3D View: New view gizmo design

Simplify the default navigation gizmo.

See: T54723
This commit is contained in:
Campbell Barton 2018-07-15 11:28:28 +02:00
parent e00f0686f7
commit b5451a642f
Notes: blender-bot 2023-02-14 08:06:38 +01:00
Referenced by issue #54723, Viewport Manipulator Design
2 changed files with 172 additions and 68 deletions

View File

@ -53,7 +53,7 @@
/* Offset from screen edge. */
#define GIZMO_OFFSET_FAC 1.5f
/* Size of main icon. */
#define GIZMO_SIZE 64
#define GIZMO_SIZE 80
/* Factor for size of smaller button. */
#define GIZMO_MINI_FAC 0.35f
/* How much mini buttons offset from the primary. */

View File

@ -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]);
}
immEnd();
}
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;
#undef ROTATED_VERT
/* 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();
}
/* 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();