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blender-archive/source/blender/editors/space_sequencer/sequencer_draw.c
Luna Rood 10d2ee6287 Remove redundant draw call (sequencer)
`SEQUENCER_OT_slip` was calling `draw_sequence_extensions` to redraw the
extensions during modal operation, but that is redundant, as it is
already called by the regular draw loop. Because it was called on top of
the draw loop, it was actually obscuring other parts of the strip that
would normally be drawn on top of it.

Somewhat part of 49043
2017-02-15 17:10:19 -02:00

1700 lines
49 KiB
C

/*
* ***** 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,
* 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 *****
*/
/** \file blender/editors/space_sequencer/sequencer_draw.c
* \ingroup spseq
*/
#include <string.h>
#include <math.h>
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_threads.h"
#include "IMB_imbuf_types.h"
#include "DNA_scene_types.h"
#include "DNA_mask_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_sound_types.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_sequencer.h"
#include "BKE_sound.h"
#include "BKE_scene.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
#include "ED_markers.h"
#include "ED_mask.h"
#include "ED_sequencer.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "WM_api.h"
#include "MEM_guardedalloc.h"
/* own include */
#include "sequencer_intern.h"
#define SEQ_LEFTHANDLE 1
#define SEQ_RIGHTHANDLE 2
#define SEQ_HANDLE_SIZE_MIN 7.0f
#define SEQ_HANDLE_SIZE_MAX 40.0f
/* Note, Don't use SEQ_BEGIN/SEQ_END while drawing!
* it messes up transform, - Campbell */
#undef SEQ_BEGIN
#undef SEQP_BEGIN
#undef SEQ_END
static Sequence *special_seq_update = NULL;
void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
{
unsigned char blendcol[3];
SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
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); /* TODO */
break;
case SEQ_TYPE_SCENE:
UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
if (seq->scene == curscene) {
UI_GetColorPtrShade3ubv(col, col, 20);
}
break;
/* transitions */
case SEQ_TYPE_CROSS:
case SEQ_TYPE_GAMCROSS:
case SEQ_TYPE_WIPE:
UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col);
/* slightly offset hue to distinguish different effects */
if (seq->type == SEQ_TYPE_CROSS) rgb_byte_set_hue_float_offset(col, 0.04);
if (seq->type == SEQ_TYPE_GAMCROSS) rgb_byte_set_hue_float_offset(col, 0.08);
if (seq->type == SEQ_TYPE_WIPE) rgb_byte_set_hue_float_offset(col, 0.12);
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:
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, 0.04);
else if (seq->type == SEQ_TYPE_SUB) rgb_byte_set_hue_float_offset(col, 0.08);
else if (seq->type == SEQ_TYPE_MUL) rgb_byte_set_hue_float_offset(col, 0.12);
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, 0.20);
else if (seq->type == SEQ_TYPE_OVERDROP) rgb_byte_set_hue_float_offset(col, 0.24);
else if (seq->type == SEQ_TYPE_GLOW) rgb_byte_set_hue_float_offset(col, 0.28);
else if (seq->type == SEQ_TYPE_TRANSFORM) rgb_byte_set_hue_float_offset(col, 0.36);
else if (seq->type == SEQ_TYPE_MULTICAM) rgb_byte_set_hue_float_offset(col, 0.32);
else if (seq->type == SEQ_TYPE_ADJUSTMENT) rgb_byte_set_hue_float_offset(col, 0.40);
else if (seq->type == SEQ_TYPE_GAUSSIAN_BLUR) rgb_byte_set_hue_float_offset(col, 0.42);
break;
case SEQ_TYPE_COLOR:
rgb_float_to_uchar(col, colvars->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;
}
}
static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, 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 && ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) {
int i, j, pos;
int length = floor((x2 - x1) / stepsize) + 1;
float ymid = (y1 + y2) / 2;
float yscale = (y2 - y1) / 2;
float samplestep;
float startsample, endsample;
float value1, value2;
bSound *sound = seq->sound;
SoundWaveform *waveform;
if (!sound->spinlock) {
sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(sound->spinlock);
}
BLI_spin_lock(sound->spinlock);
if (!sound->waveform) {
if (!(sound->flags & SOUND_FLAGS_WAVEFORM_LOADING)) {
/* prevent sounds from reloading */
sound->flags |= SOUND_FLAGS_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;
if (waveform->length == 0) {
/* BKE_sound_read_waveform() set an empty SoundWaveform data in case it cannot generate a valid one...
