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authorCampbell Barton <ideasman42@gmail.com>2020-09-02 16:05:35 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-09-03 02:33:31 +0300
commit14e2596d219d9bc31b356c9ed6c46d68b8560f42 (patch)
treef9b488d1b59a3edc1408ce072ac17ffe4e9e058d /source/blender
parent89cdf4f75dd0f2d7cfd993cff7797371b73627d0 (diff)
UI: pixel align axis navigation characters to resolve blurry text
Also increase text size from 11 to 12 since the default font at 1.0 scale was a little fuzzy too. Reviewed by: @pablovazquez Ref D8781
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/editors/space_view3d/view3d_gizmo_navigate.c4
-rw-r--r--source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c32
2 files changed, 28 insertions, 8 deletions
diff --git a/source/blender/editors/space_view3d/view3d_gizmo_navigate.c b/source/blender/editors/space_view3d/view3d_gizmo_navigate.c
index 533fba3795b..7a201d8841c 100644
--- a/source/blender/editors/space_view3d/view3d_gizmo_navigate.c
+++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate.c
@@ -298,8 +298,8 @@ static void WIDGETGROUP_navigate_draw_prepare(const bContext *C, wmGizmoGroup *g
if (show_rotate_gizmo) {
gz = navgroup->gz_array[GZ_INDEX_ROTATE];
- gz->matrix_basis[3][0] = co_rotate[0];
- gz->matrix_basis[3][1] = co_rotate[1];
+ gz->matrix_basis[3][0] = roundf(co_rotate[0]);
+ gz->matrix_basis[3][1] = roundf(co_rotate[1]);
WM_gizmo_set_flag(gz, WM_GIZMO_HIDDEN, false);
}
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 d3294e4e5a9..5eb106a0d6b 100644
--- a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
+++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
@@ -247,6 +247,8 @@ static void axis_geom_draw(const wmGizmo *gz,
#ifdef USE_AXIS_FONT
struct {
float matrix[4][4];
+ float matrix_m3[3][3];
+ float matrix_m3_invert[3][3];
int id;
} font;
@@ -254,7 +256,10 @@ static void axis_geom_draw(const wmGizmo *gz,
font.id = blf_mono_font;
BLF_disable(font.id, BLF_ROTATION | BLF_SHADOW | BLF_MATRIX | BLF_ASPECT | BLF_WORD_WRAP);
BLF_color4fv(font.id, axis_black);
- BLF_size(font.id, 11 * U.dpi_fac, 72);
+ BLF_size(font.id, 12 * U.dpi_fac, 72);
+
+ /* The view matrix is used to position the text. */
+ BLF_position(font.id, 0, 0, 0);
/* Calculate the inverse of the (matrix_final * matrix_offset).
* This allows us to use the final location, while reversing the rotation so fonts
@@ -264,7 +269,9 @@ static void axis_geom_draw(const wmGizmo *gz,
copy_m3_m4(m3, draw_info->matrix_final);
copy_m3_m4(m3_offset, gz->matrix_offset);
mul_m3_m3m3(m3, m3, m3_offset);
+ copy_m3_m3(font.matrix_m3_invert, m3);
invert_m3(m3);
+ copy_m3_m3(font.matrix_m3, m3);
copy_m4_m3(font.matrix, m3);
}
#endif
@@ -441,27 +448,40 @@ static void axis_geom_draw(const wmGizmo *gz,
/* Axis XYZ Character. */
if (show_axis_char && (select == false)) {
#ifdef USE_AXIS_FONT
+ float axis_str_size[2] = {0};
+ const char axis_str[2] = {'X' + axis, 0};
+ BLF_width_and_height(font.id, axis_str, 2, &axis_str_size[0], &axis_str_size[1]);
+
+ /* Calculate pixel aligned location, without this text draws fuzzy. */
+ float v_final_px[3];
+ mul_v3_m3v3(v_final_px, font.matrix_m3_invert, v_final);
+ /* Center the test and pixel align, it's important to round once
+ * otherwise the characters are noticeably not-centered.
+ * 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[1] = roundf(v_final_px[1] - (axis_str_size[1] / 2.0f));
+ mul_m3_v3(font.matrix_m3, v_final_px);
+
immUnbindProgram();
GPU_matrix_push();
- GPU_matrix_translate_3fv(v_final);
+ GPU_matrix_translate_3fv(v_final_px);
GPU_matrix_mul(font.matrix);
- const char axis_str[2] = {'X' + axis, 0};
- float offset[2] = {0};
- BLF_width_and_height(font.id, axis_str, 2, &offset[0], &offset[1]);
- BLF_position(font.id, roundf(offset[0] * -0.5f), roundf(offset[1] * -0.5f), 0);
BLF_draw_ascii(font.id, axis_str, 2);
GPU_blend(GPU_BLEND_ALPHA); /* XXX, blf disables */
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
}
}