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blender-archive/source/blender/editors/space_sequencer/sequencer_draw.c

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/*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup spseq
2011-02-27 20:29:51 +00:00
*/
#include <math.h>
#include <string.h>
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "IMB_imbuf_types.h"
#include "DNA_anim_types.h"
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#include "DNA_mask_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sound_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "BKE_context.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_scene.h"
#include "BKE_sound.h"
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_vertex_buffer.h"
#include "GPU_viewport.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
#include "ED_markers.h"
#include "ED_mask.h"
#include "ED_screen.h"
#include "ED_sequencer.h"
#include "ED_space_api.h"
#include "ED_time_scrub_ui.h"
#include "ED_util.h"
#include "BIF_glutil.h"
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#include "SEQ_effects.h"
#include "SEQ_prefetch.h"
#include "SEQ_proxy.h"
#include "SEQ_relations.h"
#include "SEQ_render.h"
#include "SEQ_select.h"
#include "SEQ_sequencer.h"
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#include "SEQ_time.h"
#include "SEQ_transform.h"
#include "SEQ_utils.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
#include "WM_api.h"
#include "WM_types.h"
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
#include "BLF_api.h"
#include "MEM_guardedalloc.h"
/* Own include. */
#include "sequencer_intern.h"
#define SEQ_LEFTHANDLE 1
#define SEQ_RIGHTHANDLE 2
#define SEQ_HANDLE_SIZE 8.0f
#define SEQ_SCROLLER_TEXT_OFFSET 8
#define MUTE_ALPHA 120
/* Note, Don't use SEQ_ALL_BEGIN/SEQ_ALL_END while drawing!
* it messes up transform. */
#undef SEQ_ALL_BEGIN
#undef SEQ_ALL_END
static Sequence *special_seq_update = NULL;
void color3ubv_from_seq(Scene *curscene, Sequence *seq, uchar col[3])
{
uchar blendcol[3];
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switch (seq->type) {
case SEQ_TYPE_IMAGE:
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UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col);
break;
case SEQ_TYPE_META:
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UI_GetThemeColor3ubv(TH_SEQ_META, col);
break;
case SEQ_TYPE_MOVIE:
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UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col);
break;
case SEQ_TYPE_MOVIECLIP:
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UI_GetThemeColor3ubv(TH_SEQ_MOVIECLIP, col);
break;
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case SEQ_TYPE_MASK:
UI_GetThemeColor3ubv(TH_SEQ_MASK, col);
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break;
case SEQ_TYPE_SCENE:
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UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
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if (seq->scene == curscene) {
UI_GetColorPtrShade3ubv(col, col, 20);
}
break;
/* Transitions use input colors, fallback for when the input is a transition itself. */
case SEQ_TYPE_CROSS:
case SEQ_TYPE_GAMCROSS:
case SEQ_TYPE_WIPE:
col[0] = 130;
col[1] = 130;
col[2] = 130;
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break;
/* Effects. */
case SEQ_TYPE_TRANSFORM:
case SEQ_TYPE_SPEED:
case SEQ_TYPE_ADD:
case SEQ_TYPE_SUB:
case SEQ_TYPE_MUL:
case SEQ_TYPE_ALPHAOVER:
case SEQ_TYPE_ALPHAUNDER:
case SEQ_TYPE_OVERDROP:
case SEQ_TYPE_GLOW:
case SEQ_TYPE_MULTICAM:
case SEQ_TYPE_ADJUSTMENT:
case SEQ_TYPE_GAUSSIAN_BLUR:
case SEQ_TYPE_COLORMIX:
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UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col);
/* Slightly offset hue to distinguish different effects. */
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if (seq->type == SEQ_TYPE_ADD) {
rgb_byte_set_hue_float_offset(col, 0.03);
}
else if (seq->type == SEQ_TYPE_SUB) {
rgb_byte_set_hue_float_offset(col, 0.06);
}
else if (seq->type == SEQ_TYPE_MUL) {
rgb_byte_set_hue_float_offset(col, 0.13);
}
else if (seq->type == SEQ_TYPE_ALPHAOVER) {
rgb_byte_set_hue_float_offset(col, 0.16);
}
else if (seq->type == SEQ_TYPE_ALPHAUNDER) {
rgb_byte_set_hue_float_offset(col, 0.23);
}
else if (seq->type == SEQ_TYPE_OVERDROP) {
rgb_byte_set_hue_float_offset(col, 0.26);
}
else if (seq->type == SEQ_TYPE_COLORMIX) {
rgb_byte_set_hue_float_offset(col, 0.33);
}
else if (seq->type == SEQ_TYPE_GAUSSIAN_BLUR) {
rgb_byte_set_hue_float_offset(col, 0.43);
}
else if (seq->type == SEQ_TYPE_GLOW) {
rgb_byte_set_hue_float_offset(col, 0.46);
}
else if (seq->type == SEQ_TYPE_ADJUSTMENT) {
rgb_byte_set_hue_float_offset(col, 0.55);
}
else if (seq->type == SEQ_TYPE_SPEED) {
rgb_byte_set_hue_float_offset(col, 0.65);
}
else if (seq->type == SEQ_TYPE_TRANSFORM) {
rgb_byte_set_hue_float_offset(col, 0.75);
}
else if (seq->type == SEQ_TYPE_MULTICAM) {
rgb_byte_set_hue_float_offset(col, 0.85);
}
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break;
case SEQ_TYPE_COLOR:
UI_GetThemeColor3ubv(TH_SEQ_COLOR, col);
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break;
case SEQ_TYPE_SOUND_RAM:
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UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col);
blendcol[0] = blendcol[1] = blendcol[2] = 128;
if (seq->flag & SEQ_MUTE) {
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20);
}
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break;
case SEQ_TYPE_TEXT:
UI_GetThemeColor3ubv(TH_SEQ_TEXT, col);
break;
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default:
col[0] = 10;
col[1] = 255;
col[2] = 40;
break;
}
}
/**
* \param x1, x2, y1, y2: The starting and end X value to draw the wave, same for y1 and y2.
* \param stepsize: The width of a pixel.
*/
static void draw_seq_waveform_overlay(View2D *v2d,
const bContext *C,
SpaceSeq *sseq,
Scene *scene,
Sequence *seq,
float x1,
float y1,
float x2,
float y2,
float stepsize)
{
/* Offset x1 and x2 values, to match view min/max, if strip is out of bounds. */
int x1_offset = max_ff(v2d->cur.xmin, x1);
int x2_offset = min_ff(v2d->cur.xmax + 1.0f, x2);
if (seq->sound && ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) {
int length = floor((x2_offset - x1_offset) / stepsize) + 1;
float ymid = (y1 + y2) / 2.0f;
float yscale = (y2 - y1) / 2.0f;
float samplestep;
float startsample, endsample;
float volume = seq->volume;
float value1, value2;
bSound *sound = seq->sound;
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SoundWaveform *waveform;
if (length < 2) {
return;
}
BLI_spin_lock(sound->spinlock);
if (!sound->waveform) {
if (!(sound->tags & SOUND_TAGS_WAVEFORM_LOADING)) {
/* Prevent sounds from reloading. */
sound->tags |= SOUND_TAGS_WAVEFORM_LOADING;
BLI_spin_unlock(sound->spinlock);
sequencer_preview_add_sound(C, seq);
}
else {
BLI_spin_unlock(sound->spinlock);
}
return; /* Nothing to draw. */
}
BLI_spin_unlock(sound->spinlock);
waveform = sound->waveform;
/* Waveform could not be built. */
if (waveform->length == 0) {
return;
}
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startsample = floor((seq->startofs + seq->anim_startofs) / FPS *
SOUND_WAVE_SAMPLES_PER_SECOND);
endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp) / FPS *
SOUND_WAVE_SAMPLES_PER_SECOND);
samplestep = (endsample - startsample) * stepsize / (x2 - x1);
length = min_ii(
floor((waveform->length - startsample) / samplestep - (x1_offset - x1) / stepsize),
length);
if (length < 2) {
return;
}
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/* F-curve lookup is quite expensive, so do this after precondition. */
FCurve *fcu = id_data_find_fcurve(&scene->id, seq, &RNA_Sequence, "volume", 0, NULL);
GPU_blend(GPU_BLEND_ALPHA);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GPU_PRIM_TRI_STRIP, length * 2);
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for (int i = 0; i < length; i++) {
float sampleoffset = startsample + ((x1_offset - x1) / stepsize + i) * samplestep;
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int p = sampleoffset;
value1 = waveform->data[p * 3];