* See T45726. */
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);
if (length > floor((waveform->length - startsample) / samplestep))
length = floor((waveform->length - startsample) / samplestep);
glColor4f(1.0f, 1.0f, 1.0f, 0.5);
glEnable(GL_BLEND);
glBegin(GL_TRIANGLE_STRIP);
for (i = 0; i < length; i++) {
float sampleoffset = startsample + i * samplestep;
pos = sampleoffset;
value1 = waveform->data[pos * 3];
value2 = waveform->data[pos * 3 + 1];
if (samplestep > 1.0f) {
for (j = pos + 1; (j < waveform->length) && (j < pos + 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 {
/* use simple linear interpolation */
float f = sampleoffset - pos;
value1 = (1.0f - f) * value1 + f * waveform->data[pos * 3 + 3];
value2 = (1.0f - f) * value2 + f * waveform->data[pos * 3 + 4];
}
glVertex2f(x1 + i * stepsize, ymid + value1 * yscale);
glVertex2f(x1 + i * stepsize, ymid + value2 * yscale);
}
glEnd();
glDisable(GL_BLEND);
}
}
static void drawmeta_stipple(int value)
{
if (value) {
GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_HALFTONE);
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0x8888);
}
else {
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glDisable(GL_LINE_STIPPLE);
}
}
static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2)
{
/* note: this used to use SEQ_BEGIN/SEQ_END, 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;
unsigned char 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 = BKE_sequence_seqbase_get(seqm, &offset);
if (!seqbase || BLI_listbase_is_empty(seqbase)) {
return;
}
if (seqm->type == SEQ_TYPE_SCENE) {
offset = seqm->start - offset;
}
else {
offset = 0;
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (seqm->flag & SEQ_MUTE)
drawmeta_stipple(1);
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 */
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 ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
drawmeta_stipple(1);
color3ubv_from_seq(scene, seq, col);
glColor4ubv(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);
glRectf(x1_chan, y1_chan, x2_chan, y2_chan);
UI_GetColorPtrShade3ubv(col, col, -30);
glColor4ubv(col);
fdrawbox(x1_chan, y1_chan, x2_chan, y2_chan);
if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
drawmeta_stipple(0);
}
}
if (seqm->flag & SEQ_MUTE)
drawmeta_stipple(0);
glDisable(GL_BLEND);
}
/* clamp handles to defined size in pixel space */
static float draw_seq_handle_size_get_clamped(Sequence *seq, const float pixelx)
{
const float minhandle = pixelx * SEQ_HANDLE_SIZE_MIN;
const float maxhandle = pixelx * SEQ_HANDLE_SIZE_MAX;
float size = CLAMPIS(seq->handsize, minhandle, maxhandle);
/* ensure we're not greater than half width */
return min_ff(size, ((float)(seq->enddisp - seq->startdisp) / 2.0f) / pixelx);
}
/* draw a handle, for each end of a sequence strip */
static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_clamped, const short direction)
{
float v1[2], v2[2], v3[2], rx1 = 0, rx2 = 0; //for triangles and rect
float x1, x2, y1, y2;
unsigned int whichsel = 0;
x1 = seq->startdisp;
x2 = seq->enddisp;
y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
/* set up co-ordinates/dimensions for either left or right handle */
if (direction == SEQ_LEFTHANDLE) {
rx1 = x1;
rx2 = x1 + handsize_clamped * 0.75f;
v1[0] = x1 + handsize_clamped / 4; v1[1] = y1 + ( ((y1 + y2) / 2.0f - y1) / 2);
v2[0] = x1 + handsize_clamped / 4; v2[1] = y2 - ( ((y1 + y2) / 2.0f - y1) / 2);
v3[0] = v2[0] + handsize_clamped / 4; v3[1] = (y1 + y2) / 2.0f;
whichsel = SEQ_LEFTSEL;
}
else if (direction == SEQ_RIGHTHANDLE) {
rx1 = x2 - handsize_clamped * 0.75f;
rx2 = x2;
v1[0] = x2 - handsize_clamped / 4; v1[1] = y1 + ( ((y1 + y2) / 2.0f - y1) / 2);
v2[0] = x2 - handsize_clamped / 4; v2[1] = y2 - ( ((y1 + y2) / 2.0f - y1) / 2);
v3[0] = v2[0] - handsize_clamped / 4; v3[1] = (y1 + y2) / 2.0f;
whichsel = SEQ_RIGHTSEL;
}
/* draw! */
if (!(seq->type & SEQ_TYPE_EFFECT) ||
BKE_sequence_effect_get_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 & G_TRANSFORM_SEQ) || (seq->flag & whichsel)) {
const char col[4] = {255, 255, 255, 255};
