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

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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.
*
* Contributor(s): Blender Foundation, 2003-2009
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "IMB_imbuf_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_plugin_types.h"
#include "BKE_sequencer.h"
#include "BKE_scene.h"
#include "BKE_utildefines.h"
#include "BKE_sound.h"
#include "IMB_imbuf.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "ED_anim_api.h"
#include "ED_markers.h"
#include "ED_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
/* own include */
#include "sequencer_intern.h"
#define SEQ_LEFTHANDLE 1
#define SEQ_RIGHTHANDLE 2
/* Note, Dont use WHILE_SEQ while drawing! - it messes up transform, - Campbell */
int no_rightbox=0, no_leftbox= 0;
static void draw_shadedstrip(Sequence *seq, char *col, float x1, float y1, float x2, float y2);
static void get_seq_color3ubv(Scene *curscene, Sequence *seq, char *col)
{
char blendcol[3];
float hsv[3], rgb[3];
SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
switch(seq->type) {
case SEQ_IMAGE:
UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col);
break;
case SEQ_META:
UI_GetThemeColor3ubv(TH_SEQ_META, col);
break;
case SEQ_MOVIE:
UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col);
break;
case SEQ_SCENE:
UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
if(seq->scene==curscene) {
UI_GetColorPtrBlendShade3ubv(col, col, col, 1.0, 20);
}
break;
/* transitions */
case SEQ_CROSS:
case SEQ_GAMCROSS:
case SEQ_WIPE:
/* slightly offset hue to distinguish different effects */
UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col);
rgb[0] = col[0]/255.0; rgb[1] = col[1]/255.0; rgb[2] = col[2]/255.0;
rgb_to_hsv(rgb[0], rgb[1], rgb[2], hsv, hsv+1, hsv+2);
if (seq->type == SEQ_CROSS) hsv[0]+= 0.04;
if (seq->type == SEQ_GAMCROSS) hsv[0]+= 0.08;
if (seq->type == SEQ_WIPE) hsv[0]+= 0.12;
if(hsv[0]>1.0) hsv[0]-=1.0; else if(hsv[0]<0.0) hsv[0]+= 1.0;
hsv_to_rgb(hsv[0], hsv[1], hsv[2], rgb, rgb+1, rgb+2);
col[0] = (char)(rgb[0]*255); col[1] = (char)(rgb[1]*255); col[2] = (char)(rgb[2]*255);
break;
/* effects */
case SEQ_TRANSFORM:
case SEQ_SPEED:
case SEQ_ADD:
case SEQ_SUB:
case SEQ_MUL:
case SEQ_ALPHAOVER:
case SEQ_ALPHAUNDER:
case SEQ_OVERDROP:
case SEQ_GLOW:
/* slightly offset hue to distinguish different effects */
UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col);
rgb[0] = col[0]/255.0; rgb[1] = col[1]/255.0; rgb[2] = col[2]/255.0;
rgb_to_hsv(rgb[0], rgb[1], rgb[2], hsv, hsv+1, hsv+2);
if (seq->type == SEQ_ADD) hsv[0]+= 0.04;
if (seq->type == SEQ_SUB) hsv[0]+= 0.08;
if (seq->type == SEQ_MUL) hsv[0]+= 0.12;
if (seq->type == SEQ_ALPHAOVER) hsv[0]+= 0.16;
if (seq->type == SEQ_ALPHAUNDER) hsv[0]+= 0.20;
if (seq->type == SEQ_OVERDROP) hsv[0]+= 0.24;
if (seq->type == SEQ_GLOW) hsv[0]+= 0.28;
if (seq->type == SEQ_TRANSFORM) hsv[0]+= 0.36;
if(hsv[0]>1.0) hsv[0]-=1.0; else if(hsv[0]<0.0) hsv[0]+= 1.0;
hsv_to_rgb(hsv[0], hsv[1], hsv[2], rgb, rgb+1, rgb+2);
col[0] = (char)(rgb[0]*255); col[1] = (char)(rgb[1]*255); col[2] = (char)(rgb[2]*255);
break;
case SEQ_COLOR:
if (colvars->col) {
col[0]= (char)(colvars->col[0]*255);
col[1]= (char)(colvars->col[1]*255);
col[2]= (char)(colvars->col[2]*255);
} else {
col[0] = col[1] = col[2] = 128;
}
break;
case SEQ_PLUGIN:
UI_GetThemeColor3ubv(TH_SEQ_PLUGIN, col);
break;
case SEQ_SOUND:
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);
break;
default:
col[0] = 10; col[1] = 255; col[2] = 40;
}
}
static void drawseqwave(Sequence *seq, float x1, float y1, float x2, float y2, float stepsize)
{
/*
x1 is the starting x value to draw the wave,
x2 the end x value, same for y1 and y2
stepsize is width of a pixel.
