diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c | 591 |
1 files changed, 168 insertions, 423 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 8f3d40584aa..4d0f0586696 100644 --- a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c +++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c @@ -40,6 +40,8 @@ #include "GPU_matrix.h" #include "GPU_state.h" +#include "BLF_api.h" + #include "RNA_access.h" #include "RNA_define.h" @@ -53,169 +55,34 @@ #include "view3d_intern.h" -#define USE_AXIS_FONT -#define USE_FADE_BACKGROUND - -#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); - add_v3_v3(v1, dx); +/* Radius of the entire background. */ +#define WIDGET_RADIUS ((U.gizmo_size_navigate_v3d / 2.0f) * UI_DPI_FAC) - copy_v3_v3(buffer[n++], v1); +/* Sizes of axis spheres containing XYZ characters in relation to above. */ +#define AXIS_HANDLE_SIZE 0.20f - mul_v3_fl(dy, 2.0f); - sub_v3_v3(v1, dx); - sub_v3_v3(v1, dy); +#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) - copy_v3_v3(buffer[n++], v1); +/* distance within this from center is considered positive. */ +#define AXIS_DEPTH_BIAS 0.01f - 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) +static void gizmo_axis_draw(const bContext *C, wmGizmo *gz) { - 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 { float depth; char index; char axis; + char axis_opposite; bool is_pos; } axis_order[6] = { - {-gz->matrix_offset[0][2], 0, 0, false}, - {+gz->matrix_offset[0][2], 1, 0, true}, - {-gz->matrix_offset[1][2], 2, 1, false}, - {+gz->matrix_offset[1][2], 3, 1, true}, - {-gz->matrix_offset[2][2], 4, 2, false}, - {+gz->matrix_offset[2][2], 5, 2, true}, + {-gz->matrix_offset[0][2], 0, 0, 1, false}, + {+gz->matrix_offset[0][2], 1, 0, 0, true}, + {-gz->matrix_offset[1][2], 2, 1, 3, false}, + {+gz->matrix_offset[1][2], 3, 1, 2, true}, + {-gz->matrix_offset[2][2], 4, 2, 5, false}, + {+gz->matrix_offset[2][2], 5, 2, 4, true}, }; int axis_align = -1; @@ -226,25 +93,35 @@ static void axis_geom_draw(const wmGizmo *gz, } } - /* 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); - static const float axis_highlight[4] = {1, 1, 1, 1}; - static const float axis_black[4] = {0, 0, 0, 1}; - static float axis_color[3][4]; + /* When the cursor is over any of the gizmos (show circle backdrop). */ + const bool is_active = ((gz->state & WM_GIZMO_STATE_HIGHLIGHT) != 0); + + /* Background color of the View3D, used to mix colors. */ + float view_color[4]; + ED_view3d_background_color_get(CTX_data_scene(C), CTX_wm_view3d(C), view_color); + 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); - const float axis_depth_bias = 0.01f; - const float sphere_scale = 1.15f; - /* TODO(fclem): Is there a way to get the widget radius? */ - const float widget_pix_size = 40.0f * U.dpi_fac; + 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 { float matrix[4][4]; float matrix_m3[3][3]; @@ -252,38 +129,29 @@ static void axis_geom_draw(const wmGizmo *gz, int id; } font; - if (select == false) { - 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, 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 - * show without any rotation. */ - float m3[3][3]; - float m3_offset[3][3]; - 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 - - /* 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 = (clip_range >= -GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT); + font.id = BLF_default(); + BLF_disable(font.id, BLF_ROTATION | BLF_SHADOW | BLF_MATRIX | BLF_ASPECT | BLF_WORD_WRAP); + BLF_enable(font.id, BLF_BOLD); + BLF_size(font.id, AXIS_TEXT_SIZE, 72); + 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 + * show without any rotation. */ + float m3[3][3]; + float m3_offset[3][3]; + copy_m3_m4(m3, matrix_screen); + 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); + + bool use_project_matrix = (gz->scale_final >= -GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT); if (use_project_matrix) { 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); @@ -291,263 +159,143 @@ static void axis_geom_draw(const wmGizmo *gz, /* Circle defining active area. */ if (is_active) { - immUnbindProgram(); - - float rad = widget_pix_size; + const float rad = WIDGET_RADIUS; GPU_matrix_push(); GPU_matrix_scale_1f(1.0f / rad); - - UI_draw_roundbox_4fv(true, -rad, -rad, rad, rad, rad, color); - + UI_draw_roundbox_4fv(true, -rad, -rad, rad, rad, rad, gz->color_hi); GPU_matrix_pop(); - - immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); } - GPU_matrix_push(); GPU_matrix_mul(gz->matrix_offset); for (int axis_index = 0; axis_index < ARRAY_SIZE(axis_order); axis_index++) { const int index = axis_order[axis_index].index; const int axis = axis_order[axis_index].axis; 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]); axis_color[axis][3] = 1.0f; - const int index_z = axis; - const int index_y = (axis + 1) % 3; - const int index_x = (axis + 2) % 3; - - bool ok = true; - - /* Skip view align axis when selecting (allows to