From b5451a642f2c08519e2ce46e16d3274e1f5dcbd3 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 15 Jul 2018 11:28:28 +0200 Subject: 3D View: New view gizmo design Simplify the default navigation gizmo. See: T54723 --- .../space_view3d/view3d_gizmo_navigate_type.c | 236 +++++++++++++++------ 1 file changed, 170 insertions(+), 66 deletions(-) (limited to 'source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c') 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 0136b235cc0..041fe343526 100644 --- a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c +++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c @@ -44,6 +44,8 @@ #include "GPU_immediate_util.h" #include "GPU_matrix.h" #include "GPU_state.h" +#include "GPU_batch.h" +#include "GPU_batch_presets.h" #include "RNA_access.h" #include "RNA_define.h" @@ -62,8 +64,111 @@ #define HANDLE_SIZE 0.33 -static void axis_geom_draw( - const wmGizmo *mpr, const float color[4], const bool UNUSED(select)) +/** + * \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 = GWN_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 = GWN_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 = GWN_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); + + copy_v3_v3(buffer[n++], v1); + + mul_v3_fl(dy, 2.0f); + sub_v3_v3(v1, dx); + sub_v3_v3(v1, dy); + + copy_v3_v3(buffer[n++], v1); + + 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(); +} + +static void axis_geom_draw(const wmGizmo *mpr, const float color[4], const bool UNUSED(select)) { GPU_line_width(mpr->line_width); @@ -71,15 +176,6 @@ static void axis_geom_draw( const uint pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); - /* flip z for reverse */ - const float cone_coords[5][3] = { - {-1, -1, 4}, - {-1, +1, 4}, - {+1, +1, 4}, - {+1, -1, 4}, - {0, 0, 2}, - }; - struct { float depth; char index; @@ -97,7 +193,6 @@ static void axis_geom_draw( const float scale_axis = 0.25f; static const float axis_highlight[4] = {1, 1, 1, 1}; - static const float axis_nop[4] = {1, 1, 1, 0}; static const float axis_black[4] = {0, 0, 0, 1}; static float axis_color[3][4]; gpuPushMatrix(); @@ -105,10 +200,19 @@ static void axis_geom_draw( bool draw_center_done = false; + int axis_align = -1; + for (int axis = 0; axis < 3; axis++) { + if (len_squared_v2(mpr->matrix_offset[axis]) < 1e-6f) { + axis_align = axis; + break; + } + } + 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 == mpr->highlight_part; /* Draw slightly before, so axis aligned arrows draw ontop. */ if ((draw_center_done == false) && (axis_order[axis_index].depth > -0.01f)) { @@ -121,41 +225,6 @@ static void axis_geom_draw( gpuPushMatrix(); gpuMultMatrix(mpr->matrix_offset); } - - /* Center cube. */ - { - float center[3], size[3]; - - zero_v3(center); - copy_v3_fl(size, HANDLE_SIZE); - - GPU_depth_test(true); - glDepthMask(GL_TRUE); - glDepthFunc(GL_LEQUAL); - GPU_blend_set_func(GPU_ONE, GPU_ZERO); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - - GPU_line_smooth(true); - GPU_blend(true); - GPU_line_width(1.0f); - /* Just draw depth values. */ - immUniformColor4fv(axis_nop); - imm_draw_cube_fill_3d(pos_id, center, size); - immUniformColor4fv(axis_black); - madd_v3_v3fl( - center, - (float[3]){ - mpr->matrix_offset[0][2], - mpr->matrix_offset[1][2], - mpr->matrix_offset[2][2], - }, - 0.08f); - imm_draw_cube_wire_3d(pos_id, center, size); - GPU_blend(false); - GPU_line_smooth(false); - GPU_depth_test(false); - } - draw_center_done = true; } UI_GetThemeColor3fv(TH_AXIS_X + axis, axis_color[axis]); @@ -165,33 +234,68 @@ static void axis_geom_draw( const int index_y = (axis + 1) % 3; const int index_x = (axis + 2) % 3; -#define ROTATED_VERT(v_orig) \ - { \ - float v[3]; \ - copy_v3_v3(v, v_orig); \ - if (is_pos == 0) { \ - v[2] *= -1.0f; \ - } \ - immVertex3f(pos_id, v[index_x] * scale_axis, v[index_y] * scale_axis, v[index_z] * scale_axis); \ - } ((void)0) - bool ok = true; /* skip view align axis */ - if (len_squared_v2(mpr->matrix_offset[axis]) < 1e-6f && (mpr->matrix_offset[axis][2] > 0.0f) == is_pos) { + if ((axis_align == axis) && (mpr->matrix_offset[axis][2] > 0.0f) == is_pos) { ok = false; } if (ok) { - immUniformColor4fv(index + 1 == mpr->highlight_part ? axis_highlight : axis_color[axis]); - immBegin(GWN_PRIM_TRI_FAN, 6); - ROTATED_VERT(cone_coords[4]); - for (int j = 0; j <= 4; j++) { - ROTATED_VERT(cone_coords[j % 4]); + const float v[3] = {0, 0, 3 * (is_pos ? 1 : -1)}; + const float v_final[3] = { + v[index_x] * scale_axis, + v[index_y] * scale_axis, + v[index_z] * scale_axis, + }; + const float *color_current = is_highlight ? axis_highlight : axis_color[axis]; + float color_current_fade[4]; + copy_v4_v4(color_current_fade, color_current); + color_current_fade[3] *= 0.2; + + /* Axis Line. */ + if (is_pos) { + float v_start[3]; + GPU_line_width(2.0f); + immUniformColor4fv(color_current); + immBegin(GWN_PRIM_LINES, 2); + if (axis_align == -1) { + zero_v3(v_start); + } + 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); + } + immVertex3fv(pos_id, v_start); + immVertex3fv(pos_id, v_final); + immEnd(); + } + + /* Axis Ball. */ + { + gpuPushMatrix(); + gpuTranslate3fv(v_final); + gpuScaleUniform(is_pos ? 0.22f : 0.18f); + + Gwn_Batch *sphere = GPU_batch_preset_sphere(0); + GWN_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR); + GWN_batch_uniform_4fv(sphere, "color", is_pos ? color_current : color_current_fade); + GWN_batch_draw(sphere); + gpuPopMatrix(); } - immEnd(); - } -#undef ROTATED_VERT + /* Axis XYZ Character. */ + if (is_pos) { + GPU_line_width(1.0f); + float m3[3][3]; + copy_m3_m4(m3, mpr->matrix_offset); + immUniformColor4fv(is_highlight ? axis_black : axis_highlight); + draw_xyz_wire(pos_id, m3, v_final, 1.0, axis); + } + } } gpuPopMatrix(); -- cgit v1.2.3