*/
if(seq->sound->cache)
{
int i;
int length = floor((x2-x1)/stepsize)+1;
float ymid = (y1+y2)/2;
float yscale = (y2-y1)/2;
float* samples = MEM_mallocN(length * sizeof(float) * 2, "seqwave_samples");
if(!samples)
return;
if(sound_read_sound_buffer(seq->sound, samples, length) != length)
{
MEM_freeN(samples);
return;
}
glBegin(GL_LINES);
for(i = 0; i < length; i++)
{
glVertex2f(x1+i*stepsize, ymid + samples[i * 2] * yscale);
glVertex2f(x1+i*stepsize, ymid + samples[i * 2 + 1] * yscale);
}
glEnd();
MEM_freeN(samples);
}
}
static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2)
{
/* Note, this used to use WHILE_SEQ, but it messes up the seq->depth value, (needed by transform when doing overlap checks)
* so for now, just use the meta's immediate children, could be fixed but its only drawing - Campbell */
Sequence *seq;
float dx;
int nr;
char col[3];
nr= BLI_countlist(&seqm->seqbase);
dx= (x2-x1)/nr;
if (seqm->flag & SEQ_MUTE) {
glEnable(GL_POLYGON_STIPPLE);
glPolygonStipple(stipple_halftone);
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0x8888);
}
for (seq= seqm->seqbase.first; seq; seq= seq->next) {
get_seq_color3ubv(scene, seq, col);
glColor3ubv((GLubyte *)col);
glRectf(x1, y1, x1+0.9*dx, y2);
UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -30);
glColor3ubv((GLubyte *)col);
fdrawbox(x1, y1, x1+0.9*dx, y2);
x1+= dx;
}
if (seqm->flag & SEQ_MUTE) {
glDisable(GL_POLYGON_STIPPLE);
glDisable(GL_LINE_STIPPLE);
}
}
/* draw a handle, for each end of a sequence strip */
static void draw_seq_handle(View2D *v2d, Sequence *seq, float pixelx, short direction)
{
float v1[2], v2[2], v3[2], rx1=0, rx2=0; //for triangles and rect
float x1, x2, y1, y2;
float handsize;
float minhandle, maxhandle;
char str[32];
unsigned int whichsel=0;
x1= seq->startdisp;
x2= seq->enddisp;
y1= seq->machine+SEQ_STRIP_OFSBOTTOM;
y2= seq->machine+SEQ_STRIP_OFSTOP;
/* clamp handles to defined size in pixel space */
handsize = seq->handsize;
minhandle = 7;
maxhandle = 40;
CLAMP(handsize, minhandle*pixelx, maxhandle*pixelx);
/* set up co-ordinates/dimensions for either left or right handle */
if (direction == SEQ_LEFTHANDLE) {
rx1 = x1;
rx2 = x1+handsize*0.75;
v1[0]= x1+handsize/4; v1[1]= y1+( ((y1+y2)/2.0 - y1)/2);
v2[0]= x1+handsize/4; v2[1]= y2-( ((y1+y2)/2.0 - y1)/2);
v3[0]= v2[0] + handsize/4; v3[1]= (y1+y2)/2.0;
whichsel = SEQ_LEFTSEL;
} else if (direction == SEQ_RIGHTHANDLE) {
rx1 = x2-handsize*0.75;
rx2 = x2;
v1[0]= x2-handsize/4; v1[1]= y1+( ((y1+y2)/2.0 - y1)/2);
v2[0]= x2-handsize/4; v2[1]= y2-( ((y1+y2)/2.0 - y1)/2);
v3[0]= v2[0] - handsize/4; v3[1]= (y1+y2)/2.0;
whichsel = SEQ_RIGHTSEL;
}
/* draw! */
if(seq->type < SEQ_EFFECT ||
get_sequence_effect_num_inputs(seq->type) == 0) {
glEnable( GL_BLEND );
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if(seq->flag & whichsel) glColor4ub(0, 0, 0, 80);
else if (seq->flag & SELECT) glColor4ub(255, 255, 255, 30);
else glColor4ub(0, 0, 0, 22);
glRectf(rx1, y1, rx2, y2);
if(seq->flag & whichsel) glColor4ub(255, 255, 255, 200);
else glColor4ub(0, 0, 0, 50);
glEnable( GL_POLYGON_SMOOTH );
glBegin(GL_TRIANGLES);
glVertex2fv(v1); glVertex2fv(v2); glVertex2fv(v3);
glEnd();
glDisable( GL_POLYGON_SMOOTH );
glDisable( GL_BLEND );
}
if(G.moving || (seq->flag & whichsel)) {
cpack(0xFFFFFF);
if (direction == SEQ_LEFTHANDLE) {