value2 = waveform->data[p * 3 + 1];
if (samplestep > 1.0f) {
2020-09-09 18:41:07 +02:00
for (int j = p + 1; (j < waveform->length) && (j < p + samplestep); j++) {
if (value1 > waveform->data[j * 3]) {
value1 = waveform->data[j * 3];
}
if (value2 < waveform->data[j * 3 + 1]) {
value2 = waveform->data[j * 3 + 1];
}
}
}
else if (p + 1 < waveform->length) {
/* Use simple linear interpolation. */
float f = sampleoffset - p;
value1 = (1.0f - f) * value1 + f * waveform->data[p * 3 + 3];
value2 = (1.0f - f) * value2 + f * waveform->data[p * 3 + 4];
}
if (fcu && !BKE_fcurve_is_empty(fcu)) {
float evaltime = x1_offset + (i * stepsize);
volume = evaluate_fcurve(fcu, evaltime);
CLAMP_MIN(volume, 0.0f);
}
value1 *= volume;
value2 *= volume;
if (value2 > 1 || value1 < -1) {
immAttr4f(col, 1.0f, 0.0f, 0.0f, 0.5f);
CLAMP_MAX(value2, 1.0f);
CLAMP_MIN(value1, -1.0f);
}
else {
immAttr4f(col, 1.0f, 1.0f, 1.0f, 0.5f);
}
immVertex2f(pos, x1_offset + i * stepsize, ymid + value1 * yscale);
immVertex2f(pos, x1_offset + i * stepsize, ymid + value2 * yscale);
}
immEnd();
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
}
static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2)
{
/* Don't use SEQ_ALL_BEGIN/SEQ_ALL_END here,
* because it changes seq->depth, which is needed for transform. */
Sequence *seq;
uchar col[4];
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int chan_min = MAXSEQ;
int chan_max = 0;
int chan_range = 0;
float draw_range = y2 - y1;
float draw_height;
ListBase *seqbase;
int offset;
seqbase = SEQ_get_seqbase_from_sequence(seqm, &offset);
if (!seqbase || BLI_listbase_is_empty(seqbase)) {
return;
}
if (seqm->type == SEQ_TYPE_SCENE) {
offset = seqm->start - offset;
}
else {
offset = 0;
}
GPU_blend(GPU_BLEND_ALPHA);
for (seq = seqbase->first; seq; seq = seq->next) {
chan_min = min_ii(chan_min, seq->machine);
chan_max = max_ii(chan_max, seq->machine);
}
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chan_range = (chan_max - chan_min) + 1;
draw_height = draw_range / chan_range;
col[3] = 196; /* Alpha, used for all meta children. */
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Draw only immediate children (1 level depth). */
for (seq = seqbase->first; seq; seq = seq->next) {
const int startdisp = seq->startdisp + offset;
const int enddisp = seq->enddisp + offset;
if ((startdisp > x2 || enddisp < x1) == 0) {
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float y_chan = (seq->machine - chan_min) / (float)(chan_range)*draw_range;
float x1_chan = startdisp;
float x2_chan = enddisp;
float y1_chan, y2_chan;
if (seq->type == SEQ_TYPE_COLOR) {
SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
rgb_float_to_uchar(col, colvars->col);
}
else {
color3ubv_from_seq(scene, seq, col);
}
if ((seqm->flag & SEQ_MUTE) || (seq->flag & SEQ_MUTE)) {
col[3] = 64;
}
else {
col[3] = 196;
}
immUniformColor4ubv(col);
/* Clamp within parent sequence strip bounds. */
if (x1_chan < x1) {
x1_chan = x1;
}
if (x2_chan > x2) {
x2_chan = x2;
}
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y1_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM);
y2_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP);
immRectf(pos, x1_chan, y1_chan, x2_chan, y2_chan);
}
}
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
/* Get handle width in pixels. */
float sequence_handle_size_get_clamped(Sequence *seq, const float pixelx)
{
2020-03-19 12:26:47 +11:00
const float maxhandle = (pixelx * SEQ_HANDLE_SIZE) * U.pixelsize;
/* Ensure that handle is not wider, than half of strip. */
return min_ff(maxhandle, ((float)(seq->enddisp - seq->startdisp) / 2.0f) / pixelx);
}
/* Draw a handle, on left or right side of strip. */
2019-02-28 12:15:42 +11:00
static void draw_seq_handle(View2D *v2d,
Sequence *seq,
const float handsize_clamped,
const short direction,
uint pos,
bool seq_active,
float pixelx,
bool y_threshold)
{
float rx1 = 0, rx2 = 0;
float x1, x2, y1, y2;
uint whichsel = 0;
uchar col[4];
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x1 = seq->startdisp;
x2 = seq->enddisp;
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y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
/* Set up co-ordinates and dimensions for either left or right handle. */
if (direction == SEQ_LEFTHANDLE) {
rx1 = x1;
rx2 = x1 + handsize_clamped;
whichsel = SEQ_LEFTSEL;
}
else if (direction == SEQ_RIGHTHANDLE) {
rx1 = x2 - handsize_clamped;
rx2 = x2;
whichsel = SEQ_RIGHTSEL;
}
if (!(seq->type & SEQ_TYPE_EFFECT) || SEQ_effect_get_num_inputs(seq->type) == 0) {
GPU_blend(GPU_BLEND_ALPHA);
GPU_blend(GPU_BLEND_ALPHA);
if (seq->flag & whichsel) {
if (seq_active) {
UI_GetThemeColor3ubv(TH_SEQ_ACTIVE, col);
}
else {
UI_GetThemeColor3ubv(TH_SEQ_SELECTED, col);
/* Make handles slightly brighter than the outlines. */
UI_GetColorPtrShade3ubv(col, col, 50);
}
col[3] = 255;
immUniformColor4ubv(col);
}
else {
immUniformColor4ub(0, 0, 0, 50);
}
immRectf(pos, rx1, y1, rx2, y2);
GPU_blend(GPU_BLEND_NONE);
}
/* Draw numbers for start and end of the strip next to its handles. */
if (y_threshold &&
(((seq->flag & SELECT) && (G.moving & G_TRANSFORM_SEQ)) || (seq->flag & whichsel))) {
char numstr[64];
size_t numstr_len;
const int fontid = BLF_default();
BLF_set_default();
/* Calculate if strip is wide enough for showing the labels. */
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d%d", seq->startdisp, seq->enddisp);
float tot_width = BLF_width(fontid, numstr, numstr_len);
if ((x2 - x1) / pixelx > 20 + tot_width) {
col[0] = col[1] = col[2] = col[3] = 255;
float text_margin = 1.2f * handsize_clamped;
if (direction == SEQ_LEFTHANDLE) {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->startdisp);
x1 += text_margin;
y1 += 0.09f;
}
else {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->enddisp - 1);
x1 = x2 - (text_margin + pixelx * BLF_width(fontid, numstr, numstr_len));
y1 += 0.09f;
}
UI_view2d_text_cache_add(v2d, x1, y1, numstr, numstr_len, col);
}
}
}
static void draw_seq_outline(Sequence *seq,
uint pos,
float x1,
float x2,
float y1,
float y2,
float pixelx,
float pixely,
bool seq_active)
{
uchar col[3];
/* Get the color for the outline. */
if (seq_active && (seq->flag & SELECT)) {
UI_GetThemeColor3ubv(TH_SEQ_ACTIVE, col);
}
else if (seq->flag & SELECT) {
UI_GetThemeColor3ubv(TH_SEQ_SELECTED, col);
}
else {
/* Color for unselected strips is a bit darker than the background. */
UI_GetThemeColorShade3ubv(TH_BACK, -40, col);
}
/* Outline while translating strips:
* - Slightly lighter.
* - Red when overlapping with other strips.
*/
if ((G.moving & G_TRANSFORM_SEQ) && (seq->flag & SELECT)) {
if (seq->flag & SEQ_OVERLAP) {
col[0] = 255;
col[1] = col[2] = 33;
}
else {
UI_GetColorPtrShade3ubv(col, col, 70);
}
}
immUniformColor3ubv(col);
/* 2px wide outline for selected strips. */
2020-09-02 09:58:26 +10:00
/* XXX: some platforms don't support OpenGL lines wider than 1px (see T57570),
* draw outline as four boxes instead. */
if (seq->flag & SELECT) {
/* Left */
immRectf(pos, x1 - pixelx, y1, x1 + pixelx, y2);
/* Bottom */
immRectf(pos, x1 - pixelx, y1, x2 + pixelx, y1 + 2 * pixely);
/* Right */
immRectf(pos, x2 - pixelx, y1, x2 + pixelx, y2);
/* Top */
immRectf(pos, x1 - pixelx, y2 - 2 * pixely, x2 + pixelx, y2);
}
else {
/* 1px wide outline for unselected strips. */
imm_draw_box_wire_2d(pos, x1, y1, x2, y2);
}
}
static const char *draw_seq_text_get_name(Sequence *seq)
{
2012-03-29 22:26:11 +00:00
const char *name = seq->name + 2;
if (name[0] == '\0') {
name = SEQ_sequence_give_name(seq);
}
return name;
}
static void draw_seq_text_get_source(Sequence *seq, char *r_source, size_t source_len)
{
*r_source = '\0';
/* Set source for the most common types. */
switch (seq->type) {
case SEQ_TYPE_IMAGE:
case SEQ_TYPE_MOVIE: {
BLI_join_dirfile(r_source, source_len, seq->strip->dir, seq->strip->stripdata->name);
break;
2012-06-07 18:24:36 +00:00
}
case SEQ_TYPE_SOUND_RAM: {
if (seq->sound != NULL) {
BLI_strncpy(r_source, seq->sound->filepath, source_len);
}
break;
}
case SEQ_TYPE_MULTICAM: {
BLI_snprintf(r_source, source_len, "Channel: %d", seq->multicam_source);
break;
}
case SEQ_TYPE_TEXT: {
const TextVars *textdata = seq->effectdata;
