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blender-archive/source/blender/editors/space_sequencer/sequencer_draw.c
Richard Antalik e7003bc965 VSE: Reduce transform code complexity
Reduce complexity of sequencer transform code by removing recursivity.
This is possible by treating meta strips (mostly) as any other strip and
containing all transform code within SEQ_ functions.

Unfortunately internally meta strips still require special treatment,
but all complexity from code all over transform code seems to be
possible to contain within one function.

Functional change:
Previously adjusting handle of single image strip moved animation.
Now animation is not moved, which is behavior for all other strips.

Reviewed By: sergey, mano-wii

Differential Revision: https://developer.blender.org/D11493
2021-06-17 03:42:04 +02:00

2492 lines
75 KiB
C

/*
* 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,
* 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
*/
#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"
#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"
#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"
#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"
#include "SEQ_time.h"
#include "SEQ_transform.h"
#include "SEQ_utils.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "WM_api.h"
#include "WM_types.h"
#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];
switch (seq->type) {
case SEQ_TYPE_IMAGE:
UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col);
break;
case SEQ_TYPE_META:
UI_GetThemeColor3ubv(TH_SEQ_META, col);
break;
case SEQ_TYPE_MOVIE:
UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col);
break;
case SEQ_TYPE_MOVIECLIP:
UI_GetThemeColor3ubv(TH_SEQ_MOVIECLIP, col);
break;
case SEQ_TYPE_MASK:
UI_GetThemeColor3ubv(TH_SEQ_MASK, col);
break;
case SEQ_TYPE_SCENE:
UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
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;
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:
UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col);
/* Slightly offset hue to distinguish different effects. */
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);
}
break;
case SEQ_TYPE_COLOR:
UI_GetThemeColor3ubv(TH_SEQ_COLOR, col);
break;
case SEQ_TYPE_SOUND_RAM:
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;
case SEQ_TYPE_TEXT:
UI_GetThemeColor3ubv(TH_SEQ_TEXT, col);
break;
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;
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;
}
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;
}
/* 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);
for (int i = 0; i < length; i++) {
float sampleoffset = startsample + ((x1_offset - x1) / stepsize + i) * samplestep;
int p = sampleoffset;
value1 = waveform->data[p * 3];
value2 = waveform->data[p * 3 + 1];
if (samplestep > 1.0f) {
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)
{
Sequence *seq;
uchar col[4];
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);
}
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) {
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;
}
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)
{
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. */
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];
x1 = seq->startdisp;
x2 = seq->enddisp;
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. */
/* 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)
{
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;
}
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;
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. */
static void draw_seq_strip(const bContext *C,
SpaceSeq *sseq,
Scene *scene,
ARegion *region,
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.
* 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);
context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
context.use_proxies = (sseq->flag & SEQ_USE_PROXIES) != 0;
/* 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 {
/* 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;
}
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;
}
if (scopes->waveform_ibuf) {
IMB_freeImBuf(scopes->waveform_ibuf);
scopes->waveform_ibuf = NULL;
}
if (scopes->sep_waveform_ibuf) {
IMB_freeImBuf(scopes->sep_waveform_ibuf);
scopes->sep_waveform_ibuf = NULL;
}
if (scopes->vector_ibuf) {
IMB_freeImBuf(scopes->vector_ibuf);
scopes->vector_ibuf = NULL;
}
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))
{
ImBuf *display_ibuf = IMB_dupImBuf(ibuf);
ImBuf *scope;
IMB_colormanagement_imbuf_make_display_space(
display_ibuf, &scene->view_settings, &scene->display_settings);
scope = make_scope_fn(display_ibuf);
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);
/* 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);
/* 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);
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)
{
/* 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,
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.
* 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);
}
}
static void sequencer_preview_clear(void)
{
UI_ThemeClearColor(TH_SEQ_PREVIEW);
}
static void sequencer_preview_get_rect(rctf *preview,
Scene *scene,
ARegion *region,
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;
}
}
static void sequencer_draw_display_buffer(const bContext *C,
Scene *scene,
ARegion *region,
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);
}
/* 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;
if (ibuf->rect_float && ibuf->rect == NULL) {
IMB_rect_from_float(ibuf);
}
display_buffer = (uchar *)ibuf->rect;
format = GPU_RGBA8;
data = GPU_DATA_UBYTE;
}
else {
display_buffer = sequencer_OCIO_transform_ibuf(
C, ibuf, &glsl_used, &format, &data, &buffer_cache_handle);
}
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) {
case SEQ_DRAW_IMG_IMBUF:
if (!scopes->zebra_ibuf) {
ImBuf *display_ibuf = IMB_dupImBuf(ibuf);
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);
}
scope = scopes->zebra_ibuf;
break;
case SEQ_DRAW_IMG_WAVEFORM:
if ((sseq->flag & SEQ_DRAW_COLOR_SEPARATED) != 0) {
if (!scopes->sep_waveform_ibuf) {
scopes->sep_waveform_ibuf = sequencer_make_scope(
scene, ibuf, make_sep_waveform_view_from_ibuf);
}
scope = scopes->sep_waveform_ibuf;
}
else {
if (!scopes->waveform_ibuf) {
scopes->waveform_ibuf = sequencer_make_scope(
scene, ibuf, make_waveform_view_from_ibuf);
}
scope = scopes->waveform_ibuf;
}
break;
case SEQ_DRAW_IMG_VECTORSCOPE:
if (!scopes->vector_ibuf) {
scopes->vector_ibuf = sequencer_make_scope(scene, ibuf, make_vectorscope_view_from_ibuf);
}
scope = scopes->vector_ibuf;
break;
case SEQ_DRAW_IMG_HISTOGRAM:
if (!scopes->histogram_ibuf) {
scopes->histogram_ibuf = sequencer_make_scope(
scene, ibuf, make_histogram_view_from_ibuf);
}
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,
Scene *scene,
ARegion *region,
SpaceSeq *sseq,
int timeline_frame,
int offset,
bool draw_overlay,
bool draw_backdrop)
{
struct Main *bmain = CTX_data_main(C);
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]);
/* 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);
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
/* 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);
while (i < v2d->cur.ymax) {
if (i & 1) {
immRectf(pos, v2d->cur.xmin, i, v2d->cur.xmax, i + 1);
}
i++;
}
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++;
}
immEnd();
immUnbindProgram();
}
static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *region)
{
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. */
for (j = 0; j < 2; j++) {
Sequence *seq;
/* Loop through strips, checking for those that are visible. */
for (seq = ed->seqbasep->first; seq; seq = seq->next) {
/* 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. */
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);
}
/* 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. */
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. */
static void draw_overlap_frame_indicator(const struct Scene *scene, const View2D *v2d)
{
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);
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();
}
void draw_timeline_seq(const bContext *C, ARegion *region)
{
Scene *scene = CTX_data_scene(C);
Editing *ed = SEQ_editing_get(scene, false);
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);
/* 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);
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;
}
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);
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;
if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
UI_view2d_view_ortho(v2d);
draw_cache_view(C);
draw_overlap_frame_indicator(scene, v2d);
UI_view2d_view_restore(C);
}
ED_time_scrub_draw_current_frame(region, scene, !(sseq->flag & SEQ_DRAWFRAMES), true);
UI_view2d_scrollers_draw(v2d, NULL);
}