sprintf(str, "%d", seq->startdisp);
x1= rx1;
y1 -= 0.45;
} else {
sprintf(str, "%d", seq->enddisp - 1);
x1= x2 - handsize*0.75;
y1= y2 + 0.05;
}
UI_view2d_text_cache_add(v2d, x1, y1, str);
}
}
static void draw_seq_extensions(Scene *scene, SpaceSeq *sseq, Sequence *seq)
{
float x1, x2, y1, y2, pixely, a;
char col[3], blendcol[3];
View2D *v2d;
if(seq->type >= SEQ_EFFECT) return;
x1= seq->startdisp;
x2= seq->enddisp;
y1= seq->machine+SEQ_STRIP_OFSBOTTOM;
y2= seq->machine+SEQ_STRIP_OFSTOP;
v2d = &sseq->v2d;
pixely = (v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin);
blendcol[0] = blendcol[1] = blendcol[2] = 120;
if(seq->startofs) {
glEnable( GL_BLEND );
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
get_seq_color3ubv(scene, seq, col);
if (seq->flag & SELECT) {
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
glColor4ub(col[0], col[1], col[2], 170);
} else {
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
glColor4ub(col[0], col[1], col[2], 110);
}
glRectf((float)(seq->start), y1-SEQ_STRIP_OFSBOTTOM, x1, y1);
if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
else glColor4ub(col[0], col[1], col[2], 160);
fdrawbox((float)(seq->start), y1-SEQ_STRIP_OFSBOTTOM, x1, y1); //outline
glDisable( GL_BLEND );
}
if(seq->endofs) {
glEnable( GL_BLEND );
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
get_seq_color3ubv(scene, seq, col);
if (seq->flag & SELECT) {
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
glColor4ub(col[0], col[1], col[2], 170);
} else {
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
glColor4ub(col[0], col[1], col[2], 110);
}
glRectf(x2, y2, (float)(seq->start+seq->len), y2+SEQ_STRIP_OFSBOTTOM);
if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
else glColor4ub(col[0], col[1], col[2], 160);
fdrawbox(x2, y2, (float)(seq->start+seq->len), y2+SEQ_STRIP_OFSBOTTOM); //outline
glDisable( GL_BLEND );
}
if(seq->startstill) {
get_seq_color3ubv(scene, seq, col);
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
glColor3ubv((GLubyte *)col);
draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2);
/* feint pinstripes, helps see exactly which is extended and which isn't,
* especially when the extension is very small */
if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -16);
glColor3ubv((GLubyte *)col);
for(a=y1; a< y2; a+= pixely*2.0 ) {
fdrawline(x1, a, (float)(seq->start), a);
}
}
if(seq->endstill) {
get_seq_color3ubv(scene, seq, col);
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
glColor3ubv((GLubyte *)col);
draw_shadedstrip(seq, col, (float)(seq->start+seq->len), y1, x2, y2);
/* feint pinstripes, helps see exactly which is extended and which isn't,
* especially when the extension is very small */
if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -16);
glColor3ubv((GLubyte *)col);
for(a=y1; a< y2; a+= pixely*2.0 ) {
fdrawline((float)(seq->start+seq->len), a, x2, a);
}
}
}
/* draw info text on a sequence strip */
static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float y1, float y2, char *background_col)
{
rctf rect;
char str[32 + FILE_MAXDIR+FILE_MAXFILE];
const char *name= seq->name+2;
if(name[0]=='\0')
name= give_seqname(seq);
if(seq->type == SEQ_META) {
sprintf(str, "%d | %s", seq->len, name);
}
else if(seq->type == SEQ_SCENE) {
if(seq->scene) {
if(seq->scene_camera) {