BLI_strncpy(r_source, textdata->text, source_len);
break;
}
case SEQ_TYPE_SCENE: {
if (seq->scene != NULL) {
if (seq->scene_camera != NULL) {
BLI_snprintf(r_source,
source_len,
"%s (%s)",
seq->scene->id.name + 2,
seq->scene_camera->id.name + 2);
}
else {
BLI_strncpy(r_source, seq->scene->id.name + 2, source_len);
}
}
break;
}
case SEQ_TYPE_MOVIECLIP: {
if (seq->clip != NULL) {
BLI_strncpy(r_source, seq->clip->id.name + 2, source_len);
}
break;
}
case SEQ_TYPE_MASK: {
if (seq->mask != NULL) {
BLI_strncpy(r_source, seq->mask->id.name + 2, source_len);
}
break;
}
}
}
static size_t draw_seq_text_get_overlay_string(SpaceSeq *sseq,
Sequence *seq,
char *r_overlay_string,
size_t overlay_string_len)
{
const char *text_sep = " | ";
const char *text_array[5];
int i = 0;
if (sseq->flag & SEQ_SHOW_STRIP_NAME) {
text_array[i++] = draw_seq_text_get_name(seq);
}
char source[FILE_MAX];
if (sseq->flag & SEQ_SHOW_STRIP_SOURCE) {
draw_seq_text_get_source(seq, source, sizeof(source));
if (source[0] != '\0') {
if (i != 0) {
text_array[i++] = text_sep;
}
text_array[i++] = source;
}
}
char strip_duration_text[16];
if (sseq->flag & SEQ_SHOW_STRIP_DURATION) {
const int strip_duration = seq->enddisp - seq->startdisp;
SNPRINTF(strip_duration_text, "%d", strip_duration);
if (i != 0) {
text_array[i++] = text_sep;
}
text_array[i++] = strip_duration_text;
}
BLI_assert(i <= ARRAY_SIZE(text_array));
return BLI_string_join_array(r_overlay_string, overlay_string_len, text_array, i) -
r_overlay_string;
}
/* Draw info text on a sequence strip. */
static void draw_seq_text_overlay(View2D *v2d,
Sequence *seq,
SpaceSeq *sseq,
float x1,
float x2,
float y1,
float y2,
bool seq_active)
{
char overlay_string[FILE_MAX];
size_t overlay_string_len = draw_seq_text_get_overlay_string(
sseq, seq, overlay_string, sizeof(overlay_string));
if (overlay_string_len == 0) {
return;
}
/* White text for the active strip. */
uchar col[4];
col[0] = col[1] = col[2] = seq_active ? 255 : 10;
2012-03-29 22:26:11 +00:00
col[3] = 255;
/* Make the text duller when the strip is muted. */
if (seq->flag & SEQ_MUTE) {
if (seq_active) {
UI_GetColorPtrShade3ubv(col, col, -70);
}
else {
UI_GetColorPtrShade3ubv(col, col, 15);
}
}
rctf rect;
rect.xmin = x1;
rect.ymin = y1;
rect.xmax = x2;
rect.ymax = y2;
UI_view2d_text_cache_add_rectf(v2d, &rect, overlay_string, overlay_string_len, col);
}
static void draw_sequence_extensions_overlay(Scene *scene, Sequence *seq, uint pos, float pixely)
{
float x1, x2, y1, y2;
uchar col[4], blend_col[3];
x1 = seq->startdisp;
x2 = seq->enddisp;
y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
GPU_blend(GPU_BLEND_ALPHA);
color3ubv_from_seq(scene, seq, col);
if (seq->flag & SELECT) {
UI_GetColorPtrShade3ubv(col, col, 50);
}
col[3] = seq->flag & SEQ_MUTE ? MUTE_ALPHA : 200;
UI_GetColorPtrShade3ubv(col, blend_col, 10);
if (seq->startofs) {
immUniformColor4ubv(col);
immRectf(pos, (float)(seq->start), y1 - pixely, x1, y1 - SEQ_STRIP_OFSBOTTOM);
/* Outline. */
immUniformColor3ubv(blend_col);
imm_draw_box_wire_2d(pos, x1, y1 - pixely, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM);
}
if (seq->endofs) {
immUniformColor4ubv(col);
immRectf(pos, x2, y2 + pixely, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
/* Outline. */
immUniformColor3ubv(blend_col);
imm_draw_box_wire_2d(
pos, x2, y2 + pixely, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
}
GPU_blend(GPU_BLEND_NONE);
}
static void draw_color_strip_band(Sequence *seq, uint pos, float text_margin_y, float y1)
{
uchar col[4];
SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
rgb_float_to_uchar(col, colvars->col);
if (seq->flag & SEQ_MUTE) {
GPU_blend(GPU_BLEND_ALPHA);
col[3] = MUTE_ALPHA;
}
else {
col[3] = 255;
}
immUniformColor4ubv(col);
immRectf(pos, seq->startdisp, y1, seq->enddisp, text_margin_y);
/* 1px line to better separate the color band. */
UI_GetColorPtrShade3ubv(col, col, -20);
immUniformColor4ubv(col);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, seq->startdisp, text_margin_y);
immVertex2f(pos, seq->enddisp, text_margin_y);
immEnd();
if (seq->flag & SEQ_MUTE) {
GPU_blend(GPU_BLEND_NONE);
}
}
static void draw_seq_background(Scene *scene,
Sequence *seq,
uint pos,
float x1,
float x2,
float y1,
float y2,
bool is_single_image)
{
uchar col[4];
/* Get the correct color per strip type, transitions use their inputs ones. */
if (ELEM(seq->type, SEQ_TYPE_CROSS, SEQ_TYPE_GAMCROSS, SEQ_TYPE_WIPE)) {
Sequence *seq1 = seq->seq1;
if (seq1->type == SEQ_TYPE_COLOR) {
SolidColorVars *colvars = (SolidColorVars *)seq1->effectdata;
rgb_float_to_uchar(col, colvars->col);
}
else {
color3ubv_from_seq(scene, seq1, col);
}
}
else {
color3ubv_from_seq(scene, seq, col);
}
if (seq->flag & SEQ_MUTE) {
GPU_blend(GPU_BLEND_ALPHA);
col[3] = MUTE_ALPHA;
}
else {
col[3] = 255;
}
immUniformColor4ubv(col);
/* Draw the main strip body. */
if (is_single_image) {
immRectf(pos,
SEQ_transform_get_left_handle_frame(seq),
y1,
SEQ_transform_get_right_handle_frame(seq),
y2);
}
else {
immRectf(pos, x1, y1, x2, y2);
}
/* Draw background for hold still regions. */
if (!is_single_image && (seq->startstill || seq->endstill)) {
UI_GetColorPtrShade3ubv(col, col, -35);
immUniformColor4ubv(col);
if (seq->startstill) {
const float content_start = min_ff(seq->enddisp, seq->start);
immRectf(pos, seq->startdisp, y1, content_start, y2);
}
if (seq->endstill) {
const float content_end = max_ff(seq->startdisp, seq->start + seq->len);
immRectf(pos, content_end, y1, seq->enddisp, y2);
}
}
/* Draw right half of transition strips. */
if (ELEM(seq->type, SEQ_TYPE_CROSS, SEQ_TYPE_GAMCROSS, SEQ_TYPE_WIPE)) {
float vert_pos[3][2];
Sequence *seq1 = seq->seq1;
Sequence *seq2 = seq->seq2;
if (seq2->type == SEQ_TYPE_COLOR) {
SolidColorVars *colvars = (SolidColorVars *)seq2->effectdata;
rgb_float_to_uchar(col, colvars->col);
}
else {
color3ubv_from_seq(scene, seq2, col);
/* If the transition inputs are of the same type, draw the right side slightly darker. */
if (seq1->type == seq2->type) {
UI_GetColorPtrShade3ubv(col, col, -15);
}
}
immUniformColor4ubv(col);
copy_v2_fl2(vert_pos[0], x1, y2);
copy_v2_fl2(vert_pos[1], x2, y2);
copy_v2_fl2(vert_pos[2], x2, y1);
immBegin(GPU_PRIM_TRIS, 3);
immVertex2fv(pos, vert_pos[0]);
immVertex2fv(pos, vert_pos[1]);
immVertex2fv(pos, vert_pos[2]);
immEnd();
}
if (seq->flag & SEQ_MUTE) {
GPU_blend(GPU_BLEND_NONE);
}
}
static void draw_seq_locked(float x1, float y1, float x2, float y2)
{
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
immUniform4f("color1", 1.0f, 1.0f, 1.0f, 0.0f);
immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.25f);
immUniform1i("size1", 8);
immUniform1i("size2", 4);
immRectf(pos, x1, y1, x2, y2);
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
static void draw_seq_invalid(float x1, float x2, float y2, float text_margin_y)
{
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(1.0f, 0.0f, 0.0f, 0.9f);
immRectf(pos, x1, y2, x2, text_margin_y);
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
static void calculate_seq_text_offsets(
View2D *v2d, Sequence *seq, float *x1, float *x2, float pixelx)
{
const float handsize_clamped = sequence_handle_size_get_clamped(seq, pixelx);
float text_margin = 2.0f * handsize_clamped;
*x1 += text_margin;
*x2 -= text_margin;
float scroller_vert_xoffs = (V2D_SCROLL_HANDLE_WIDTH + SEQ_SCROLLER_TEXT_OFFSET) * pixelx;
/* Info text on the strip. */
if (*x1 < v2d->cur.xmin + scroller_vert_xoffs) {
*x1 = v2d->cur.xmin + scroller_vert_xoffs;
}
else if (*x1 > v2d->cur.xmax) {
*x1 = v2d->cur.xmax;
}
if (*x2 < v2d->cur.xmin) {
*x2 = v2d->cur.xmin;
}
else if (*x2 > v2d->cur.xmax) {
*x2 = v2d->cur.xmax;
}
}
static void fcurve_batch_add_verts(GPUVertBuf *vbo,
float y1,
float y2,
float y_height,
int timeline_frame,
float curve_val,
unsigned int *vert_count)
{
float vert_pos[2][2];
copy_v2_fl2(vert_pos[0], timeline_frame, (curve_val * y_height) + y1);
copy_v2_fl2(vert_pos[1], timeline_frame, y2);
GPU_vertbuf_vert_set(vbo, *vert_count, vert_pos[0]);
GPU_vertbuf_vert_set(vbo, *vert_count + 1, vert_pos[1]);
*vert_count += 2;
}
/**
* Draw f-curves as darkened regions of the strip:
* - Volume for sound strips.
* - Opacity for the other types.