char numstr[32];
size_t numstr_len;
if (direction == SEQ_LEFTHANDLE) {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->startdisp);
x1 = rx1;
y1 -= 0.45f;
}
else {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->enddisp - 1);
x1 = x2 - handsize_clamped * 0.75f;
y1 = y2 + 0.05f;
}
UI_view2d_text_cache_add(v2d, x1, y1, numstr, numstr_len, col);
}
}
/* draw info text on a sequence strip */
static void draw_seq_text(View2D *v2d, SpaceSeq *sseq, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3])
{
rctf rect;
char str[32 + FILE_MAX];
size_t str_len;
const char *name = seq->name + 2;
char col[4];
/* note, all strings should include 'name' */
if (name[0] == '\0')
name = BKE_sequence_give_name(seq);
if (seq->type == SEQ_TYPE_META || seq->type == SEQ_TYPE_ADJUSTMENT) {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
else if (seq->type == SEQ_TYPE_SCENE) {
if (seq->scene) {
if (seq->scene_camera) {
str_len = BLI_snprintf(str, sizeof(str), "%s: %s (%s) | %d",
name, seq->scene->id.name + 2, ((ID *)seq->scene_camera)->name + 2, seq->len);
}
else {
str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d",
name, seq->scene->id.name + 2, seq->len);
}
}
else {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d",
name, seq->len);
}
}
else if (seq->type == SEQ_TYPE_MOVIECLIP) {
if (seq->clip && !STREQ(name, seq->clip->id.name + 2)) {
str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d",
name, seq->clip->id.name + 2, seq->len);
}
else {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d",
name, seq->len);
}
}
else if (seq->type == SEQ_TYPE_MASK) {
if (seq->mask && !STREQ(name, seq->mask->id.name + 2)) {
str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d",
name, seq->mask->id.name + 2, seq->len);
}
else {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d",
name, seq->len);
}
}
else if (seq->type == SEQ_TYPE_MULTICAM) {
str_len = BLI_snprintf(str, sizeof(str), "Cam %s: %d",
name, seq->multicam_source);
}
else if (seq->type == SEQ_TYPE_IMAGE) {
str_len = BLI_snprintf(str, sizeof(str), "%s: %s%s | %d",
name, seq->strip->dir, seq->strip->stripdata->name, seq->len);
}
else if (seq->type == SEQ_TYPE_TEXT) {
TextVars *textdata = seq->effectdata;
str_len = BLI_snprintf(str, sizeof(str), "%s | %d",
textdata->text, seq->startdisp);
}
else if (seq->type & SEQ_TYPE_EFFECT) {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d",
name, seq->len);
}
else if (seq->type == SEQ_TYPE_SOUND_RAM) {
/* If a waveform is drawn, we don't want to overlay it with text,
* as it would make both hard to read. */
if ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM)) {
str[0] = 0;
str_len = 0;
} else if (seq->sound) {
str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d",
name, seq->sound->name, seq->len);
}
else {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d",
name, seq->len);
}
}
else if (seq->type == SEQ_TYPE_MOVIE) {
str_len = BLI_snprintf(str, sizeof(str), "%s: %s%s | %d",
name, seq->strip->dir, seq->strip->stripdata->name, seq->len);
}
else {
/* should never get here!, but might with files from future */
BLI_assert(0);
str_len = BLI_snprintf(str, sizeof(str), "%s | %d",
name, seq->len);
}
if (seq->flag & SELECT) {
col[0] = col[1] = col[2] = 255;
}
else if ((((int)background_col[0] + (int)background_col[1] + (int)background_col[2]) / 3) < 50) {
col[0] = col[1] = col[2] = 80; /* use lighter text color for dark background */
}
else {
col[0] = col[1] = col[2] = 0;
}
col[3] = 255;
rect.xmin = x1;
rect.ymin = y1;
rect.xmax = x2;
rect.ymax = y2;
UI_view2d_text_cache_add_rectf(v2d, &rect, str, str_len, col);
}
/* draws a shaded strip, made from gradient + flat color + gradient */
void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2)
{
float ymid1, ymid2;
if (seq->flag & SEQ_MUTE) {
GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_HALFTONE);
}
ymid1 = (y2 - y1) * 0.25f + y1;
ymid2 = (y2 - y1) * 0.65f + y1;
glBegin(GL_QUADS);
if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
else if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -50);