sprintf(str, "%d | %s: %s (%s)", seq->len, name, seq->scene->id.name+2, ((ID *)seq->scene_camera)->name+2);
} else {
sprintf(str, "%d | %s: %s", seq->len, name, seq->scene->id.name+2);
}
}
else {
sprintf(str, "%d | %s", seq->len, name);
}
}
else if(seq->type == SEQ_IMAGE) {
sprintf(str, "%d | %s%s", seq->len, seq->strip->dir, seq->strip->stripdata->name);
}
else if(seq->type & SEQ_EFFECT) {
int can_float = (seq->type != SEQ_PLUGIN)
|| (seq->plugin && seq->plugin->version >= 4);
if(seq->seq3!=seq->seq2 && seq->seq1!=seq->seq3)
sprintf(str, "%d | %s: %d>%d (use %d)%s", seq->len, name, seq->seq1->machine, seq->seq2->machine, seq->seq3->machine, can_float ? "" : " No float, upgrade plugin!");
else if (seq->seq1 && seq->seq2)
sprintf(str, "%d | %s: %d>%d%s", seq->len, name, seq->seq1->machine, seq->seq2->machine, can_float ? "" : " No float, upgrade plugin!");
else
sprintf(str, "%d | %s", seq->len, name);
}
else if (seq->type == SEQ_SOUND) {
sprintf(str, "%d | %s", seq->len, seq->sound->name);
}
else if (seq->type == SEQ_MOVIE) {
sprintf(str, "%d | %s%s", seq->len, seq->strip->dir, seq->strip->stripdata->name);
}
if(seq->flag & SELECT){
cpack(0xFFFFFF);
}else if ((((int)background_col[0] + (int)background_col[1] + (int)background_col[2]) / 3) < 50){
cpack(0x505050); /* use lighter text colour for dark background */
}else{
cpack(0);
}
rect.xmin= x1;
rect.ymin= y1;
rect.xmax= x2;
rect.ymax= y2;
UI_view2d_text_cache_rectf(v2d, &rect, str);
}
/* draws a shaded strip, made from gradient + flat color + gradient */
static void draw_shadedstrip(Sequence *seq, char *col, float x1, float y1, float x2, float y2)
{
float ymid1, ymid2;
if (seq->flag & SEQ_MUTE) {
glEnable(GL_POLYGON_STIPPLE);
glPolygonStipple(stipple_halftone);
}
ymid1 = (y2-y1)*0.25 + y1;
ymid2 = (y2-y1)*0.65 + y1;
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -50);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 0);
glColor3ubv((GLubyte *)col);
glVertex2f(x1,y1);
glVertex2f(x2,y1);
if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -5);
glColor3ubv((GLubyte *)col);
glVertex2f(x2,ymid1);
glVertex2f(x1,ymid1);
glEnd();
glRectf(x1, ymid1, x2, ymid2);
glBegin(GL_QUADS);
glVertex2f(x1,ymid2);
glVertex2f(x2,ymid2);
if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -15);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 25);
glColor3ubv((GLubyte *)col);
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
if (seq->flag & SEQ_MUTE) {
glDisable(GL_POLYGON_STIPPLE);
}
}
/*
Draw a sequence strip, bounds check alredy made
ARegion is currently only used to get the windows width in pixels
so wave file sample drawing precision is zoom adjusted
*/
static void draw_seq_strip(Scene *scene, ARegion *ar, SpaceSeq *sseq, Sequence *seq, int outline_tint, float pixelx)
{
// XXX
extern void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
View2D *v2d= &ar->v2d;
float x1, x2, y1, y2;
char col[3], background_col[3], is_single_image;
/* we need to know if this is a single image/color or not for drawing */
is_single_image = (char)seq_single_check(seq);
/* body */
if(seq->startstill) x1= seq->start;
else x1= seq->startdisp;
y1= seq->machine+SEQ_STRIP_OFSBOTTOM;
if(seq->endstill) x2= seq->start+seq->len;
else x2= seq->enddisp;
y2= seq->machine+SEQ_STRIP_OFSTOP;
/* get the correct color per strip type*/
