camera composition guides:

removed diagonal golden rule (not very common), added harmonious triangle and golden triangle options.
This commit is contained in:
Campbell Barton 2011-05-15 05:43:59 +00:00
parent 99b7960781
commit b8be69c568
3 changed files with 69 additions and 38 deletions

@ -921,7 +921,7 @@ void view3d_calc_camera_border(Scene *scene, ARegion *ar, RegionView3D *rv3d, Vi
}
}
static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float fac, char diagonal)
static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float fac)
{
float x3, y3, x4, y4;
@ -931,46 +931,63 @@ static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float f
y4= y1 + (1.0f - fac) * (y2-y1);
glBegin(GL_LINES);
switch(diagonal) {
case '\0':
glVertex2f(x1, y3);
glVertex2f(x2, y3);
glVertex2f(x1, y3);
glVertex2f(x2, y3);
glVertex2f(x1, y4);
glVertex2f(x2, y4);
glVertex2f(x1, y4);
glVertex2f(x2, y4);
glVertex2f(x3, y1);
glVertex2f(x3, y2);
glVertex2f(x3, y1);
glVertex2f(x3, y2);
glVertex2f(x4, y1);
glVertex2f(x4, y2);
glEnd();
}
/* harmonious triangle */
static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir)
{
float ofs;
float w= x2 - x1;
float h= y2 - y1;
glBegin(GL_LINES);
if(w > h) {
if(golden) {
ofs = w * (1.0f-(1.0f/1.61803399));
}
else {
ofs = h * (h / w);
}
if(dir == 'B') SWAP(float, y1, y2);
glVertex2f(x4, y1);
glVertex2f(x4, y2);
break;
case 'H': /* hoz */
glVertex2f(x1, y1);
glVertex2f(x2, y4);
glVertex2f(x1, y3);
glVertex2f(x2, y2);
glVertex2f(x2, y1);
glVertex2f(x1, y4);
glVertex2f(x1 + (w - ofs), y2);
glVertex2f(x2, y3);
glVertex2f(x1, y2);
break;
case 'V': /* vert */
glVertex2f(x1, y1);
glVertex2f(x4, y2);
glVertex2f(x1 + ofs, y1);
}
else {
if(golden) {
ofs = h * (1.0f-(1.0f/1.61803399));
}
else {
ofs = w * (w / h);
}
if(dir == 'B') SWAP(float, x1, x2);
glVertex2f(x3, y1);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x1, y2);
glVertex2f(x4, y1);
glVertex2f(x3, y2);
glVertex2f(x2, y1);
break;
glVertex2f(x1, y1 + ofs);
glVertex2f(x1, y2);
glVertex2f(x2, y1 + (h - ofs));
}
glEnd();
}
@ -1083,22 +1100,32 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
if (ca->dtx & CAM_DTX_THIRDS) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f/3.0f, '\0');
drawviewborder_grid3(x1, x2, y1, y2, 1.0f/3.0f);
}
if (ca->dtx & CAM_DTX_GOLDEN) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f-(1.0f/1.61803399), '\0');
drawviewborder_grid3(x1, x2, y1, y2, 1.0f-(1.0f/1.61803399));
}
if (ca->dtx & CAM_DTX_GOLDEN_DIAG_H) {
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f-(1.0f/1.61803399), 'H');
drawviewborder_triangle(x1, x2, y1, y2, 0, 'A');
}
if (ca->dtx & CAM_DTX_GOLDEN_DIAG_V) {
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f-(1.0f/1.61803399), 'V');
drawviewborder_triangle(x1, x2, y1, y2, 0, 'B');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 1, 'A');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 1, 'B');
}
if (ca->flag & CAM_SHOWTITLESAFE) {

@ -76,8 +76,10 @@ typedef struct Camera {
#define CAM_DTX_CENTER_DIAG 2
#define CAM_DTX_THIRDS 4
#define CAM_DTX_GOLDEN 8
#define CAM_DTX_GOLDEN_DIAG_H 16
#define CAM_DTX_GOLDEN_DIAG_V 32
#define CAM_DTX_GOLDEN_TRI_A 16
#define CAM_DTX_GOLDEN_TRI_B 32
#define CAM_DTX_HARMONY_TRI_A 64
#define CAM_DTX_HARMONY_TRI_B 128
/* flag */
#define CAM_SHOWLIMITS 1

@ -72,8 +72,10 @@ void RNA_def_camera(BlenderRNA *brna)
{CAM_DTX_CENTER_DIAG, "CENTER_DIAGONAL", 0, "Center Diagonal", ""},
{CAM_DTX_THIRDS, "THIRDS", 0, "Thirds", ""},
{CAM_DTX_GOLDEN, "GOLDEN", 0, "Golden", ""},
{CAM_DTX_GOLDEN_DIAG_H, "GOLDEN_DIAGONAL_H", 0, "Golden Diagonal Hoz", ""},
{CAM_DTX_GOLDEN_DIAG_V, "GOLDEN_DIAGONAL_V", 0, "Golden Diagonal Vert", ""},
{CAM_DTX_GOLDEN_TRI_A, "GOLDEN_TRIANGLE_A", 0, "Golden Triangle A", ""},
{CAM_DTX_GOLDEN_TRI_B, "GOLDEN_TRIANGLE_B", 0, "Golden Triangle B", ""},
{CAM_DTX_HARMONY_TRI_A, "HARMONY_TRIANGLE_A", 0, "Harmonious Triangle A", ""},
{CAM_DTX_HARMONY_TRI_B, "HARMONY_TRIANGLE_B", 0, "Harmonious Triangle B", ""},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem prop_lens_unit_items[] = {
{0, "MILLIMETERS", 0, "Millimeters", ""},