diff options
Diffstat (limited to 'source/blender/editors/space_view3d')
6 files changed, 302 insertions, 521 deletions
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c index 4c168c7a243..82cc499c729 100644 --- a/source/blender/editors/space_view3d/space_view3d.c +++ b/source/blender/editors/space_view3d/space_view3d.c @@ -469,16 +469,30 @@ static bool view3d_drop_in_main_region_poll(bContext *C, const wmEvent *event) return ED_region_overlap_isect_any_xy(area, &event->x) == false; } -static ID *view3d_drop_id_in_main_region_poll_id(bContext *C, - wmDrag *drag, - const wmEvent *event, - ID_Type id_type) +static ID_Type view3d_drop_id_in_main_region_poll_get_id_type(bContext *C, + wmDrag *drag, + const wmEvent *event) { - ScrArea *area = CTX_wm_area(C); + const ScrArea *area = CTX_wm_area(C); + if (ED_region_overlap_isect_any_xy(area, &event->x)) { - return NULL; + return 0; + } + if (!view3d_drop_in_main_region_poll(C, event)) { + return 0; + } + + ID *local_id = WM_drag_get_local_ID(drag, 0); + if (local_id) { + return GS(local_id->name); + } + + wmDragAsset *asset_drag = WM_drag_get_asset_data(drag, 0); + if (asset_drag) { + return asset_drag->id_type; } - return view3d_drop_in_main_region_poll(C, event) ? WM_drag_get_local_ID(drag, id_type) : NULL; + + return 0; } static bool view3d_drop_id_in_main_region_poll(bContext *C, @@ -490,7 +504,7 @@ static bool view3d_drop_id_in_main_region_poll(bContext *C, return false; } - return WM_drag_get_local_ID(drag, id_type) || WM_drag_get_asset_data(drag, id_type); + return WM_drag_is_ID_type(drag, id_type); } static bool view3d_ob_drop_poll(bContext *C, @@ -522,9 +536,9 @@ static bool view3d_object_data_drop_poll(bContext *C, const wmEvent *event, const char **r_tooltip) { - ID *id = view3d_drop_id_in_main_region_poll_id(C, drag, event, 0); - if (id != NULL) { - if (BKE_object_obdata_to_type(id) != -1) { + ID_Type id_type = view3d_drop_id_in_main_region_poll_get_id_type(C, drag, event); + if (id_type) { + if (OB_DATA_SUPPORT_ID(id_type)) { *r_tooltip = TIP_("Create object instance from object-data"); return true; } @@ -545,7 +559,7 @@ static bool view3d_ima_drop_poll(bContext *C, return (ELEM(drag->icon, 0, ICON_FILE_IMAGE, ICON_FILE_MOVIE)); } - return WM_drag_get_local_ID(drag, ID_IM) || WM_drag_get_asset_data(drag, ID_IM); + return WM_drag_is_ID_type(drag, ID_IM); } static bool view3d_ima_bg_is_camera_view(bContext *C) @@ -629,7 +643,7 @@ static void view3d_id_drop_copy(wmDrag *drag, wmDropBox *drop) static void view3d_id_drop_copy_with_type(wmDrag *drag, wmDropBox *drop) { - ID *id = WM_drag_get_local_ID(drag, 0); + ID *id = WM_drag_get_local_ID_or_import_from_asset(drag, 0); RNA_string_set(drop->ptr, "name", id->name + 2); RNA_enum_set(drop->ptr, "type", GS(id->name)); @@ -784,9 +798,13 @@ static void *view3d_main_region_duplicate(void *poin) return NULL; } -static void view3d_main_region_listener( - wmWindow *win, ScrArea *area, ARegion *region, wmNotifier *wmn, const Scene *scene) +static void view3d_main_region_listener(const wmRegionListenerParams *params) { + wmWindow *window = params->window; + ScrArea *area = params->area; + ARegion *region = params->region; + wmNotifier *wmn = params->notifier; + const Scene *scene = params->scene; View3D *v3d = area->spacedata.first; RegionView3D *rv3d = region->regiondata; wmGizmoMap *gzmap = region->gizmo_map; @@ -1007,10 +1025,10 @@ static void view3d_main_region_listener( ED_view3d_xr_shading_update(G_MAIN->wm.first, v3d, scene); #endif - ViewLayer *view_layer = WM_window_get_active_view_layer(win); + ViewLayer *view_layer = WM_window_get_active_view_layer(window); Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer); if (depsgraph) { - ED_render_view3d_update(depsgraph, win, area, true); + ED_render_view3d_update(depsgraph, window, area, true); } } ED_region_tag_redraw(region); @@ -1048,14 +1066,13 @@ static void view3d_main_region_listener( } } -static void view3d_main_region_message_subscribe(const struct bContext *C, - struct WorkSpace *UNUSED(workspace), - struct Scene *UNUSED(scene), - struct bScreen *UNUSED(screen), - struct ScrArea *area, - struct ARegion *region, - struct wmMsgBus *mbus) +static void view3d_main_region_message_subscribe(const wmRegionMessageSubscribeParams *params) { + struct wmMsgBus *mbus = params->message_bus; + const bContext *C = params->context; + ScrArea *area = params->area; + ARegion *region = params->region; + /* Developer note: there are many properties that impact 3D view drawing, * so instead of subscribing to individual properties, just subscribe to types * accepting some redundant redraws. @@ -1170,12 +1187,11 @@ static void view3d_header_region_draw(const bContext *C, ARegion *region) ED_region_header(C, region); } -static void view3d_header_region_listener(wmWindow *UNUSED(win), - ScrArea *UNUSED(area), - ARegion *region, - wmNotifier *wmn, - const Scene *UNUSED(scene)) +static void view3d_header_region_listener(const wmRegionListenerParams *params) { + ARegion *region = params->region; + wmNotifier *wmn = params->notifier; + /* context changes */ switch (wmn->category) { case NC_SCENE: @@ -1240,14 +1256,11 @@ static void view3d_header_region_listener(wmWindow *UNUSED(win), #endif } -static void view3d_header_region_message_subscribe(const struct bContext *UNUSED(C), - struct WorkSpace *UNUSED(workspace), - struct Scene *UNUSED(scene), - struct bScreen *UNUSED(screen), - struct ScrArea *UNUSED(area), - struct ARegion *region, - struct wmMsgBus *mbus) +static void view3d_header_region_message_subscribe(const wmRegionMessageSubscribeParams *params) { + struct wmMsgBus *mbus = params->message_bus; + ARegion *region = params->region; + wmMsgParams_RNA msg_key_params = {{0}}; /* Only subscribe to types. */ @@ -1385,12 +1398,11 @@ static void view3d_buttons_region_layout(const bContext *C, ARegion *region) ED_view3d_buttons_region_layout_ex(C, region, NULL); } -static void view3d_buttons_region_listener(wmWindow *UNUSED(win), - ScrArea *UNUSED(area), - ARegion *region, - wmNotifier *wmn, - const Scene *UNUSED(scene)) +static void view3d_buttons_region_listener(const wmRegionListenerParams *params) { + ARegion *region = params->region; + wmNotifier *wmn = params->notifier; + /* context changes */ switch (wmn->category) { case NC_ANIMATION: @@ -1509,11 +1521,10 @@ static void view3d_tools_region_draw(const bContext *C, ARegion *region) } /* area (not region) level listener */ -static void space_view3d_listener(wmWindow *UNUSED(win), - ScrArea *area, - struct wmNotifier *wmn, - Scene *UNUSED(scene)) +static void space_view3d_listener(const wmSpaceTypeListenerParams *params) { + ScrArea *area = params->area; + wmNotifier *wmn = params->notifier; View3D *v3d = area->spacedata.first; /* context changes */ diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 8ae0e3b94fe..3c970781448 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -723,15 +723,24 @@ static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *region, } if (ca->flag & CAM_SHOW_SAFE_MARGINS) { - UI_draw_safe_areas( - shdr_pos, x1, x2, y1, y2, scene->safe_areas.title, scene->safe_areas.action); + UI_draw_safe_areas(shdr_pos, + &(const rctf){ + .xmin = x1, + .xmax = x2, + .ymin = y1, + .ymax = y2, + }, + scene->safe_areas.title, + scene->safe_areas.action); if (ca->flag & CAM_SHOW_SAFE_CENTER) { UI_draw_safe_areas(shdr_pos, - x1, - x2, - y1, - y2, + &(const rctf){ + .xmin = x1, + .xmax = x2, + .ymin = y1, + .ymax = y2, + }, scene->safe_areas.title_center, scene->safe_areas.action_center); } @@ -1953,13 +1962,13 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph, /* XXX(jbakker): `do_color_management` should be controlled by the caller. Currently when doing a * viewport render animation and saving to an 8bit file format, color management would be applied * twice. Once here, and once when saving the saving to disk. In this case the Save As Render - * option cannot be controlled either. But when doing an offscreen render you want to do the + * option cannot be controlled either. But when doing an off-screen render you want to do the * color management here. * - * This option was added here to increase the performance when rendering for a playblast. When - * using workbench the color differences haven't been reported as a bug. But users also use the - * viewport rendering to render Eevee scenes. In the later situation the saved colors - * are totally wrong. */ + * This option was added here to increase the performance for quick view-port preview renders. + * When using workbench the color differences haven't been reported as a bug. But users also use + * the viewport rendering to render Eevee scenes. In the later situation the saved colors are + * totally wrong. */ const bool do_color_management = (ibuf->rect_float == NULL); ED_view3d_draw_offscreen(depsgraph, scene, diff --git a/source/blender/editors/space_view3d/view3d_gizmo_navigate.c b/source/blender/editors/space_view3d/view3d_gizmo_navigate.c index 7a201d8841c..c145497fa09 100644 --- a/source/blender/editors/space_view3d/view3d_gizmo_navigate.c +++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate.c @@ -45,14 +45,17 @@ /** \name View3D Navigation Gizmo Group * \{ */ -/* Offset from screen edge. */ -#define GIZMO_OFFSET_FAC 1.2f /* Size of main icon. */ -#define GIZMO_SIZE 80 -/* Factor for size of smaller button. */ -#define GIZMO_MINI_FAC 0.35f -/* How much mini buttons offset from the primary. */ -#define GIZMO_MINI_OFFSET_FAC 0.38f +#define GIZMO_SIZE U.gizmo_size_navigate_v3d + +/* Main gizmo offset from screen edges in unscaled pixels. */ +#define GIZMO_OFFSET 10.0f + +/* Width of smaller buttons in unscaled pixels. */ +#define GIZMO_MINI_SIZE 28.0f + +/* Margin around the smaller buttons. */ +#define GIZMO_MINI_OFFSET 2.0f enum { GZ_INDEX_MOVE = 0, @@ -174,7 +177,7 @@ static void WIDGETGROUP_navigate_setup(const bContext *C, wmGizmoGroup *gzgroup) } /* may be overwritten later */ - gz->scale_basis = (GIZMO_SIZE * GIZMO_MINI_FAC) / 2; + gz->scale_basis = GIZMO_MINI_SIZE / 2.0f; if (info->icon != 0) { PropertyRNA *prop = RNA_struct_find_property(gz->ptr, "icon"); RNA_property_enum_set(gz->ptr, prop, info->icon); @@ -212,7 +215,7 @@ static void WIDGETGROUP_navigate_setup(const bContext *C, wmGizmoGroup *gzgroup) { wmGizmo *gz = navgroup->gz_array[GZ_INDEX_ROTATE]; - gz->scale_basis = GIZMO_SIZE / 2; + gz->scale_basis = GIZMO_SIZE / 2.0f; const char mapping[6] = { RV3D_VIEW_LEFT, RV3D_VIEW_RIGHT, @@ -263,9 +266,8 @@ static void WIDGETGROUP_navigate_draw_prepare(const bContext *C, wmGizmoGroup *g const bool show_navigate = (U.uiflag & USER_SHOW_GIZMO_NAVIGATE) != 0; const bool show_rotate_gizmo = (U.mini_axis_type == USER_MINI_AXIS_TYPE_GIZMO); - const float icon_size = GIZMO_SIZE; - const float icon_offset = (icon_size * 0.52f) * GIZMO_OFFSET_FAC * UI_DPI_FAC; - const float icon_offset_mini = icon_size * GIZMO_MINI_OFFSET_FAC * UI_DPI_FAC; + const float icon_offset = ((GIZMO_SIZE / 2.0f) + GIZMO_OFFSET) * UI_DPI_FAC; + const float icon_offset_mini = (GIZMO_MINI_SIZE + GIZMO_MINI_OFFSET) * UI_DPI_FAC; const float co_rotate[2] = { rect_visible->xmax - icon_offset, rect_visible->ymax - icon_offset, 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..4ac16e8fbe8 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); - 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; + /* 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); + + 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 +159,161 @@ 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( + &(const rctf){ + .xmin = -rad, + .xmax = rad, + .ymin = -rad, + .ymax = rad, + }, + true, + 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; + float negative_color[4]; + if (!is_pos) { + if (is_aligned_front) { + 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); + 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( + &(const rctf){ + .xmin = -rad, + .xmax = rad, + .ymin = -rad, + .ymax = 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 +367,19 @@ 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; +} + +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) @@ -618,6 +391,7 @@ void VIEW3D_GT_navigate_rotate(wmGizmoType *gzt) gzt->draw = gizmo_axis_draw; gzt->test_select = gizmo_axis_test_select; gzt->cursor_get = gizmo_axis_cursor_get; + gzt->screen_bounds_get = gizmo_axis_screen_bounds_get; gzt->struct_size = sizeof(wmGizmo); } diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c index 35ec4de5077..9ee6e44f825 100644 --- a/source/blender/editors/space_view3d/view3d_select.c +++ b/source/blender/editors/space_view3d/view3d_select.c @@ -2494,8 +2494,7 @@ static int view3d_select_exec(bContext *C, wmOperator *op) } /* Pass-through allows tweaks - * FINISHED to signal one operator worked - * */ + * FINISHED to signal one operator worked. */ if (retval) { WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene); return OPERATOR_PASS_THROUGH | OPERATOR_FINISHED; diff --git a/source/blender/editors/space_view3d/view3d_utils.c b/source/blender/editors/space_view3d/view3d_utils.c index 2b7b8255068..a6a77ecd5f7 100644 --- a/source/blender/editors/space_view3d/view3d_utils.c +++ b/source/blender/editors/space_view3d/view3d_utils.c @@ -224,13 +224,11 @@ void view3d_region_operator_needs_opengl(wmWindow *UNUSED(win), ARegion *region) */ void ED_view3d_polygon_offset(const RegionView3D *rv3d, const float dist) { - float viewdist; - if (rv3d->rflag & RV3D_ZOFFSET_DISABLED) { return; } - viewdist = rv3d->dist; + float viewdist = rv3d->dist; /* special exception for ortho camera (viewdist isnt used for perspective cameras) */ if (dist != 0.0f) { @@ -248,7 +246,6 @@ bool ED_view3d_context_activate(bContext *C) { bScreen *screen = CTX_wm_screen(C); ScrArea *area = CTX_wm_area(C); - ARegion *region; /* area can be NULL when called from python */ if (area == NULL || area->spacetype != SPACE_VIEW3D) { @@ -259,7 +256,7 @@ bool ED_view3d_context_activate(bContext *C) return false; } - region = BKE_area_find_region_active_win(area); + ARegion *region = BKE_area_find_region_active_win(area); if (region == NULL) { return false; } @@ -282,9 +279,7 @@ void ED_view3d_clipping_calc_from_boundbox(float clip[4][4], const BoundBox *bb, const bool is_flip) { - int val; - - for (val = 0; val < 4; val++) { + for (int val = 0; val < 4; val++) { normal_tri_v3(clip[val], bb->vec[val], bb->vec[val == 3 ? 