//get_seq_color3ubv(scene, seq, col);
get_seq_color3ubv(scene, seq, background_col);
/* draw the main strip body */
if (is_single_image) /* single image */
draw_shadedstrip(seq, background_col, seq_tx_get_final_left(seq, 0), y1, seq_tx_get_final_right(seq, 0), y2);
else /* normal operation */
draw_shadedstrip(seq, background_col, x1, y1, x2, y2);
/* draw additional info and controls */
if (!is_single_image)
draw_seq_extensions(scene, sseq, seq);
draw_seq_handle(v2d, seq, pixelx, SEQ_LEFTHANDLE);
draw_seq_handle(v2d, seq, pixelx, SEQ_RIGHTHANDLE);
/* draw the strip outline */
x1= seq->startdisp;
x2= seq->enddisp;
/* draw sound wave */
if(seq->type == SEQ_SOUND) drawseqwave(seq, x1, y1, x2, y2, (ar->v2d.cur.xmax - ar->v2d.cur.xmin)/ar->winx);
get_seq_color3ubv(scene, seq, col);
if (G.moving && (seq->flag & SELECT)) {
if(seq->flag & SEQ_OVERLAP) {
col[0]= 255; col[1]= col[2]= 40;
} else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 120);
}
UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, outline_tint);
glColor3ubv((GLubyte *)col);
if (seq->flag & SEQ_MUTE) {
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0x8888);
}
gl_round_box_shade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0);
if (seq->flag & SEQ_MUTE) {
glDisable(GL_LINE_STIPPLE);
}
/* calculate if seq is long enough to print a name */
x1= seq->startdisp+seq->handsize;
x2= seq->enddisp-seq->handsize;
/* but first the contents of a meta */
if(seq->type==SEQ_META) drawmeta_contents(scene, seq, x1, y1+0.15, x2, y2-0.15);
/* info text on the strip */
if(x1<v2d->cur.xmin) x1= v2d->cur.xmin;
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;
/* nice text here would require changing the view matrix for texture text */
if( (x2-x1) / pixelx > 32) {
draw_seq_text(v2d, seq, x1, x2, y1, y2, background_col);
}
}
static Sequence *special_seq_update= 0;
void set_special_seq_update(int val)
{
// int x;
/* if mouse over a sequence && LEFTMOUSE */
if(val) {
// XXX special_seq_update= find_nearest_seq(&x);
}
else special_seq_update= 0;
}
void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq)
{
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
struct ImBuf *ibuf;
struct View2D *v2d = &ar->v2d;
int rectx, recty;
float viewrectx, viewrecty;
int free_ibuf = 0;
static int recursive= 0;
float render_size = 0.0;
float proxy_size = 100.0;
GLuint texid;
GLuint last_texid;
render_size = sseq->render_size;
if (render_size == 0) {
render_size = scene->r.size;
} else {
proxy_size = render_size;
}
if (render_size < 0) {
return;
}
viewrectx = (render_size*(float)scene->r.xsch)/100.0f;
viewrecty = (render_size*(float)scene->r.ysch)/100.0f;
rectx = viewrectx + 0.5f;
recty = viewrecty + 0.5f;
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
viewrectx *= scene->r.xasp / scene->r.yasp;
viewrectx /= proxy_size / 100.0;
viewrecty /= proxy_size / 100.0;
}
/* XXX TODO: take color from theme */
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* without this colors can flicker from previous opengl state */
glColor4ub(255, 255, 255, 255);
UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f);
UI_view2d_curRect_validate(v2d);
/* BIG PROBLEM: the give_ibuf_seq() can call a rendering, which in turn calls redraws...
this shouldn't belong in a window drawing....
So: solve this once event based.