*/
static void draw_seq_fcurve_overlay(
Scene *scene, View2D *v2d, Sequence *seq, float x1, float y1, float x2, float y2, float pixelx)
{
FCurve *fcu;
if (seq->type == SEQ_TYPE_SOUND_RAM) {
fcu = id_data_find_fcurve(&scene->id, seq, &RNA_Sequence, "volume", 0, NULL);
}
else {
fcu = id_data_find_fcurve(&scene->id, seq, &RNA_Sequence, "blend_alpha", 0, NULL);
}
if (fcu && !BKE_fcurve_is_empty(fcu)) {
/* Clamp curve evaluation to the editor's borders. */
int eval_start = max_ff(x1, v2d->cur.xmin);
int eval_end = min_ff(x2, v2d->cur.xmax + 1);
int eval_step = max_ii(1, floor(pixelx));
if (eval_start >= eval_end) {
return;
}
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
uint max_verts = 2 * ((eval_end - eval_start) / eval_step + 1);
GPU_vertbuf_data_alloc(vbo, max_verts);
uint vert_count = 0;
const float y_height = y2 - y1;
float curve_val;
float prev_val = INT_MIN;
bool skip = false;
for (int timeline_frame = eval_start; timeline_frame <= eval_end;
timeline_frame += eval_step) {
curve_val = evaluate_fcurve(fcu, timeline_frame);
CLAMP(curve_val, 0.0f, 1.0f);
/* Avoid adding adjacent verts that have the same value. */
if (curve_val == prev_val && timeline_frame < eval_end - eval_step) {
skip = true;
continue;
}
/* If some frames were skipped above, we need to close the shape. */
if (skip) {
fcurve_batch_add_verts(
vbo, y1, y2, y_height, timeline_frame - eval_step, prev_val, &vert_count);
skip = false;
}
fcurve_batch_add_verts(vbo, y1, y2, y_height, timeline_frame, curve_val, &vert_count);
prev_val = curve_val;
}
GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
GPU_vertbuf_data_len_set(vbo, vert_count);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR);
GPU_batch_uniform_4f(batch, "color", 0.0f, 0.0f, 0.0f, 0.15f);
GPU_blend(GPU_BLEND_ALPHA);
if (vert_count > 0) {
GPU_batch_draw(batch);
}
GPU_blend(GPU_BLEND_NONE);
GPU_batch_discard(batch);
}
}
/* Draw visible strips. Bounds check are already made. */
2019-02-28 12:15:42 +11:00
static void draw_seq_strip(const bContext *C,
SpaceSeq *sseq,
Scene *scene,
ARegion *region,
2019-02-28 12:15:42 +11:00
Sequence *seq,
float pixelx,
bool seq_active)
{
View2D *v2d = &region->v2d;
float x1, x2, y1, y2;
const float handsize_clamped = sequence_handle_size_get_clamped(seq, pixelx);
float pixely = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
/* Check if we are doing "solo preview". */
bool is_single_image = (char)SEQ_transform_single_image_check(seq);
/* Draw strip body. */
x1 = (seq->startstill) ? seq->start : seq->startdisp;
y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
/* Limit body to strip bounds. Meta strip can end up with content outside of strip range. */
x1 = min_ff(x1, seq->enddisp);
x2 = max_ff(x2, seq->startdisp);
float text_margin_y;
bool y_threshold;
if ((sseq->flag & SEQ_SHOW_STRIP_NAME) || (sseq->flag & SEQ_SHOW_STRIP_SOURCE) ||
(sseq->flag & SEQ_SHOW_STRIP_DURATION)) {
/* Calculate height needed for drawing text on strip. */
text_margin_y = y2 - min_ff(0.40f, 20 * U.dpi_fac * pixely);
/* Is there enough space for drawing something else than text? */
y_threshold = ((y2 - y1) / pixely) > 20 * U.dpi_fac;
}
else {
text_margin_y = y2;
y_threshold = 1;
}
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
draw_seq_background(scene, seq, pos, x1, x2, y1, y2, is_single_image);
/* Draw a color band inside color strip. */
if (seq->type == SEQ_TYPE_COLOR && y_threshold) {
draw_color_strip_band(seq, pos, text_margin_y, y1);
}
/* Draw strip offsets when flag is enabled or during "solo preview". */
if ((sseq->flag & SEQ_SHOW_STRIP_OVERLAY)) {
if (!is_single_image && (seq->startofs || seq->endofs) && pixely > 0) {
if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) || (seq == special_seq_update)) {
draw_sequence_extensions_overlay(scene, seq, pos, pixely);
}
}
}
immUnbindProgram();
x1 = seq->startdisp;
x2 = seq->enddisp;
if ((seq->type == SEQ_TYPE_META) ||
((seq->type == SEQ_TYPE_SCENE) && (seq->flag & SEQ_SCENE_STRIPS))) {
drawmeta_contents(scene, seq, x1, y1, x2, y2);
}
if ((sseq->flag & SEQ_SHOW_STRIP_OVERLAY) && (sseq->flag & SEQ_SHOW_FCURVES)) {
draw_seq_fcurve_overlay(scene, v2d, seq, x1, y1, x2, y2, pixelx);
}
/* Draw sound strip waveform. */
if ((seq->type == SEQ_TYPE_SOUND_RAM) && ((sseq->flag & SEQ_SHOW_STRIP_OVERLAY)) &&
(sseq->flag & SEQ_NO_WAVEFORMS) == 0) {
draw_seq_waveform_overlay(v2d,
C,
sseq,
scene,
seq,
x1,
y_threshold ? y1 + 0.05f : y1,
x2,
y_threshold ? text_margin_y : y2,
BLI_rctf_size_x(&region->v2d.cur) / region->winx);
}
/* Draw locked state. */
if (seq->flag & SEQ_LOCK) {
draw_seq_locked(x1, y1, x2, y2);
}
/* Draw Red line on the top of invalid strip (Missing media). */
if (!SEQ_sequence_has_source(seq)) {
draw_seq_invalid(x1, x2, y2, text_margin_y);
}
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if ((seq->flag & SEQ_LOCK) == 0) {
draw_seq_handle(
v2d, seq, handsize_clamped, SEQ_LEFTHANDLE, pos, seq_active, pixelx, y_threshold);
draw_seq_handle(
v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE, pos, seq_active, pixelx, y_threshold);
}
draw_seq_outline(seq, pos, x1, x2, y1, y2, pixelx, pixely, seq_active);
immUnbindProgram();
calculate_seq_text_offsets(v2d, seq, &x1, &x2, pixelx);
/* If a waveform is drawn, avoid drawing text when there is not enough vertical space. */
if (seq->type == SEQ_TYPE_SOUND_RAM) {
if (!y_threshold && (sseq->flag & SEQ_NO_WAVEFORMS) == 0 &&
((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) {
return;
}
}
if (sseq->flag & SEQ_SHOW_STRIP_OVERLAY) {
/* Don't draw strip if there is not enough vertical or horizontal space. */
if (((x2 - x1) > 32 * pixelx * U.dpi_fac) && ((y2 - y1) > 8 * pixely * U.dpi_fac)) {
/* Depending on the vertical space, draw text on top or in the center of strip. */
draw_seq_text_overlay(
v2d, seq, sseq, x1, x2, y_threshold ? text_margin_y : y1, y2, seq_active);
}
}
}
static void draw_effect_inputs_highlight(Sequence *seq)
{
Sequence *seq1 = seq->seq1;
Sequence *seq2 = seq->seq2;
Sequence *seq3 = seq->seq3;
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 255, 255, 48);
immRectf(pos,
seq1->startdisp,
seq1->machine + SEQ_STRIP_OFSBOTTOM,
seq1->enddisp,
seq1->machine + SEQ_STRIP_OFSTOP);
if (seq2 && seq2 != seq1) {
immRectf(pos,
seq2->startdisp,
seq2->machine + SEQ_STRIP_OFSBOTTOM,
seq2->enddisp,
seq2->machine + SEQ_STRIP_OFSTOP);
}
if (seq3 && !ELEM(seq3, seq1, seq2)) {
immRectf(pos,
seq3->startdisp,
seq3->machine + SEQ_STRIP_OFSBOTTOM,
seq3->enddisp,
seq3->machine + SEQ_STRIP_OFSTOP);
}
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
void sequencer_special_update_set(Sequence *seq)
{
special_seq_update = seq;
}
Sequence *ED_sequencer_special_preview_get(void)
{
return special_seq_update;
}
void ED_sequencer_special_preview_set(bContext *C, const int mval[2])
{
Scene *scene = CTX_data_scene(C);
ARegion *region = CTX_wm_region(C);
int hand;
Sequence *seq;
seq = find_nearest_seq(scene, &region->v2d, &hand, mval);
sequencer_special_update_set(seq);
}
void ED_sequencer_special_preview_clear(void)
{
sequencer_special_update_set(NULL);
}
/**
* Rendering using opengl will change the current viewport/context.
2020-09-02 09:58:26 +10:00
* This is why we need the \a region, to set back the render area.
*
* TODO: do not rely on such hack and just update the \a ibuf outside of
* the UI drawing code.