0 : val + 1], bb->vec[val + 4]); if (UNLIKELY(is_flip)) { negate_v3(clip[val]); @@ -752,14 +747,12 @@ bool ED_view3d_camera_lock_autokey(View3D *v3d, static void view3d_boxview_clip(ScrArea *area) { - ARegion *region; BoundBox *bb = MEM_callocN(sizeof(BoundBox), "clipbb"); float clip[6][4]; float x1 = 0.0f, y1 = 0.0f, z1 = 0.0f, ofs[3] = {0.0f, 0.0f, 0.0f}; - int val; /* create bounding box */ - for (region = area->regionbase.first; region; region = region->next) { + LISTBASE_FOREACH (ARegion *, region, &area->regionbase) { if (region->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d = region->regiondata; @@ -794,7 +787,7 @@ static void view3d_boxview_clip(ScrArea *area) } } - for (val = 0; val < 8; val++) { + for (int val = 0; val < 8; val++) { if (ELEM(val, 0, 3, 4, 7)) { bb->vec[val][0] = -x1 - ofs[0]; } @@ -826,12 +819,12 @@ static void view3d_boxview_clip(ScrArea *area) normal_tri_v3(clip[5], bb->vec[0], bb->vec[2], bb->vec[1]); /* then plane equations */ - for (val = 0; val < 6; val++) { + for (int val = 0; val < 6; val++) { clip[val][3] = -dot_v3v3(clip[val], bb->vec[val % 5]); } /* create bounding box */ - for (region = area->regionbase.first; region; region = region->next) { + LISTBASE_FOREACH (ARegion *, region, &area->regionbase) { if (region->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d = region->regiondata; @@ -950,11 +943,10 @@ void ED_view3d_quadview_update(ScrArea *area, ARegion *region, bool do_clip) { ARegion *region_sync = NULL; RegionView3D *rv3d = region->regiondata; - short viewlock; /* this function copies flags from the first of the 3 other quadview * regions to the 2 other, so it assumes this is the region whose * properties are always being edited, weak */ - viewlock = rv3d->viewlock; + short viewlock = rv3d->viewlock; if ((viewlock & RV3D_LOCK_ROTATION) == 0) { do_clip = (viewlock & RV3D_BOXCLIP) != 0; @@ -1015,10 +1007,7 @@ void ED_view3d_quadview_update(ScrArea *area, ARegion *region, bool do_clip) static float view_autodist_depth_margin(ARegion *region, const int mval[2], int margin) { - ViewDepths depth_temp = {0}; rcti rect; - float depth_close; - if (margin == 0) { /* Get Z Depths, needed for perspective, nice for ortho */ rect.xmin = mval[0]; @@ -1030,8 +1019,9 @@ static float view_autodist_depth_margin(ARegion *region, const int mval[2], int BLI_rcti_init_pt_radius(&rect, mval, margin); } + ViewDepths depth_temp = {0}; view3d_update_depths_rect(region, &depth_temp, &rect); - depth_close = view3d_depth_near(&depth_temp); + float depth_close = view3d_depth_near(&depth_temp); MEM_SAFE_FREE(depth_temp.depths); return depth_close; } @@ -1053,14 +1043,13 @@ bool ED_view3d_autodist(Depsgraph *depsgraph, { float depth_close; int margin_arr[] = {0, 2, 4}; - int i; bool depth_ok = false; /* Get Z Depths, needed for perspective, nice for ortho */ ED_view3d_draw_depth(depsgraph, region, v3d, alphaoverride); /* Attempt with low margin's first */ - i = 0; + int i = 0; do { depth_close = view_autodist_depth_margin(region, mval, margin_arr[i++] * U.pixelsize); depth_ok = (depth_close != FLT_MAX); @@ -1104,9 +1093,8 @@ bool ED_view3d_autodist_simple(ARegion *region, int margin, const float *force_depth) { - float depth; - /* Get Z Depths, needed for perspective, nice for ortho */ + float depth; if (force_depth) { depth = *force_depth; } @@ -1237,7 +1225,6 @@ float ED_view3d_radius_to_dist(const View3D *v3d, } else { float lens, sensor_size, zoom; - float angle; if (persp == RV3D_CAMOB) { CameraParams params; @@ -1259,7 +1246,7 @@ float ED_view3d_radius_to_dist(const View3D *v3d, zoom = CAMERA_PARAM_ZOOM_INIT_PERSP; } - angle = focallength_to_fov(lens, sensor_size); + float angle = focallength_to_fov(lens, sensor_size); /* zoom influences lens, correct this by scaling the angle as a distance * (by the zoom-level) */ @@ -1319,14 +1306,13 @@ float ED_view3d_offset_distance(const float mat[4][4], { float pos[4] = {0.0f, 0.0f, 0.0f, 1.0f}; float dir[4] = {0.0f, 0.0f, 1.0f, 0.0f}; - float dist; mul_m4_v4(mat, pos); add_v3_v3(pos, ofs); mul_m4_v4(mat, dir); normalize_v3(dir); - dist = dot_v3v3(pos, dir); + float dist = dot_v3v3(pos, dir); if ((dist < FLT_EPSILON) && (fallback_dist != 0.0f)) { dist = fallback_dist; |