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-rw-r--r--source/blender/editors/transform/transform_manipulator.c79
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_shader.c3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl16
5 files changed, 74 insertions, 26 deletions
diff --git a/source/blender/editors/transform/transform_manipulator.c b/source/blender/editors/transform/transform_manipulator.c
index a9b3363e0c8..ab5494ff39f 100644
--- a/source/blender/editors/transform/transform_manipulator.c
+++ b/source/blender/editors/transform/transform_manipulator.c
@@ -960,6 +960,22 @@ static void postOrtho(const bool ortho)
}
}
+static void twmat_to_rotation_axis_mat(
+ const float twmat[4][4], const int axis, const bool ortho,
+ float r_axis_mat[4][4])
+{
+ copy_m4_m4(r_axis_mat, twmat);
+ if (!ortho) {
+ orthogonalize_m4(r_axis_mat, axis); /* for gimbal */
+ }
+
+ if (ELEM(axis, 0, 1)) {
+ const char rot_axis = (axis == 0) ? 'Y' : 'X';
+ const float angle = (axis == 0) ? M_PI_2 : -M_PI_2;
+ rotate_m4(r_axis_mat, rot_axis, angle);
+ }
+}
+
BLI_INLINE bool manipulator_rotate_is_visible(const int drawflags)
{
return (drawflags & (MAN_ROT_X | MAN_ROT_Y | MAN_ROT_Z));
@@ -969,12 +985,11 @@ static void draw_manipulator_rotate(
View3D *v3d, RegionView3D *rv3d, const int drawflags, const int combo,
const bool is_moving, const bool is_picksel)
{
- double plane[4];
float matt[4][4];
float size, unitmat[4][4];
float cywid = 0.33f * 0.01f * (float)U.tw_handlesize;
float cusize = cywid * 0.65f;
- int arcs = (G.debug_value != 2);
+ bool arcs = (G.debug_value != 2);
const int colcode = (is_moving) ? MAN_MOVECOL : MAN_RGB;
bool ortho;
@@ -994,17 +1009,9 @@ static void draw_manipulator_rotate(
const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
-
-
- if (arcs) {
- /* clipplane makes nice handles, calc here because of multmatrix but with translate! */
- copy_v3db_v3fl(plane, rv3d->viewinv[2]);
- plane[3] = -0.02f * size; // clip just a bit more
- glClipPlane(GL_CLIP_PLANE0, plane);
- }
/* sets view screen aligned */
gpuRotate3f(-360.0f * saacos(rv3d->viewquat[0]) / (float)M_PI, rv3d->viewquat[1], rv3d->viewquat[2], rv3d->viewquat[3]);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* Screen aligned help circle */
if (arcs) {
@@ -1063,7 +1070,7 @@ static void draw_manipulator_rotate(
}
/* axes */
- if (arcs == 0) {
+ if (arcs == false) {
if (!is_picksel) {
if ((combo & V3D_MANIP_SCALE) == 0) {
/* axis */
@@ -1098,7 +1105,7 @@ static void draw_manipulator_rotate(
}
}
- if (arcs == 0 && is_moving) {
+ if (arcs == false && is_moving) {
/* Z circle */
if (drawflags & MAN_ROT_Z) {
@@ -1133,43 +1140,63 @@ static void draw_manipulator_rotate(
}
// donut arcs
if (arcs) {
- glEnable(GL_CLIP_PLANE0);
+ float axis_model_mat[4][4];
+ float clip_plane[4];
+
+ copy_v3_v3(clip_plane, rv3d->viewinv[2]);
+ clip_plane[3] = -dot_v3v3(rv3d->viewinv[2], rv3d->twmat[3]);
+ clip_plane[3] -= 0.02f * size; /* clip just a bit more so view aligned arcs are not visible */
+
+ gpuPopMatrix(); /* we setup our own matrix, pop previously set twmat */
+ immUnbindProgram();
+ immBindBuiltinProgram(GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR);
+ immUniform4fv("ClipPlane", clip_plane);
+
+ glEnable(GL_CLIP_DISTANCE0);
/* Z circle */
if (drawflags & MAN_ROT_Z) {
- preOrthoFront(ortho, rv3d->twmat, 2);
if (is_picksel) GPU_select_load_id(MAN_ROT_Z);
else manipulator_setcolor(v3d, 'Z', colcode, 255);
+
+ twmat_to_rotation_axis_mat(rv3d->twmat, 2, ortho, axis_model_mat);
+ immUniformMatrix4fv("ModelMatrix", axis_model_mat);
+ gpuPushMatrix();
+ gpuMultMatrix3D(axis_model_mat);
+
partial_doughnut(pos, cusize / 4.0f, 1.0f, 0, 48, 8, 48);
- postOrtho(ortho);
+ gpuPopMatrix();
}
/* X circle */
if (drawflags & MAN_ROT_X) {
- preOrthoFront(ortho, rv3d->twmat, 0);
if (is_picksel) GPU_select_load_id(MAN_ROT_X);
else manipulator_setcolor(v3d, 'X', colcode, 255);
+
+ twmat_to_rotation_axis_mat(rv3d->twmat, 0, ortho, axis_model_mat);
+ immUniformMatrix4fv("ModelMatrix", axis_model_mat);
gpuPushMatrix();
- gpuRotateAxis(90.0, 'Y');
+ gpuMultMatrix3D(axis_model_mat);
+
partial_doughnut(pos, cusize / 4.0f, 1.0f, 0, 48, 8, 48);
gpuPopMatrix();
- postOrtho(ortho);
}
/* Y circle */
if (drawflags & MAN_ROT_Y) {
- preOrthoFront(ortho, rv3d->twmat, 1);
if (is_picksel) GPU_select_load_id(MAN_ROT_Y);
else manipulator_setcolor(v3d, 'Y', colcode, 255);
+
+ twmat_to_rotation_axis_mat(rv3d->twmat, 1, ortho, axis_model_mat);
+ immUniformMatrix4fv("ModelMatrix", axis_model_mat);
gpuPushMatrix();
- gpuRotateAxis(-90.0, 'X');
+ gpuMultMatrix3D(axis_model_mat);
+
partial_doughnut(pos, cusize / 4.0f, 1.0f, 0, 48, 8, 48);
gpuPopMatrix();
- postOrtho(ortho);
}
- glDisable(GL_CLIP_PLANE0);
+ glDisable(GL_CLIP_DISTANCE0);
}
-
- if (arcs == 0) {
+ else {
/* Z handle on X axis */
if (drawflags & MAN_ROT_Z) {
@@ -1213,8 +1240,8 @@ static void draw_manipulator_rotate(
gpuPopMatrix();
postOrtho(ortho);
}
-
}
+ /* Note: Shader is not ensured to be GPU_SHADER_3D_UNIFORM_COLOR from here on, twmat might have been popped too! */
/* restore */
gpuPopMatrix();
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 049ee3d3f64..f0ef87c5f28 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -148,6 +148,7 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 19a3430c629..71a1e3a6591 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -121,6 +121,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
+ GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
/* basic image drawing */
GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 89607008ed2..7e705662ac5 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -74,6 +74,7 @@ extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
+extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_vert_glsl[];
extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
@@ -719,6 +720,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl },
[GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
+ [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl,
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
new file mode 100644
index 00000000000..2988bb3b682
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
@@ -0,0 +1,16 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
+uniform vec4 ClipPlane;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+#else
+ in vec3 pos;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_ClipDistance[0] = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane);
+}