Commit: b5451a642f2c08519e2ce46e16d3274e1f5dcbd3
Author: Campbell Barton
Date:   Sun Jul 15 11:28:28 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBb5451a642f2c08519e2ce46e16d3274e1f5dcbd3

3D View: New view gizmo design

Simplify the default navigation gizmo.

See: T54723

===================================================================

M       source/blender/editors/space_view3d/view3d_gizmo_navigate.c
M       source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_gizmo_navigate.c 
b/source/blender/editors/space_view3d/view3d_gizmo_navigate.c
index 98669739745..f4a8bad7e30 100644
--- a/source/blender/editors/space_view3d/view3d_gizmo_navigate.c
+++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate.c
@@ -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. */
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();

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