/* else UI_GetColorPtrShade3ubv(col, col, 0); */ /* DO NOTHING */
glColor3ubv(col);
glVertex2f(x1, y1);
glVertex2f(x2, y1);
if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
else if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5);
else UI_GetColorPtrShade3ubv(col, col, -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_GetColorPtrShade3ubv(col, col, -15);
else UI_GetColorPtrShade3ubv(col, col, 25);
glColor3ubv((GLubyte *)col);
glVertex2f(x2, y2);
glVertex2f(x1, y2);
glEnd();
if (seq->flag & SEQ_MUTE) {
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
static void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq)
{
float x1, x2, y1, y2, pixely, a;
unsigned char col[3], blendcol[3];
View2D *v2d = &ar->v2d;
x1 = seq->startdisp;
x2 = seq->enddisp;
y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
pixely = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
if (pixely <= 0) return; /* can happen when the view is split/resized */
blendcol[0] = blendcol[1] = blendcol[2] = 120;
if (seq->startofs) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
color3ubv_from_seq(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);
color3ubv_from_seq(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) {
color3ubv_from_seq(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_GetColorPtrShade3ubv(col, col, -16);
glColor3ubv((GLubyte *)col);
for (a = y1; a < y2; a += pixely * 2.0f) {
fdrawline(x1, a, (float)(seq->start), a);
}
}
if (seq->endstill) {
color3ubv_from_seq(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_GetColorPtrShade3ubv(col, col, 24);
else UI_GetColorPtrShade3ubv(col, col, -16);
glColor3ubv((GLubyte *)col);
for (a = y1; a < y2; a += pixely * 2.0f) {
fdrawline((float)(seq->start + seq->len), a, x2, a);
}
}
}
/*
* Draw a sequence strip, bounds check already 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(const bContext *C, SpaceSeq *sseq, Scene *scene, ARegion *ar, Sequence *seq, int outline_tint, float pixelx)
{
View2D *v2d = &ar->v2d;
float x1, x2, y1, y2;
unsigned char col[3], background_col[3], is_single_image;
float fcol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
const float handsize_clamped = draw_seq_handle_size_get_clamped(seq, pixelx);
/* we need to know if this is a single image/color or not for drawing */
is_single_image = (char)BKE_sequence_single_check(seq);
/* 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;
/* get the correct color per strip type*/
//color3ubv_from_seq(scene, seq, col);
color3ubv_from_seq(scene, seq, background_col);
/* draw the main strip body */
if (is_single_image) { /* single image */
draw_shadedstrip(seq, background_col,
BKE_sequence_tx_get_final_left(seq, false), y1,
BKE_sequence_tx_get_final_right(seq, false), y2);
}
else { /* normal operation */
draw_shadedstrip(seq, background_col, x1, y1, x2, y2);
}
if (!is_single_image) {
if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) || (seq == special_seq_update)) {
draw_sequence_extensions(scene, ar, seq);
}
}
draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE);
draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE);
/* draw the strip outline */
x1 = seq->startdisp;
x2 = seq->enddisp;
/* draw sound wave */
if (seq->type == SEQ_TYPE_SOUND_RAM) {
if (!(sseq->flag & SEQ_NO_WAVEFORMS)) {
drawseqwave(C, sseq, scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx);
}
}
/* draw lock */
if (seq->flag & SEQ_LOCK) {
GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
glEnable(GL_BLEND);
/* light stripes */
glColor4ub(255, 255, 255, 32);
GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES);
glRectf(x1, y1, x2, y2);
/* dark stripes */
glColor4ub(0, 0, 0, 32);
GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP);
glRectf(x1, y1, x2, y2);
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glDisable(GL_BLEND);
}
if (!BKE_sequence_is_valid_check(seq)) {
GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
/* panic! */
glColor4ub(255, 0, 0, 255);
GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES);
glRectf(x1, y1, x2, y2);