*/
ImBuf *sequencer_ibuf_get(struct Main *bmain,
ARegion *region,
struct Depsgraph *depsgraph,
Scene *scene,
SpaceSeq *sseq,
int timeline_frame,
int frame_ofs,
const char *viewname)
{
SeqRenderData context = {0};
ImBuf *ibuf;
int rectx, recty;
double render_size;
short is_break = G.is_break;
if (sseq->render_size == SEQ_RENDER_SIZE_NONE) {
return NULL;
}
if (sseq->render_size == SEQ_RENDER_SIZE_SCENE) {
render_size = scene->r.size / 100.0;
}
else {
render_size = SEQ_rendersize_to_scale_factor(sseq->render_size);
}
rectx = roundf(render_size * scene->r.xsch);
recty = roundf(render_size * scene->r.ysch);
SEQ_render_new_render_data(
bmain, depsgraph, scene, rectx, recty, sseq->render_size, false, &context);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
context.use_proxies = (sseq->flag & SEQ_USE_PROXIES) != 0;
2019-08-18 04:11:50 +10:00
/* Sequencer could start rendering, in this case we need to be sure it wouldn't be canceled
* by Escape pressed somewhere in the past. */
G.is_break = false;
GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
if (viewport) {
/* Unbind viewport to release the DRW context. */
GPU_viewport_unbind(viewport);
}
else {
2020-09-02 09:58:26 +10:00
/* Rendering can change OGL context. Save & Restore frame-buffer. */
GPU_framebuffer_restore();
}
if (special_seq_update) {
ibuf = SEQ_render_give_ibuf_direct(&context, timeline_frame + frame_ofs, special_seq_update);
}
else {
ibuf = SEQ_render_give_ibuf(&context, timeline_frame + frame_ofs, sseq->chanshown);
}
if (viewport) {
/* Follows same logic as wm_draw_window_offscreen to make sure to restore the same viewport. */
int view = (sseq->multiview_eye == STEREO_RIGHT_ID) ? 1 : 0;
GPU_viewport_bind(viewport, view, &region->winrct);
}
else if (fb) {
GPU_framebuffer_bind(fb);
}
/* Restore state so real rendering would be canceled if needed. */
G.is_break = is_break;
return ibuf;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
static void sequencer_check_scopes(SequencerScopes *scopes, ImBuf *ibuf)
{
if (scopes->reference_ibuf != ibuf) {
if (scopes->zebra_ibuf) {
IMB_freeImBuf(scopes->zebra_ibuf);
scopes->zebra_ibuf = NULL;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (scopes->waveform_ibuf) {
IMB_freeImBuf(scopes->waveform_ibuf);
scopes->waveform_ibuf = NULL;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (scopes->sep_waveform_ibuf) {
IMB_freeImBuf(scopes->sep_waveform_ibuf);
scopes->sep_waveform_ibuf = NULL;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (scopes->vector_ibuf) {
IMB_freeImBuf(scopes->vector_ibuf);
scopes->vector_ibuf = NULL;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (scopes->histogram_ibuf) {
IMB_freeImBuf(scopes->histogram_ibuf);
scopes->histogram_ibuf = NULL;
}
}
}
static ImBuf *sequencer_make_scope(Scene *scene, ImBuf *ibuf, ImBuf *(*make_scope_fn)(ImBuf *ibuf))
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
{
ImBuf *display_ibuf = IMB_dupImBuf(ibuf);
ImBuf *scope;
IMB_colormanagement_imbuf_make_display_space(
display_ibuf, &scene->view_settings, &scene->display_settings);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
scope = make_scope_fn(display_ibuf);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
IMB_freeImBuf(display_ibuf);
return scope;
}
static void sequencer_display_size(Scene *scene, float r_viewrect[2])
{
r_viewrect[0] = (float)scene->r.xsch;
r_viewrect[1] = (float)scene->r.ysch;
r_viewrect[0] *= scene->r.xasp / scene->r.yasp;
}
static void sequencer_draw_gpencil_overlay(const bContext *C)
{
/* Draw grease-pencil (image aligned). */
ED_annotation_draw_2dimage(C);
2020-09-02 09:58:26 +10:00
/* Orthographic at pixel level. */
UI_view2d_view_restore(C);
/* Draw grease-pencil (screen aligned). */
ED_annotation_draw_view2d(C, 0);
}
/* Draw content and safety borders borders. */
static void sequencer_draw_borders_overlay(const SpaceSeq *sseq,
const View2D *v2d,
const Scene *scene)
{
float x1 = v2d->tot.xmin;
float y1 = v2d->tot.ymin;
float x2 = v2d->tot.xmax;
float y2 = v2d->tot.ymax;
GPU_line_width(1.0f);
2016-02-16 23:23:40 +11:00
/* Draw border. */
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniformThemeColor(TH_BACK);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
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imm_draw_box_wire_2d(shdr_pos, x1 - 0.5f, y1 - 0.5f, x2 + 0.5f, y2 + 0.5f);
/* Draw safety border. */
if (sseq->flag & SEQ_SHOW_SAFE_MARGINS) {
immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
UI_draw_safe_areas(shdr_pos,
&(const rctf){
.xmin = x1,
.xmax = x2,
.ymin = y1,
.ymax = y2,
},
scene->safe_areas.title,
scene->safe_areas.action);
if (sseq->flag & SEQ_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(shdr_pos,
&(const rctf){
.xmin = x1,
.xmax = x2,
.ymin = y1,
.ymax = y2,
},
scene->safe_areas.title_center,
scene->safe_areas.action_center);
}
}
immUnbindProgram();
}
#if 0
void sequencer_draw_maskedit(const bContext *C, Scene *scene, ARegion *region, SpaceSeq *sseq)
{
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/* NOTE: sequencer mask editing isn't finished, the draw code is working but editing not.
* For now just disable drawing since the strip frame will likely be offset. */
// if (sc->mode == SC_MODE_MASKEDIT)
if (0 && sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
Mask *mask = SEQ_active_mask_get(scene);
if (mask) {
int width, height;
float aspx = 1.0f, aspy = 1.0f;
// ED_mask_get_size(C, &width, &height);
//Scene *scene = CTX_data_scene(C);
width = (scene->r.size * scene->r.xsch) / 100;
height = (scene->r.size * scene->r.ysch) / 100;
ED_mask_draw_region(mask,
region,
0,
0,
0, /* TODO */
width,
height,
aspx,
aspy,
false,
true,
NULL,
C);
}
}
}
#endif
/* Force redraw, when prefetching and using cache view. */
static void seq_prefetch_wm_notify(const bContext *C, Scene *scene)
{
if (SEQ_prefetch_need_redraw(CTX_data_main(C), scene)) {
WM_event_add_notifier(C, NC_SCENE | ND_SEQUENCER, NULL);
}
}
static void *sequencer_OCIO_transform_ibuf(const bContext *C,
ImBuf *ibuf,
bool *r_glsl_used,
eGPUTextureFormat *r_format,
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eGPUDataFormat *r_data,
void **r_buffer_cache_handle)
{
void *display_buffer;
bool force_fallback = false;
*r_glsl_used = false;
force_fallback |= (ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL);
force_fallback |= (ibuf->dither != 0.0f);
/* Default */
*r_format = GPU_RGBA8;
*r_data = GPU_DATA_UBYTE;
/* Fallback to CPU based color space conversion. */
if (force_fallback) {
*r_glsl_used = false;
display_buffer = NULL;
}
else if (ibuf->rect_float) {
display_buffer = ibuf->rect_float;
*r_data = GPU_DATA_FLOAT;
if (ibuf->channels == 4) {
*r_format = GPU_RGBA16F;
}
else if (ibuf->channels == 3) {
/* Alpha is implicitly 1. */
*r_format = GPU_RGB16F;
}
else {
BLI_assert(!"Incompatible number of channels for float buffer in sequencer");
*r_format = GPU_RGBA16F;
display_buffer = NULL;
}
if (ibuf->float_colorspace) {
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->float_colorspace, ibuf->dither, true);
}
else {
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, ibuf->dither, true);
}
}
else if (ibuf->rect) {
display_buffer = ibuf->rect;
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->rect_colorspace, ibuf->dither, false);
}
else {
display_buffer = NULL;
}
/* There is data to be displayed, but GLSL is not initialized
* properly, in this case we fallback to CPU-based display transform. */
if ((ibuf->rect || ibuf->rect_float) && !*r_glsl_used) {
display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, r_buffer_cache_handle);
*r_format = GPU_RGBA8;
*r_data = GPU_DATA_UBYTE;
}
return display_buffer;
}
static void sequencer_stop_running_jobs(const bContext *C, Scene *scene)
{
if (G.is_rendering == false && (scene->r.seq_prev_type) == OB_RENDER) {
/* Stop all running jobs, except screen one. Currently previews frustrate Render.
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* Need to make so sequencers rendering doesn't conflict with compositor. */
WM_jobs_kill_type(CTX_wm_manager(C), NULL, WM_JOB_TYPE_COMPOSITE);
/* In case of final rendering used for preview, kill all previews,
* otherwise threading conflict will happen in rendering module. */
WM_jobs_kill_type(CTX_wm_manager(C), NULL, WM_JOB_TYPE_RENDER_PREVIEW);
}
}
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static void sequencer_preview_clear(void)
{
UI_ThemeClearColor(TH_SEQ_PREVIEW);
}
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static void sequencer_preview_get_rect(rctf *preview,
Scene *scene,
ARegion *region,
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SpaceSeq *sseq,
bool draw_overlay,
bool draw_backdrop)
{
struct View2D *v2d = &region->v2d;
float viewrect[2];
sequencer_display_size(scene, viewrect);
BLI_rctf_init(preview, -1.0f, 1.0f, -1.0f, 1.0f);
if (draw_overlay && sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) {
preview->xmax = v2d->tot.xmin +
(fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmax);
preview->xmin = v2d->tot.xmin +
(fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmin);
preview->ymax = v2d->tot.ymin +
(fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymax);
preview->ymin = v2d->tot.ymin +
(fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymin);
}
else if (draw_backdrop) {
float aspect = BLI_rcti_size_x(&region->winrct) / (float)BLI_rcti_size_y(&region->winrct);
float image_aspect = viewrect[0] / viewrect[1];
if (aspect >= image_aspect) {
preview->xmax = image_aspect / aspect;
preview->xmin = -preview->xmax;
}
else {
preview->ymax = aspect / image_aspect;
preview->ymin = -preview->ymax;
}
}
else {
*preview = v2d->tot;
}
}
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static void sequencer_draw_display_buffer(const bContext *C,
Scene *scene,
ARegion *region,
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SpaceSeq *sseq,
ImBuf *ibuf,
ImBuf *scope,
bool draw_overlay,
bool draw_backdrop)
{
void *display_buffer;
void *buffer_cache_handle = NULL;
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
GPU_blend(GPU_BLEND_ALPHA);
}
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/* Format needs to be created prior to any #immBindShader call.