switch to opposite side). */ - if (select && ((axis_align == axis) && (gz->matrix_offset[axis][2] > 0.0f) == is_pos)) { - ok = false; + /* Color that is full at front, but 50% view background when in back. */ + float fading_color[4]; + interp_v4_v4v4(fading_color, view_color, axis_color[axis], ((depth + 1) * 0.25) + 0.5); + + /* Color that is midway between front and back. */ + float middle_color[4]; + interp_v4_v4v4(middle_color, view_color, axis_color[axis], 0.75f); + + GPU_blend(GPU_BLEND_ALPHA); + + /* Axis Line. */ + if (is_pos || axis_align != -1) { + + /* 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); + immAttr4fv(color_id, middle_color); + immVertex3fv(pos_id, v_start); + immAttr4fv(color_id, fading_color); + immVertex3fv(pos_id, v_end); + immEnd(); + immUnbindProgram(); } - 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); - - immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR); - immUniform2fv("viewportSize", &viewport[2]); - immUniform1f("lineWidth", 2.0f * U.pixelsize); - immUniformColor4fv(is_pos_color ? color_current : color_current_fade); - - immBegin(GPU_PRIM_LINES, 2); - if (axis_align == -1) { - zero_v3(v_start); + /* Axis Ball. */ + if (!is_aligned_back) { + float *inner_color = fading_color; + float *outline_color = fading_color; + if (!is_pos) { + float negative_color[4]; + if (is_aligned_front) { + inner_color = fading_color; + interp_v4_v4v4( + negative_color, (float[4]){1.0f, 1.0f, 1.0f, 1.0f}, axis_color[axis], 0.5f); + negative_color[3] = MIN2(depth + 1, 1.0f); + outline_color = negative_color; } 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); + outline_color = fading_color; + interp_v4_v4v4(negative_color, view_color, axis_color[axis], 0.25f); + negative_color[3] = MIN2(depth + 1, 1.0f); + inner_color = negative_color; } - immVertex3fv(pos_id, v_start); - immVertex3fv(pos_id, v_final); - immEnd(); - - immUnbindProgram(); - - immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); } - /* Axis Ball. */ -#ifdef USE_AXIS_FONT - if (select == false) { - immUnbindProgram(); - - GPU_matrix_push(); - GPU_matrix_translate_3fv(v_final); - GPU_matrix_mul(font.matrix); - - float rad = widget_pix_size * (is_pos ? AXIS_HANDLE_SIZE_FG : AXIS_HANDLE_SIZE_BG); - - /* 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); - } - - const float *col = is_pos_color ? color_current : color_current_fade; - UI_draw_roundbox_4fv(true, -rad, -rad, rad, rad, rad, col); - - GPU_matrix_pop(); - - immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); - } - else -#endif - { - GPU_matrix_push(); - GPU_matrix_translate_3fv(v_final); - GPU_matrix_scale_1f(is_pos ? AXIS_HANDLE_SIZE_FG : AXIS_HANDLE_SIZE_BG); - - 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}; - GPU_matrix_scale_1f(sphere_scale); - GPU_batch_uniform_4fv(sphere, "color", axis_black_faded); - GPU_batch_draw(sphere); - GPU_matrix_scale_1f(1.0 / sphere_scale); - } + GPU_matrix_push(); + GPU_matrix_translate_3fv(v_final); + GPU_matrix_mul(font.matrix); + /* Size change from back to front: 0.92f - 1.08f. */ + float scale = ((depth + 1) * 0.08f) + 0.92f; + const float rad = WIDGET_RADIUS * AXIS_HANDLE_SIZE * scale; + UI_draw_roundbox_4fv_ex( + -rad, -rad, rad, rad, inner_color, NULL, 0.0f, outline_color, AXIS_RING_WIDTH, rad); + GPU_matrix_pop(); + } - GPU_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR); - GPU_batch_uniform_4fv(sphere, "color", is_pos_color ? color_current : color_current_fade); - GPU_batch_draw(sphere); - GPU_matrix_pop(); + /* Axis XYZ Character. */ + if ((is_pos || is_highlight || (axis == axis_align)) && !is_aligned_back) { + float axis_str_width, axis_string_height; + char axis_str[3] = {'X' + axis, 0, 0}; + if (!is_pos) { + axis_str[0] = '-'; + axis_str[1] = 'X' + axis; } - - /* 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_px); - GPU_matrix_mul(font.matrix); - - 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 + BLF_width_and_height(font.id, axis_str, 3, &axis_str_width, &axis_string_height); + + /* 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 text 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_width * (is_pos ? 0.5f : 0.55f))); + v_final_px[1] = roundf(v_final_px[1] - (axis_string_height / 2.0f)); + mul_m3_v3(font.matrix_m3, v_final_px); + GPU_matrix_push(); + GPU_matrix_translate_3fv(v_final_px); + 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); + GPU_matrix_pop(); } } - GPU_matrix_pop(); - immUnbindProgram(); - if (use_project_matrix) { 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); + BLF_disable(font.id, BLF_BOLD); 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]) { float point_local[2] = {UNPACK2(mval)}; @@ -601,12 +349,9 @@ static int gizmo_axis_test_select(bContext *UNUSED(C), wmGizmo *gz, const int mv 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_EDIT; - } - return WM_CURSOR_NSEW_SCROLL; + return WM_CURSOR_DEFAULT; } void VIEW3D_GT_navigate_rotate(wmGizmoType *gzt) |