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
color3ubv_from_seq(scene, seq, col);
if ((G.moving & G_TRANSFORM_SEQ) && (seq->flag & SELECT)) {
if (seq->flag & SEQ_OVERLAP) {
col[0] = 255; col[1] = col[2] = 40;
}
else
UI_GetColorPtrShade3ubv(col, col, 120 + outline_tint);
}
else
UI_GetColorPtrShade3ubv(col, col, outline_tint);
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 (seq->flag & SEQ_MUTE) {
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0x8888);
}
rgb_uchar_to_float(fcol, col);
UI_draw_roundbox_shade_x(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0, fcol);
if (seq->flag & SEQ_MUTE) {
glDisable(GL_LINE_STIPPLE);
}
/* calculate if seq is long enough to print a name */
x1 = seq->startdisp + handsize_clamped;
x2 = seq->enddisp - handsize_clamped;
/* 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, sseq, seq, x1, x2, y1, y2, background_col);
}
}
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 *ar = CTX_wm_region(C);
int hand;
Sequence *seq;
seq = find_nearest_seq(scene, &ar->v2d, &hand, mval);
sequencer_special_update_set(seq);
}
void ED_sequencer_special_preview_clear(void)
{
sequencer_special_update_set(NULL);
}
ImBuf *sequencer_ibuf_get(struct Main *bmain, Scene *scene, SpaceSeq *sseq, int cfra, int frame_ofs, const char *viewname)
{
SeqRenderData context;
ImBuf *ibuf;
int rectx, recty;
float render_size;
float proxy_size = 100.0;
short is_break = G.is_break;
render_size = sseq->render_size;
if (render_size == 0) {
render_size = scene->r.size;
}
else {
proxy_size = render_size;
}
if (render_size < 0) {
return NULL;
}
rectx = (render_size * (float)scene->r.xsch) / 100.0f + 0.5f;
recty = (render_size * (float)scene->r.ysch) / 100.0f + 0.5f;
BKE_sequencer_new_render_data(
bmain->eval_ctx, bmain, scene,
rectx, recty, proxy_size,
&context);
context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
/* sequencer could start rendering, in this case we need to be sure it wouldn't be canceled
* by Esc pressed somewhere in the past
*/
G.is_break = false;
if (special_seq_update)
ibuf = BKE_sequencer_give_ibuf_direct(&context, cfra + frame_ofs, special_seq_update);
else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) {
ibuf = BKE_sequencer_give_ibuf(&context, cfra + frame_ofs, sseq->chanshown);
else
ibuf = BKE_sequencer_give_ibuf_threaded(&context, cfra + frame_ofs, sseq->chanshown);
/* 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_cb) (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_cb(display_ibuf);
IMB_freeImBuf(display_ibuf);
return scope;
}
static void sequencer_display_size(Scene *scene, SpaceSeq *sseq, float r_viewrect[2])
{
float render_size, proxy_size;
if (sseq->render_size == SEQ_PROXY_RENDER_SIZE_SCENE) {
render_size = (float)scene->r.size / 100.0f;
proxy_size = 1.0f;
}
else {
render_size = (float)sseq->render_size / 100.0f;
proxy_size = render_size;
}
r_viewrect[0] = (render_size * (float)scene->r.xsch);
r_viewrect[1] = (render_size * (float)scene->r.ysch);
/* rectx = viewrectx + 0.5f; */ /* UNUSED */
/* recty = viewrecty + 0.5f; */ /* UNUSED */
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
r_viewrect[0] *= scene->r.xasp / scene->r.yasp;
r_viewrect[0] /= proxy_size;
r_viewrect[1] /= proxy_size;
}
}
static void sequencer_draw_gpencil(const bContext *C)
{
/* draw grease-pencil (image aligned) */
ED_gpencil_draw_2dimage(C);
/* ortho at pixel level */
UI_view2d_view_restore(C);
/* draw grease-pencil (screen aligned) */
ED_gpencil_draw_view2d(C, 0);
}
/* draws content borders plus safety borders if needed */
static void sequencer_draw_borders(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;
glLineWidth(1.0f);
/* border */
setlinestyle(3);
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_BACK);
imm_draw_line_box(pos, x1 - 0.5f, y1 - 0.5f, x2 + 0.5f, y2 + 0.5f);
/* safety border */
if (sseq->flag & SEQ_SHOW_SAFE_MARGINS) {
UI_draw_safe_areas(
pos, x1, x2, y1, y2,
scene->safe_areas.title,
scene->safe_areas.action);
if (sseq->flag & SEQ_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(
pos, x1, x2, y1, y2,