* Do it here because OCIO binds its own shader. */
eGPUTextureFormat format;
eGPUDataFormat data;
bool glsl_used = false;
GPUVertFormat *imm_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(imm_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint texCoord = GPU_vertformat_attr_add(
imm_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (scope) {
ibuf = scope;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (ibuf->rect_float && ibuf->rect == NULL) {
IMB_rect_from_float(ibuf);
}
display_buffer = (uchar *)ibuf->rect;
format = GPU_RGBA8;
data = GPU_DATA_UBYTE;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
else {
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display_buffer = sequencer_OCIO_transform_ibuf(
C, ibuf, &glsl_used, &format, &data, &buffer_cache_handle);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
}
if (draw_backdrop) {
GPU_matrix_push();
GPU_matrix_identity_set();
GPU_matrix_push_projection();
GPU_matrix_identity_projection_set();
}
GPUTexture *texture = GPU_texture_create_2d(
"seq_display_buf", ibuf->x, ibuf->y, 1, format, NULL);
GPU_texture_update(texture, data, display_buffer);
GPU_texture_filter_mode(texture, false);
GPU_texture_bind(texture, 0);
if (!glsl_used) {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
immUniformColor3f(1.0f, 1.0f, 1.0f);
immUniform1i("image", 0);
}
immBegin(GPU_PRIM_TRI_FAN, 4);
rctf preview;
rctf canvas;
sequencer_preview_get_rect(&preview, scene, region, sseq, draw_overlay, draw_backdrop);
if (draw_overlay && sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) {
canvas = scene->ed->over_border;
}
else {
BLI_rctf_init(&canvas, 0.0f, 1.0f, 0.0f, 1.0f);
}
immAttr2f(texCoord, canvas.xmin, canvas.ymin);
immVertex2f(pos, preview.xmin, preview.ymin);
immAttr2f(texCoord, canvas.xmin, canvas.ymax);
immVertex2f(pos, preview.xmin, preview.ymax);
immAttr2f(texCoord, canvas.xmax, canvas.ymax);
immVertex2f(pos, preview.xmax, preview.ymax);
immAttr2f(texCoord, canvas.xmax, canvas.ymin);
immVertex2f(pos, preview.xmax, preview.ymin);
immEnd();
GPU_texture_unbind(texture);
GPU_texture_free(texture);
if (!glsl_used) {
immUnbindProgram();
}
else {
IMB_colormanagement_finish_glsl_draw();
}
if (buffer_cache_handle) {
IMB_display_buffer_release(buffer_cache_handle);
}
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
GPU_blend(GPU_BLEND_NONE);
}
if (draw_backdrop) {
GPU_matrix_pop();
GPU_matrix_pop_projection();
}
}
static ImBuf *sequencer_get_scope(Scene *scene, SpaceSeq *sseq, ImBuf *ibuf, bool draw_backdrop)
{
struct ImBuf *scope = NULL;
SequencerScopes *scopes = &sseq->scopes;
if (!draw_backdrop && (sseq->mainb != SEQ_DRAW_IMG_IMBUF || sseq->zebra != 0)) {
sequencer_check_scopes(scopes, ibuf);
switch (sseq->mainb) {
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case SEQ_DRAW_IMG_IMBUF:
if (!scopes->zebra_ibuf) {
ImBuf *display_ibuf = IMB_dupImBuf(ibuf);
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if (display_ibuf->rect_float) {
IMB_colormanagement_imbuf_make_display_space(
display_ibuf, &scene->view_settings, &scene->display_settings);
}
scopes->zebra_ibuf = make_zebra_view_from_ibuf(display_ibuf, sseq->zebra);
IMB_freeImBuf(display_ibuf);
}
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scope = scopes->zebra_ibuf;
break;
case SEQ_DRAW_IMG_WAVEFORM:
if ((sseq->flag & SEQ_DRAW_COLOR_SEPARATED) != 0) {
if (!scopes->sep_waveform_ibuf) {
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scopes->sep_waveform_ibuf = sequencer_make_scope(
scene, ibuf, make_sep_waveform_view_from_ibuf);
}
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scope = scopes->sep_waveform_ibuf;
}
else {
if (!scopes->waveform_ibuf) {
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scopes->waveform_ibuf = sequencer_make_scope(
scene, ibuf, make_waveform_view_from_ibuf);
}
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scope = scopes->waveform_ibuf;
}
break;
case SEQ_DRAW_IMG_VECTORSCOPE:
if (!scopes->vector_ibuf) {
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scopes->vector_ibuf = sequencer_make_scope(scene, ibuf, make_vectorscope_view_from_ibuf);
}
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scope = scopes->vector_ibuf;
break;
case SEQ_DRAW_IMG_HISTOGRAM:
if (!scopes->histogram_ibuf) {
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scopes->histogram_ibuf = sequencer_make_scope(
scene, ibuf, make_histogram_view_from_ibuf);
}
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scope = scopes->histogram_ibuf;
break;
}
/* Future files may have new scopes we don't catch above. */
if (scope) {
scopes->reference_ibuf = ibuf;
}
}
return scope;
}
static bool sequencer_draw_get_transform_preview(SpaceSeq *sseq, Scene *scene)
{
Sequence *last_seq = SEQ_select_active_get(scene);
if (last_seq == NULL) {
return false;
}
return (G.moving & G_TRANSFORM_SEQ) && (last_seq->flag & SELECT) &&
((last_seq->flag & SEQ_LEFTSEL) || (last_seq->flag & SEQ_RIGHTSEL)) &&
(sseq->draw_flag & SEQ_DRAW_TRANSFORM_PREVIEW);
}
static int sequencer_draw_get_transform_preview_frame(Scene *scene)
{
Sequence *last_seq = SEQ_select_active_get(scene);
/* #sequencer_draw_get_transform_preview must already have been called. */
BLI_assert(last_seq != NULL);
int preview_frame;
if (last_seq->flag & SEQ_RIGHTSEL) {
preview_frame = last_seq->enddisp - 1;
}
else {
preview_frame = last_seq->startdisp;
}
return preview_frame;
}
void sequencer_draw_preview(const bContext *C,
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Scene *scene,
ARegion *region,
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SpaceSeq *sseq,
int timeline_frame,
int offset,
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bool draw_overlay,
bool draw_backdrop)
{
struct Main *bmain = CTX_data_main(C);
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-25 16:36:22 +02:00
struct Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
struct View2D *v2d = &region->v2d;
struct ImBuf *ibuf = NULL;
struct ImBuf *scope = NULL;
float viewrect[2];
const bool show_imbuf = ED_space_sequencer_check_show_imbuf(sseq);
const bool draw_gpencil = ((sseq->flag & SEQ_SHOW_GPENCIL) && sseq->gpd);
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
sequencer_stop_running_jobs(C, scene);
if (G.is_rendering) {
return;
}
int preview_frame = timeline_frame;
if (sequencer_draw_get_transform_preview(sseq, scene)) {
preview_frame = sequencer_draw_get_transform_preview_frame(scene);
}
/* Get image. */
ibuf = sequencer_ibuf_get(
bmain, region, depsgraph, scene, sseq, preview_frame, offset, names[sseq->multiview_eye]);
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/* Setup off-screen buffers. */
GPUViewport *viewport = WM_draw_region_get_viewport(region);
GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
2020-08-20 16:38:34 +02:00
GPU_depth_test(GPU_DEPTH_NONE);
if (sseq->render_size == SEQ_RENDER_SIZE_NONE) {
sequencer_preview_clear();
return;
}
/* Setup view. */
sequencer_display_size(scene, viewrect);
UI_view2d_totRect_set(v2d, roundf(viewrect[0] + 0.5f), roundf(viewrect[1] + 0.5f));
UI_view2d_curRect_validate(v2d);
UI_view2d_view_ortho(v2d);
/* Draw background. */
if (!draw_backdrop && (!draw_overlay || sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE)) {
sequencer_preview_clear();
if (sseq->flag & SEQ_USE_ALPHA) {
imm_draw_box_checker_2d(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
}
}
if (ibuf) {
scope = sequencer_get_scope(scene, sseq, ibuf, draw_backdrop);
/* Draw image. */
sequencer_draw_display_buffer(
C, scene, region, sseq, ibuf, scope, draw_overlay, draw_backdrop);
/* Draw over image. */
if (sseq->flag & SEQ_SHOW_METADATA && sseq->flag & SEQ_SHOW_STRIP_OVERLAY) {
ED_region_image_metadata_draw(0.0, 0.0, ibuf, &v2d->tot, 1.0, 1.0);
}
}
if (show_imbuf && (sseq->flag & SEQ_SHOW_STRIP_OVERLAY)) {
sequencer_draw_borders_overlay(sseq, v2d, scene);
}
if (draw_gpencil && show_imbuf && (sseq->flag & SEQ_SHOW_STRIP_OVERLAY)) {
sequencer_draw_gpencil_overlay(C);
}
#if 0
sequencer_draw_maskedit(C, scene, region, sseq);
#endif
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/* Scope is freed in sequencer_check_scopes when `ibuf` changes and redraw is needed. */