Now we check for recursion, space type and active area again (ton) */
if(recursive)
return;
else {
recursive= 1;
if (special_seq_update) {
ibuf= give_ibuf_seq_direct(scene, rectx, recty, (scene->r.cfra), proxy_size, special_seq_update);
}
else if (!U.prefetchframes) { // XXX || (G.f & G_PLAYANIM) == 0) {
ibuf= (ImBuf *)give_ibuf_seq(scene, rectx, recty, (scene->r.cfra), sseq->chanshown, proxy_size);
}
else {
ibuf= (ImBuf *)give_ibuf_seq_threaded(scene, rectx, recty, (scene->r.cfra), sseq->chanshown, proxy_size);
}
recursive= 0;
/* XXX HURMF! the give_ibuf_seq can call image display in this window */
// if(sa->spacetype!=SPACE_SEQ)
// return;
// if(sa!=curarea) {
// areawinset(sa->win);
// }
}
if(ibuf==NULL)
return;
if(ibuf->rect==NULL && ibuf->rect_float == NULL)
return;
switch(sseq->mainb) {
case SEQ_DRAW_IMG_IMBUF:
if (sseq->zebra != 0) {
ibuf = make_zebra_view_from_ibuf(ibuf, sseq->zebra);
free_ibuf = 1;
}
break;
case SEQ_DRAW_IMG_WAVEFORM:
if ((sseq->flag & SEQ_DRAW_COLOR_SEPERATED) != 0) {
ibuf = make_sep_waveform_view_from_ibuf(ibuf);
} else {
ibuf = make_waveform_view_from_ibuf(ibuf);
}
free_ibuf = 1;
break;
case SEQ_DRAW_IMG_VECTORSCOPE:
ibuf = make_vectorscope_view_from_ibuf(ibuf);
free_ibuf = 1;
break;
case SEQ_DRAW_IMG_HISTOGRAM:
ibuf = make_histogram_view_from_ibuf(ibuf);
free_ibuf = 1;
break;
}
if(ibuf->rect_float && ibuf->rect==NULL) {
IMB_rect_from_float(ibuf);
}
/* setting up the view - actual drawing starts here */
UI_view2d_view_ortho(C, v2d);
last_texid= glaGetOneInteger(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, (GLuint *)&texid);
glBindTexture(GL_TEXTURE_2D, texid);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
glTexCoord2f(0.0f, 1.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
glTexCoord2f(1.0f, 1.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
glTexCoord2f(1.0f, 0.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
glEnd( );
glBindTexture(GL_TEXTURE_2D, last_texid);
glDisable(GL_TEXTURE_2D);
glDeleteTextures(1, &texid);
/* safety border */
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF &&
(sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
float fac= 0.1;
float x1 = v2d->tot.xmin;
float y1 = v2d->tot.ymin;
float x2 = v2d->tot.xmax;
float y2 = v2d->tot.ymax;
float a= fac*(x2-x1);
x1+= a;
x2-= a;
a= fac*(y2-y1);
y1+= a;
y2-= a;
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
setlinestyle(3);
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
setlinestyle(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
/* draw grease-pencil (image aligned) */
// if (sseq->flag & SEQ_DRAW_GPENCIL)
// XXX draw_gpencil_2dimage(sa, ibuf);
if (free_ibuf) {
IMB_freeImBuf(ibuf);
}
/* draw grease-pencil (screen aligned) */
// if (sseq->flag & SEQ_DRAW_GPENCIL)
// XXX draw_gpencil_2dview(sa, 0);
/* ortho at pixel level */
UI_view2d_view_restore(C);
}
void drawprefetchseqspace(Scene *scene, ARegion *ar, SpaceSeq *sseq)
{
int rectx, recty;
int render_size = sseq->render_size;
int proxy_size = 100.0;
if (render_size == 0) {
render_size = scene->r.size;
} else {
proxy_size = render_size;
}
if (render_size < 0) {
return;
}
rectx= (render_size*scene->r.xsch)/100;
recty= (render_size*scene->r.ysch)/100;
if(sseq->mainb != SEQ_DRAW_SEQUENCE) {
give_ibuf_prefetch_request(
rectx, recty, (scene->r.cfra), sseq->chanshown,
proxy_size);
}
}
/* draw backdrop of the sequencer strips view */
static void draw_seq_backdrop(View2D *v2d)
{
int i;
/* darker grey overlay over the view backdrop */
UI_ThemeColorShade(TH_BACK, -20);
glRectf(v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0);
