(pos_id, 0, 0, 1.0f, DIAL_RESOLUTION); } @@ -352,6 +355,18 @@ static void axis_geom_draw( GPUBatch *sphere = GPU_batch_preset_sphere(0); GPU_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_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, 0, 0, 0.2f}; + const float scale = 1.15f; + GPU_matrix_scale_1f(scale); + GPU_batch_uniform_4fv(sphere, "color", axis_black_faded); + GPU_batch_draw(sphere); + GPU_matrix_scale_1f(1.0 / scale); + } + GPU_batch_uniform_4fv(sphere, "color", is_pos_color ? color_current : color_current_fade); GPU_batch_draw(sphere); GPU_matrix_pop(); |