if (ibuf) {
IMB_freeImBuf(ibuf);
}
UI_view2d_view_restore(C);
seq_prefetch_wm_notify(C, scene);
}
/* Draw backdrop in sequencer timeline. */
static void draw_seq_backdrop(View2D *v2d)
{
int i;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* View backdrop. */
immUniformThemeColorShade(TH_BACK, -25);
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
/* Darker overlay over the view backdrop. */
immUniformThemeColorShade(TH_BACK, -20);
immRectf(pos, v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0);
/* Alternating horizontal stripes. */
i = max_ii(1, ((int)v2d->cur.ymin) - 1);
GPU_blend(GPU_BLEND_ALPHA);
immUniformThemeColor(TH_ROW_ALTERNATE);
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while (i < v2d->cur.ymax) {
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if (i & 1) {
immRectf(pos, v2d->cur.xmin, i, v2d->cur.xmax, i + 1);
}
i++;
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}
GPU_blend(GPU_BLEND_NONE);
/* Lines separating the horizontal bands. */
i = max_ii(1, ((int)v2d->cur.ymin) - 1);
int line_len = (int)v2d->cur.ymax - i + 1;
immUniformThemeColor(TH_GRID);
immBegin(GPU_PRIM_LINES, line_len * 2);
while (line_len--) {
immVertex2f(pos, v2d->cur.xmax, i);
immVertex2f(pos, v2d->cur.xmin, i);
i++;
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}
immEnd();
immUnbindProgram();
}
static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *region)
{
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Scene *scene = CTX_data_scene(C);
View2D *v2d = &region->v2d;
SpaceSeq *sseq = CTX_wm_space_seq(C);
Sequence *last_seq = SEQ_select_active_get(scene);
int sel = 0, j;
float pixelx = BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask);
/* Loop through twice, first unselected, then selected. */
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for (j = 0; j < 2; j++) {
Sequence *seq;
/* Loop through strips, checking for those that are visible. */
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for (seq = ed->seqbasep->first; seq; seq = seq->next) {
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/* Bound-box and selection tests for NOT drawing the strip. */
if ((seq->flag & SELECT) != sel) {
continue;
}
if (seq == last_seq && (last_seq->flag & SELECT)) {
continue;
}
if (min_ii(seq->startdisp, seq->start) > v2d->cur.xmax) {
continue;
}
if (max_ii(seq->enddisp, seq->start + seq->len) < v2d->cur.xmin) {
continue;
}
if (seq->machine + 1.0f < v2d->cur.ymin) {
continue;
}
if (seq->machine > v2d->cur.ymax) {
continue;
}
/* Strip passed all tests, draw it now. */
draw_seq_strip(C, sseq, scene, region, seq, pixelx, seq == last_seq ? true : false);
}
/* Draw selected next time round. */
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sel = SELECT;
}
/* When selected draw the last selected (active) strip last,
* removes some overlapping error. */
if (last_seq && (last_seq->flag & SELECT)) {
draw_seq_strip(C, sseq, scene, region, last_seq, pixelx, true);
/* When active strip is an effect, highlight its inputs. */
if (SEQ_effect_get_num_inputs(last_seq->type) > 0) {
draw_effect_inputs_highlight(last_seq);
}
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/* When active is a Multi-cam strip, highlight its source channel. */
else if (last_seq->type == SEQ_TYPE_MULTICAM) {
int channel = last_seq->multicam_source;
if (channel != 0) {
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 255, 255, 48);
immRectf(pos, v2d->cur.xmin, channel, v2d->cur.xmax, channel + 1);
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
}
}
/* Draw highlight if "solo preview" is used. */
if (special_seq_update) {
const Sequence *seq = special_seq_update;
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 255, 255, 48);
immRectf(pos,
seq->startdisp,
seq->machine + SEQ_STRIP_OFSBOTTOM,
seq->enddisp,
seq->machine + SEQ_STRIP_OFSTOP);
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
}
static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
{
const Editing *ed = SEQ_editing_get(scene, false);
const int frame_sta = scene->r.sfra;
const int frame_end = scene->r.efra + 1;
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Draw overlay outside of frame range. */
immUniformThemeColorShadeAlpha(TH_BACK, -25, -100);
if (frame_sta < frame_end) {
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, (float)frame_sta, v2d->cur.ymax);
immRectf(pos, (float)frame_end, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
else {
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
immUniformThemeColorShade(TH_BACK, -60);
/* Draw frame range boundary. */
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, frame_sta, v2d->cur.ymin);
immVertex2f(pos, frame_sta, v2d->cur.ymax);
immVertex2f(pos, frame_end, v2d->cur.ymin);
immVertex2f(pos, frame_end, v2d->cur.ymax);
immEnd();
/* While in meta strip, draw a checkerboard overlay outside of frame range. */
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if (ed && !BLI_listbase_is_empty(&ed->metastack)) {
MetaStack *ms = ed->metastack.last;
immUnbindProgram();
immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
immUniform4f("color1", 0.0f, 0.0f, 0.0f, 0.22f);
immUniform4f("color2", 1.0f, 1.0f, 1.0f, 0.0f);
immUniform1i("size", 8);
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, ms->disp_range[0], v2d->cur.ymax);
immRectf(pos, ms->disp_range[1], v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
immUnbindProgram();
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, -40);
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, ms->disp_range[0], v2d->cur.ymin);
immVertex2f(pos, ms->disp_range[0], v2d->cur.ymax);
immVertex2f(pos, ms->disp_range[1], v2d->cur.ymin);
immVertex2f(pos, ms->disp_range[1], v2d->cur.ymax);
immEnd();
}
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
typedef struct CacheDrawData {
struct View2D *v2d;
float stripe_ofs_y;
float stripe_ht;
int cache_flag;
GPUVertBuf *raw_vbo;
GPUVertBuf *preprocessed_vbo;
GPUVertBuf *composite_vbo;
GPUVertBuf *final_out_vbo;
size_t raw_vert_count;
size_t preprocessed_vert_count;
size_t composite_vert_count;
size_t final_out_vert_count;
} CacheDrawData;
/* Called as a callback. */
static bool draw_cache_view_init_fn(void *userdata, size_t item_count)
{
if (item_count == 0) {
return true;
}
CacheDrawData *drawdata = userdata;
/* We can not get item count per cache type, so using total item count is safe. */
size_t max_vert_count = item_count * 6;
GPU_vertbuf_data_alloc(drawdata->raw_vbo, max_vert_count);
GPU_vertbuf_data_alloc(drawdata->preprocessed_vbo, max_vert_count);
GPU_vertbuf_data_alloc(drawdata->composite_vbo, max_vert_count);
GPU_vertbuf_data_alloc(drawdata->final_out_vbo, max_vert_count);
return false;
}
/* Called as a callback */
static bool draw_cache_view_iter_fn(void *userdata,
struct Sequence *seq,
int timeline_frame,
int cache_type)
{
CacheDrawData *drawdata = userdata;
struct View2D *v2d = drawdata->v2d;
float stripe_bot, stripe_top, stripe_ofs_y, stripe_ht;
GPUVertBuf *vbo;
size_t *vert_count;
if ((cache_type & SEQ_CACHE_STORE_FINAL_OUT) &&
(drawdata->cache_flag & SEQ_CACHE_VIEW_FINAL_OUT)) {
stripe_ht = UI_view2d_region_to_view_y(v2d, 4.0f * UI_DPI_FAC * U.pixelsize) - v2d->cur.ymin;
stripe_bot = UI_view2d_region_to_view_y(v2d, V2D_SCROLL_HANDLE_HEIGHT);
stripe_top = stripe_bot + stripe_ht;
vbo = drawdata->final_out_vbo;
vert_count = &drawdata->final_out_vert_count;
}
else if ((cache_type & SEQ_CACHE_STORE_RAW) && (drawdata->cache_flag & SEQ_CACHE_VIEW_RAW)) {
stripe_ofs_y = drawdata->stripe_ofs_y;
stripe_ht = drawdata->stripe_ht;
stripe_bot = seq->machine + SEQ_STRIP_OFSBOTTOM + stripe_ofs_y;
stripe_top = stripe_bot + stripe_ht;
vbo = drawdata->raw_vbo;
vert_count = &drawdata->raw_vert_count;
}
else if ((cache_type & SEQ_CACHE_STORE_PREPROCESSED) &&
(drawdata->cache_flag & SEQ_CACHE_VIEW_PREPROCESSED)) {
stripe_ofs_y = drawdata->stripe_ofs_y;
stripe_ht = drawdata->stripe_ht;
stripe_bot = seq->machine + SEQ_STRIP_OFSBOTTOM + (stripe_ofs_y + stripe_ht) + stripe_ofs_y;
stripe_top = stripe_bot + stripe_ht;
vbo = drawdata->preprocessed_vbo;
vert_count = &drawdata->preprocessed_vert_count;
}
else if ((cache_type & SEQ_CACHE_STORE_COMPOSITE) &&