scene->safe_areas.title_center,
scene->safe_areas.action_center);
}
}
immUnbindProgram();
setlinestyle(0);
}
/* draws checkerboard background for transparent content */
static void sequencer_draw_background(
const SpaceSeq *sseq, View2D *v2d, const float viewrect[2], const bool draw_overlay)
{
/* setting up the view */
UI_view2d_totRect_set(v2d, viewrect[0] + 0.5f, viewrect[1] + 0.5f);
UI_view2d_curRect_validate(v2d);
UI_view2d_view_ortho(v2d);
/* only draw alpha for main buffer */
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
if ((sseq->flag & SEQ_USE_ALPHA) && !draw_overlay) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
glColor4f(1.0, 1.0, 1.0, 1.0);
}
}
}
void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs, bool draw_overlay, bool draw_backdrop)
{
struct Main *bmain = CTX_data_main(C);
struct ImBuf *ibuf = NULL;
struct ImBuf *scope = NULL;
struct View2D *v2d = &ar->v2d;
/* int rectx, recty; */ /* UNUSED */
float viewrect[2];
float col[3];
GLuint texid;
void *display_buffer;
void *cache_handle = NULL;
const bool is_imbuf = ED_space_sequencer_check_show_imbuf(sseq);
int format, type;
bool glsl_used = false;
const bool draw_gpencil = ((sseq->flag & SEQ_SHOW_GPENCIL) && sseq->gpd);
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
bool draw_metadata = false;
if (G.is_rendering == false && (scene->r.seq_flag & R_SEQ_GL_PREV) == 0) {
/* stop all running jobs, except screen one. currently previews frustrate Render
* needed to make so sequencer's rendering doesn't conflict with compositor
*/
WM_jobs_kill_type(CTX_wm_manager(C), NULL, WM_JOB_TYPE_COMPOSITE);
if ((scene->r.seq_flag & R_SEQ_GL_PREV) == 0) {
/* 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);
}
}
if ((!draw_overlay || sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) && !draw_backdrop) {
UI_GetThemeColor3fv(TH_SEQ_PREVIEW, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
/* without this colors can flicker from previous opengl state */
glColor4ub(255, 255, 255, 255);
/* only initialize the preview if a render is in progress */
if (G.is_rendering)
return;
if (sseq->render_size == SEQ_PROXY_RENDER_SIZE_NONE) {
return;
}
/* for now we only support Left/Right */
ibuf = sequencer_ibuf_get(bmain, scene, sseq, cfra, frame_ofs, names[sseq->multiview_eye]);
if ((ibuf == NULL) ||
(ibuf->rect == NULL && ibuf->rect_float == NULL))
{
/* gpencil can also be drawn without a valid imbuf */
if ((draw_gpencil && is_imbuf) && !draw_overlay) {
sequencer_display_size(scene, sseq, viewrect);
sequencer_draw_background(sseq, v2d, viewrect, false);
sequencer_draw_borders(sseq, v2d, scene);
sequencer_draw_gpencil(C);
}
return;
}
sequencer_display_size(scene, sseq, viewrect);
if (!draw_backdrop && (sseq->mainb != SEQ_DRAW_IMG_IMBUF || sseq->zebra != 0)) {
SequencerScopes *scopes = &sseq->scopes;
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;
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
/* scopes drawn in image preview use viewrect from orig ibuf - currently that's only zebra */
}
else {
viewrect[0] = scope->x;
viewrect[1] = scope->y;
}
}
else {
scopes->reference_ibuf = NULL;
}
}
if (!draw_backdrop) {
sequencer_draw_background(sseq, v2d, viewrect, draw_overlay);
}
if (scope) {
IMB_freeImBuf(ibuf);
ibuf = scope;
if (ibuf->rect_float && ibuf->rect == NULL) {
IMB_rect_from_float(ibuf);
}
display_buffer = (unsigned char *)ibuf->rect;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
}
else {
bool force_fallback = false;
force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
force_fallback |= (ibuf->dither != 0.0f);
if (force_fallback) {
/* Fallback to CPU based color space conversion */
glsl_used = false;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
display_buffer = NULL;
}
else if (ibuf->rect_float) {
display_buffer = ibuf->rect_float;
if (ibuf->channels == 4) {
format = GL_RGBA;
}
else if (ibuf->channels == 3) {
format = GL_RGB;
}
else {
BLI_assert(!"Incompatible number of channels for float buffer in sequencer");
format = GL_RGBA;
display_buffer = NULL;
}
type = GL_FLOAT;
if (ibuf->float_colorspace) {
glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->float_colorspace, ibuf->dither, true);
}
else {
glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, ibuf->dither, true);
}
}
else if (ibuf->rect) {
display_buffer = ibuf->rect;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->rect_colorspace, ibuf->dither, false);
}
else {
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
display_buffer = NULL;
}
/* there's a 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) && !glsl_used) {
display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
}
}
glColor4f(1.0, 1.0, 1.0, 1.0);
GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
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);
if (type == GL_FLOAT)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, ibuf->x, ibuf->y, 0, format, type, display_buffer);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, format, type, display_buffer);
if (draw_backdrop) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
glBegin(GL_QUADS);
if (draw_overlay) {
if (sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) {
rctf tot_clip;
tot_clip.xmin = v2d->tot.xmin + (fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmin);
tot_clip.ymin = v2d->tot.ymin + (fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymin);
tot_clip.xmax = v2d->tot.xmin + (fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmax);
tot_clip.ymax = v2d->tot.ymin + (fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymax);
glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmin, tot_clip.ymin);
glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmin, tot_clip.ymax);
glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmax, tot_clip.ymax);
glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmax, tot_clip.ymin);
}
else if (sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
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);
}
}
else if (draw_backdrop) {
float aspect;
float image_aspect = viewrect[0] / viewrect[1];
float imagex, imagey;
aspect = BLI_rcti_size_x(&ar->winrct) / (float)BLI_rcti_size_y(&ar->winrct);
if (aspect >= image_aspect) {
imagex = image_aspect / aspect;
imagey = 1.0f;
}
else {
imagex = 1.0f;
imagey = aspect / image_aspect;
}
glTexCoord2f(0.0f, 0.0f); glVertex2f(-imagex, -imagey);
glTexCoord2f(0.0f, 1.0f); glVertex2f(-imagex, imagey);
glTexCoord2f(1.0f, 1.0f); glVertex2f(imagex, imagey);
glTexCoord2f(1.0f, 0.0f); glVertex2f(imagex, -imagey);
}
else {
draw_metadata = ((sseq->flag & SEQ_SHOW_METADATA) != 0);
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, 0);
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA)
glDisable(GL_BLEND);
glDeleteTextures(1, &texid);
if (glsl_used)
IMB_colormanagement_finish_glsl_draw();
if (cache_handle)
IMB_display_buffer_release(cache_handle);
if (!scope)
IMB_freeImBuf(ibuf);
if (draw_metadata) {
ED_region_image_metadata_draw(0.0, 0.0, ibuf, &v2d->tot, 1.0, 1.0);
}
if (draw_backdrop) {
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
return;
}
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
sequencer_draw_borders(sseq, v2d, scene);
}
if (draw_gpencil && is_imbuf) {
sequencer_draw_gpencil(C);
}
else {
/* ortho at pixel level */
UI_view2d_view_restore(C);
}
/* NOTE: sequencer mask editing isnt 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 = BKE_sequencer_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, ar,
0, 0, 0, /* TODO */
width, height,
aspx, aspy,
false, true,
NULL, C);
}
}
}
#if 0
void drawprefetchseqspace(Scene *scene, ARegion *UNUSED(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);
}
}
#endif
/* draw backdrop of the sequencer strips view */
static void draw_seq_backdrop(View2D *v2d)
{
int i;
/* darker gray 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 = max_ii(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 = max_ii(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);
View2D *v2d = &ar->v2d;
SpaceSeq *sseq = CTX_wm_space_seq(C);
Sequence *last_seq = BKE_sequencer_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;
