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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file view3d_gizmo_navigate_type.c
* \ingroup wm
*
* \name Custom Orientation/Navigation Gizmo for the 3D View
*
* \brief Simple gizmo to axis and translate.
*
* - scale_basis: used for the size.
* - matrix_basis: used for the location.
* - matrix_offset: used to store the orientation.
*/
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_sort_utils.h"
#include "BKE_context.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_immediate.h"
#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"
#include "UI_interface.h"
#include "UI_resources.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#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);
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();
}
#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)
{
GPU_line_width(gz->line_width);
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 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},
};
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];
const float axis_depth_bias = 0.01f;
#ifdef USE_AXIS_FONT
struct {
float matrix[4][4];
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, 11 * U.dpi_fac, 72);
/* 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);
invert_m3(m3);
copy_m4_m3(font.matrix, m3);
}
#endif
GPU_matrix_push();
GPU_matrix_mul(gz->matrix_offset);
bool draw_center_done = false;
int axis_align = -1;
for (int axis = 0; axis < 3; axis++) {
if (len_squared_v2(gz->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 == gz->highlight_part;
/* Draw slightly before, so axis aligned arrows draw ontop. */
if ((draw_center_done == false) && (axis_order[axis_index].depth > -axis_depth_bias)) {
/* Circle defining active area (revert back to 2D space). */
if (color[3] != 0.0f) {
GPU_matrix_pop();
immUniformColor4fv(color);
imm_draw_circle_fill_3d(pos_id, 0, 0, 1.0f, DIAL_RESOLUTION);
GPU_matrix_push();
GPU_matrix_mul(gz->matrix_offset);
}
draw_center_done = 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;
}
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];
GPU_line_width(2.0f);
immUniformColor4fv(is_pos_color ? color_current : color_current_fade);
immBegin(GPU_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. */
{
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);
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 (show_axis_char && (select == false)) {
#ifdef USE_AXIS_FONT
immUnbindProgram();
GPU_matrix_push();
GPU_matrix_translate_3fv(v_final);
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(true); /* XXX, blf disables */
GPU_matrix_pop();
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
#else
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);
#endif
}
}
}
GPU_matrix_pop();
immUnbindProgram();
}
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(true);
axis_geom_draw(
gz, color, select,
&draw_info);
GPU_blend(false);
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(true);
axis3d_draw_intern(C, gz, false, is_highlight);
GPU_blend(false);
}
static int gizmo_axis_test_select(
bContext *UNUSED(C), wmGizmo *gz, const int mval[2])
{
float point_local[2] = {UNPACK2(mval)};
sub_v2_v2(point_local, gz->matrix_basis[3]);
mul_v2_fl(point_local, 1.0f / (gz->scale_basis * UI_DPI_FAC));
const float len_sq = len_squared_v2(point_local);
if (len_sq > 1.0) {
return -1;
}
int part_best = -1;
int part_index = 1;
/* Use 'SQUARE(HANDLE_SIZE)' if we want to be able to _not_ focus on one of the axis. */
float i_best_len_sq = FLT_MAX;
for (int i = 0; i < 3; i++) {
for (int is_pos = 0; is_pos < 2; is_pos++) {
float co[2] = {
gz->matrix_offset[i][0] * (is_pos ? 1 : -1),
gz->matrix_offset[i][1] * (is_pos ? 1 : -1),
};
bool ok = true;
/* Check if we're viewing on an axis, there is no point to clicking on the current axis so show the reverse. */
if (len_squared_v2(co) < 1e-6f && (gz->matrix_offset[i][2] > 0.0f) == is_pos) {
ok = false;
}
if (ok) {
const float len_axis_sq = len_squared_v2v2(co, point_local);
if (len_axis_sq < i_best_len_sq) {
part_best = part_index;
i_best_len_sq = len_axis_sq;
}
}
part_index += 1;
}
}
if (part_best != -1) {
return part_best;
}
/* The 'gz->scale_final' is already applied when projecting. */
if (len_sq < 1.0f) {
return 0;
}
return -1;
}
static int gizmo_axis_cursor_get(wmGizmo *gz)
{
if (gz->highlight_part > 0) {
return CURSOR_EDIT;
}
return BC_NSEW_SCROLLCURSOR;
}
void VIEW3D_GT_navigate_rotate(wmGizmoType *gzt)
{
/* identifiers */
gzt->idname = "VIEW3D_GT_navigate_rotate";
/* api callbacks */
gzt->draw = gizmo_axis_draw;
gzt->test_select = gizmo_axis_test_select;
gzt->cursor_get = gizmo_axis_cursor_get;
gzt->struct_size = sizeof(wmGizmo);
}
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