(drawdata->cache_flag & SEQ_CACHE_VIEW_COMPOSITE)) {
stripe_ofs_y = drawdata->stripe_ofs_y;
stripe_ht = drawdata->stripe_ht;
stripe_top = seq->machine + SEQ_STRIP_OFSTOP - stripe_ofs_y;
stripe_bot = stripe_top - stripe_ht;
vbo = drawdata->composite_vbo;
vert_count = &drawdata->composite_vert_count;
}
else {
return false;
}
float vert_pos[6][2];
copy_v2_fl2(vert_pos[0], timeline_frame, stripe_bot);
copy_v2_fl2(vert_pos[1], timeline_frame, stripe_top);
copy_v2_fl2(vert_pos[2], timeline_frame + 1, stripe_top);
copy_v2_v2(vert_pos[3], vert_pos[2]);
copy_v2_v2(vert_pos[4], vert_pos[0]);
copy_v2_fl2(vert_pos[5], timeline_frame + 1, stripe_bot);
for (int i = 0; i < 6; i++) {
GPU_vertbuf_vert_set(vbo, *vert_count + i, vert_pos[i]);
}
*vert_count += 6;
return false;
}
static void draw_cache_view_batch(
GPUVertBuf *vbo, size_t vert_count, float col_r, float col_g, float col_b, float col_a)
{
GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
if (vert_count > 0) {
GPU_vertbuf_data_len_set(vbo, vert_count);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR);
GPU_batch_uniform_4f(batch, "color", col_r, col_g, col_b, col_a);
GPU_batch_draw(batch);
}
GPU_batch_discard(batch);
}
static void draw_cache_view(const bContext *C)
{
Scene *scene = CTX_data_scene(C);
ARegion *region = CTX_wm_region(C);
struct View2D *v2d = &region->v2d;
if ((scene->ed->cache_flag & SEQ_CACHE_VIEW_ENABLE) == 0) {
return;
}
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
float stripe_bot, stripe_top;
float stripe_ofs_y = UI_view2d_region_to_view_y(v2d, 1.0f) - v2d->cur.ymin;
float stripe_ht = UI_view2d_region_to_view_y(v2d, 4.0f * UI_DPI_FAC * U.pixelsize) -
v2d->cur.ymin;
CLAMP_MAX(stripe_ht, 0.2f);
CLAMP_MIN(stripe_ofs_y, stripe_ht / 2);
if (scene->ed->cache_flag & SEQ_CACHE_VIEW_FINAL_OUT) {
stripe_bot = UI_view2d_region_to_view_y(v2d, V2D_SCROLL_HANDLE_HEIGHT);
stripe_top = stripe_bot + stripe_ht;
const float bg_color[4] = {1.0f, 0.4f, 0.2f, 0.1f};
immUniformColor4f(bg_color[0], bg_color[1], bg_color[2], bg_color[3]);
immRectf(pos, scene->r.sfra, stripe_bot, scene->r.efra, stripe_top);
}
for (Sequence *seq = scene->ed->seqbasep->first; seq != NULL; seq = seq->next) {
if (seq->type == SEQ_TYPE_SOUND_RAM) {
continue;
}
if (seq->startdisp > v2d->cur.xmax || seq->enddisp < v2d->cur.xmin) {
continue;
}
stripe_bot = seq->machine + SEQ_STRIP_OFSBOTTOM + stripe_ofs_y;
stripe_top = stripe_bot + stripe_ht;
if (scene->ed->cache_flag & SEQ_CACHE_VIEW_RAW) {
const float bg_color[4] = {1.0f, 0.1f, 0.02f, 0.1f};
immUniformColor4f(bg_color[0], bg_color[1], bg_color[2], bg_color[3]);
immRectf(pos, seq->startdisp, stripe_bot, seq->enddisp, stripe_top);
}
stripe_bot += stripe_ht + stripe_ofs_y;
stripe_top = stripe_bot + stripe_ht;
if (scene->ed->cache_flag & SEQ_CACHE_VIEW_PREPROCESSED) {
const float bg_color[4] = {0.1f, 0.1f, 0.75f, 0.1f};
immUniformColor4f(bg_color[0], bg_color[1], bg_color[2], bg_color[3]);
immRectf(pos, seq->startdisp, stripe_bot, seq->enddisp, stripe_top);
}
stripe_top = seq->machine + SEQ_STRIP_OFSTOP - stripe_ofs_y;
stripe_bot = stripe_top - stripe_ht;
if (scene->ed->cache_flag & SEQ_CACHE_VIEW_COMPOSITE) {
const float bg_color[4] = {1.0f, 0.6f, 0.0f, 0.1f};
immUniformColor4f(bg_color[0], bg_color[1], bg_color[2], bg_color[3]);
immRectf(pos, seq->startdisp, stripe_bot, seq->enddisp, stripe_top);
}
}
immUnbindProgram();
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
CacheDrawData userdata;
userdata.v2d = v2d;
userdata.stripe_ofs_y = stripe_ofs_y;
userdata.stripe_ht = stripe_ht;
userdata.cache_flag = scene->ed->cache_flag;
userdata.raw_vert_count = 0;
userdata.preprocessed_vert_count = 0;
userdata.composite_vert_count = 0;
userdata.final_out_vert_count = 0;
userdata.raw_vbo = GPU_vertbuf_create_with_format(&format);
userdata.preprocessed_vbo = GPU_vertbuf_create_with_format(&format);
userdata.composite_vbo = GPU_vertbuf_create_with_format(&format);
userdata.final_out_vbo = GPU_vertbuf_create_with_format(&format);
SEQ_cache_iterate(scene, &userdata, draw_cache_view_init_fn, draw_cache_view_iter_fn);
draw_cache_view_batch(userdata.raw_vbo, userdata.raw_vert_count, 1.0f, 0.1f, 0.02f, 0.4f);
draw_cache_view_batch(
userdata.preprocessed_vbo, userdata.preprocessed_vert_count, 0.1f, 0.1f, 0.75f, 0.4f);
draw_cache_view_batch(
userdata.composite_vbo, userdata.composite_vert_count, 1.0f, 0.6f, 0.0f, 0.4f);
draw_cache_view_batch(
userdata.final_out_vbo, userdata.final_out_vert_count, 1.0f, 0.4f, 0.2f, 0.4f);
GPU_blend(GPU_BLEND_NONE);
}
/* Draw sequencer timeline. */
void draw_timeline_seq(const bContext *C, ARegion *region)
{
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Scene *scene = CTX_data_scene(C);
Editing *ed = SEQ_editing_get(scene, false);
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SpaceSeq *sseq = CTX_wm_space_seq(C);
View2D *v2d = &region->v2d;
short cfra_flag = 0;
float col[3];
seq_prefetch_wm_notify(C, scene);
GPUViewport *viewport = WM_draw_region_get_viewport(region);
GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
GPU_depth_test(GPU_DEPTH_NONE);
UI_GetThemeColor3fv(TH_BACK, col);
if (ed && ed->metastack.first) {
GPU_clear_color(col[0], col[1], col[2] - 0.1f, 0.0f);
}
else {
GPU_clear_color(col[0], col[1], col[2], 0.0f);
}
UI_view2d_view_ortho(v2d);
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/* Get timeline bound-box, needed for the scroll-bars. */
SEQ_timeline_boundbox(scene, SEQ_active_seqbase_get(ed), &v2d->tot);
draw_seq_backdrop(v2d);
UI_view2d_constant_grid_draw(v2d, FPS);
/* Only draw backdrop in timeline view. */
if (sseq->view == SEQ_VIEW_SEQUENCE && sseq->draw_flag & SEQ_DRAW_BACKDROP) {
int preview_frame = scene->r.cfra;
if (sequencer_draw_get_transform_preview(sseq, scene)) {
preview_frame = sequencer_draw_get_transform_preview_frame(scene);
}
sequencer_draw_preview(C, scene, region, sseq, preview_frame, 0, false, true);
UI_view2d_view_ortho(v2d);
}
/* Draw attached callbacks. */
GPU_framebuffer_bind(framebuffer_overlay);
ED_region_draw_cb_draw(C, region, REGION_DRAW_PRE_VIEW);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
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seq_draw_sfra_efra(scene, v2d);
if (ed) {
draw_seq_strips(C, ed, region);
/* Draw text added in previous function. */
UI_view2d_text_cache_draw(region);
}
UI_view2d_view_ortho(v2d);
if ((sseq->flag & SEQ_DRAWFRAMES) == 0) {
cfra_flag |= DRAWCFRA_UNIT_SECONDS;
}
/* Draw overlap frame frame indicator. */
if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
int overlap_frame = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ?
scene->ed->over_cfra :
scene->r.cfra + scene->ed->over_ofs;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
/* Shader may have color set from past usage - reset it. */
immUniform1i("colors_len", 0);
immUniform1f("dash_width", 20.0f * U.pixelsize);
immUniform1f("dash_factor", 0.5f);
immUniformThemeColor(TH_CFRAME);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, overlap_frame, v2d->cur.ymin);
immVertex2f(pos, overlap_frame, v2d->cur.ymax);
immEnd();
immUnbindProgram();
}
UI_view2d_view_orthoSpecial(region, v2d, 1);
int marker_draw_flag = DRAW_MARKERS_MARGIN;
if (sseq->flag & SEQ_SHOW_MARKERS) {
ED_markers_draw(C, marker_draw_flag);
}
UI_view2d_view_ortho(v2d);
if (ed) {
draw_cache_view(C);
}
ANIM_draw_previewrange(C, v2d, 1);
/* Draw registered callbacks. */
GPU_framebuffer_bind(framebuffer_overlay);
ED_region_draw_cb_draw(C, region, REGION_DRAW_POST_VIEW);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
UI_view2d_view_restore(C);
ED_time_scrub_draw(region, scene, !(sseq->flag & SEQ_DRAWFRAMES), true);
/* Draw channel numbers. */
{
rcti rect;
BLI_rcti_init(
&rect, 0, 15 * UI_DPI_FAC, 15 * UI_DPI_FAC, region->winy - UI_TIME_SCRUB_MARGIN_Y);
UI_view2d_draw_scale_y__block(region, v2d, &rect, TH_SCROLL_TEXT);
}
}
void draw_timeline_seq_display(const bContext *C, ARegion *region)
{
const Scene *scene = CTX_data_scene(C);
const SpaceSeq *sseq = CTX_wm_space_seq(C);
View2D *v2d = &region->v2d;
ED_time_scrub_draw_current_frame(region, scene, !(sseq->flag & SEQ_DRAWFRAMES), true);
UI_view2d_scrollers_draw(v2d, NULL);
}