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 (min_ii(seq->startdisp, seq->start) > v2d->cur.xmax) continue;
else if (max_ii(seq->enddisp, seq->start + seq->len) < v2d->cur.xmin) continue;
else if (seq->machine + 1.0f < v2d->cur.ymin) continue;
else if (seq->machine > v2d->cur.ymax) continue;
/* strip passed all tests unscathed... so draw it now */
draw_seq_strip(C, sseq, scene, ar, 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(C, sseq, scene, ar, last_seq, 120, pixelx);
/* draw highlight when previewing a single strip */
if (special_seq_update) {
const Sequence *seq = special_seq_update;
glEnable(GL_BLEND);
glColor4ub(255, 255, 255, 48);
glRectf(seq->startdisp, seq->machine + SEQ_STRIP_OFSBOTTOM, seq->enddisp, seq->machine + SEQ_STRIP_OFSTOP);
glDisable(GL_BLEND);
}
}
static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
{
const Editing *ed = BKE_sequencer_editing_get(scene, false);
const int frame_sta = PSFRA;
const int frame_end = PEFRA + 1;
glEnable(GL_BLEND);
/* draw darkened area outside of active timeline
* frame range used is preview range or scene range */
UI_ThemeColorShadeAlpha(TH_BACK, -25, -100);
if (frame_sta < frame_end) {
glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)frame_sta, v2d->cur.ymax);
glRectf((float)frame_end, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
else {
glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
UI_ThemeColorShade(TH_BACK, -60);
/* thin lines where the actual frames are */
fdrawline(frame_sta, v2d->cur.ymin, frame_sta, v2d->cur.ymax);
fdrawline(frame_end, v2d->cur.ymin, frame_end, v2d->cur.ymax);
if (ed && !BLI_listbase_is_empty(&ed->metastack)) {
MetaStack *ms = ed->metastack.last;
glColor4ub(255, 255, 255, 8);
glRectf(ms->disp_range[0], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
UI_ThemeColorShade(TH_BACK, -40);
fdrawline(ms->disp_range[0], v2d->cur.ymin, ms->disp_range[0], v2d->cur.ymax);
fdrawline(ms->disp_range[1], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
}
glDisable(GL_BLEND);
}
/* Draw Timeline/Strip Editor Mode for Sequencer */
void draw_timeline_seq(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
Editing *ed = BKE_sequencer_editing_get(scene, false);
SpaceSeq *sseq = CTX_wm_space_seq(C);
View2D *v2d = &ar->v2d;
View2DScrollers *scrollers;
short unit = 0, flag = 0;
float col[3];
/* clear and setup matrix */
UI_GetThemeColor3fv(TH_BACK, col);
if (ed && ed->metastack.first)
glClearColor(col[0], col[1], col[2] - 0.1f, 0.0f);
else
glClearColor(col[0], col[1], col[2], 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(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. 25-frame grid lines) */
// NOTE: the gridlines are currently spaced every 25 frames, which is only fine for 25 fps, but maybe not for 30...
UI_view2d_constant_grid_draw(v2d);
/* Only draw backdrop in pure sequence view. */
if (sseq->view == SEQ_VIEW_SEQUENCE && sseq->draw_flag & SEQ_DRAW_BACKDROP) {
draw_image_seq(C, scene, ar, sseq, scene->r.cfra, 0, false, true);
UI_view2d_view_ortho(v2d);
}
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
seq_draw_sfra_efra(scene, 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(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(ar, v2d, 1);
ED_markers_draw(C, DRAW_MARKERS_LINES | DRAW_MARKERS_MARGIN);
/* preview range */
UI_view2d_view_ortho(v2d);
ANIM_draw_previewrange(C, v2d, 1);
/* overlap playhead */
if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
int cfra_over = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs;
glColor3f(0.2, 0.2, 0.2);
// glRectf(cfra_over, v2d->cur.ymin, scene->ed->over_ofs + scene->r.cfra + 1, v2d->cur.ymax);
glBegin(GL_LINES);
glVertex2f(cfra_over, v2d->cur.ymin);
glVertex2f(cfra_over, v2d->cur.ymax);
glEnd();
}
/* callback */
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
/* reset view matrix */
UI_view2d_view_restore(C);
/* scrollers */
unit = (sseq->flag & SEQ_DRAWFRAMES) ? V2D_UNIT_FRAMES : V2D_UNIT_SECONDS;
scrollers = UI_view2d_scrollers_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}