/* Alternating horizontal stripes */
i= MAX2(1, ((int)v2d->cur.ymin)-1);
glBegin(GL_QUADS);
while (i<v2d->cur.ymax) {
if (((int)i) & 1)
UI_ThemeColorShade(TH_BACK, -15);
else
UI_ThemeColorShade(TH_BACK, -25);
glVertex2f(v2d->cur.xmax, i);
glVertex2f(v2d->cur.xmin, i);
glVertex2f(v2d->cur.xmin, i+1);
glVertex2f(v2d->cur.xmax, i+1);
i+=1.0;
}
glEnd();
/* Darker lines separating the horizontal bands */
i= MAX2(1, ((int)v2d->cur.ymin)-1);
UI_ThemeColor(TH_GRID);
glBegin(GL_LINES);
while (i < v2d->cur.ymax) {
glVertex2f(v2d->cur.xmax, i);
glVertex2f(v2d->cur.xmin, i);
i+=1.0;
}
glEnd();
}
/* draw the contents of the sequencer strips view */
static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
{
Scene *scene= CTX_data_scene(C);
SpaceSeq *sseq= CTX_wm_space_seq(C);
View2D *v2d= &ar->v2d;
Sequence *last_seq = active_seq_get(scene);
int sel = 0, j;
float pixelx = (v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin);
/* loop through twice, first unselected, then selected */
for (j=0; j<2; j++) {
Sequence *seq;
int outline_tint= (j) ? -60 : -150; /* highlighting around strip edges indicating selection */
/* loop through strips, checking for those that are visible */
for (seq= ed->seqbasep->first; seq; seq= seq->next) {
/* boundbox and selection tests for NOT drawing the strip... */
if ((seq->flag & SELECT) == sel) continue;
else if (seq == last_seq) continue;
else if (MIN2(seq->startdisp, seq->start) > v2d->cur.xmax) continue;
else if (MAX2(seq->enddisp, seq->start+seq->len) < v2d->cur.xmin) continue;
else if (seq->machine+1.0 < v2d->cur.ymin) continue;
else if (seq->machine > v2d->cur.ymax) continue;
/* strip passed all tests unscathed... so draw it now */
draw_seq_strip(scene, ar, sseq, seq, outline_tint, pixelx);
}
/* draw selected next time round */
sel= SELECT;
}
/* draw the last selected last (i.e. 'active' in other parts of Blender), removes some overlapping error */
if (last_seq)
draw_seq_strip(scene, ar, sseq, last_seq, 120, pixelx);
}
/* Draw Timeline/Strip Editor Mode for Sequencer */
void draw_timeline_seq(const bContext *C, ARegion *ar)
{
Scene *scene= CTX_data_scene(C);
Editing *ed= seq_give_editing(scene, FALSE);
SpaceSeq *sseq= CTX_wm_space_seq(C);
View2D *v2d= &ar->v2d;
View2DScrollers *scrollers;
float col[3];
int flag=0;
/* clear and setup matrix */
UI_GetThemeColor3fv(TH_BACK, col);
if (ed && ed->metastack.first)
glClearColor(col[0], col[1], col[2]-0.1, 0.0);
else
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(C, v2d);
/* calculate extents of sequencer strips/data
* NOTE: needed for the scrollers later
*/
boundbox_seq(scene, &v2d->tot);
/* draw backdrop */
draw_seq_backdrop(v2d);
/* regular grid-pattern over the rest of the view (i.e. frame grid lines) */
UI_view2d_constant_grid_draw(C, v2d);
/* sequence strips (if there is data available to be drawn) */
if (ed) {
/* draw the data */
draw_seq_strips(C, ed, ar);
/* text draw cached (for sequence names), in pixelspace now */
UI_view2d_text_cache_draw(ar);
}
/* current frame */
UI_view2d_view_ortho(C, v2d);
if ((sseq->flag & SEQ_DRAWFRAMES)==0) flag |= DRAWCFRA_UNIT_SECONDS;
if ((sseq->flag & SEQ_NO_DRAW_CFRANUM)==0) flag |= DRAWCFRA_SHOW_NUMBOX;
ANIM_draw_cfra(C, v2d, flag);
/* markers */
UI_view2d_view_orthoSpecial(C, v2d, 1);
draw_markers_time(C, DRAW_MARKERS_LINES);
/* preview range */
UI_view2d_view_ortho(C, v2d);
ANIM_draw_previewrange(C, v2d);
/* reset view matrix */
UI_view2d_view_restore(C);
/* scrollers */
scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_UNIT_SECONDSSEQ, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}