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blender-archive/source/blender/editors/space_sequencer/sequencer_draw.c
Richard Antalik d12ff69320 Rename eSpaceSeq_Proxy_RenderSize members
Remove word proxy from eSpaceSeq_Proxy_RenderSize members if proxy is
not used with that item. Otherwise this can be a bit confusing.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8861
2020-10-05 02:24:51 +02:00

2378 lines
71 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_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_sequencer.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 "BIF_glutil.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
#undef SEQ_CURRENT_BEGIN
#undef SEQ_CURRENT_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(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)
{
/* Don't use SEQ_ALL_BEGIN/SEQ_ALL_END here,
* because it changes seq->depth, which is needed for transform. */
Sequence *seq;
uchar col[4];
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;
}
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) || BKE_sequence_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_GetThemeColor3ubv(TH_BACK, col);
UI_GetColorPtrShade3ubv(col, col, -40);
}
/* 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);
}
}
/* Draw info text on a sequence strip. */
static void draw_seq_text(View2D *v2d,
Sequence *seq,
SpaceSeq *sseq,
float x1,
float x2,
float y1,
float y2,
bool seq_active,
bool y_threshold)
{
rctf rect;
char str[32 + FILE_MAX];
size_t str_len;
const char *name = seq->name + 2;
uchar col[4];
/* 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, avoid to draw text when there is not enough vertical space. */
if (!y_threshold && (sseq->flag & SEQ_NO_WAVEFORMS) == 0 &&
((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->filepath, 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);
}
/* White text for the active strip. */
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);
}
}
rect.xmin = x1;
rect.ymin = y1;
rect.xmax = x2;
rect.ymax = y2;
UI_view2d_text_cache_add_rectf(v2d, &rect, str, str_len, col);
}
static void draw_sequence_extensions(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,
BKE_sequence_tx_get_final_left(seq, false),
y1,
BKE_sequence_tx_get_final_right(seq, false),
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) {
immRectf(pos, seq->startdisp, y1, (float)(seq->start), y2);
}
if (seq->endstill) {
immRectf(pos, (float)(seq->start + seq->len), 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 cfra,
float curve_val,
unsigned int *vert_count)
{
float vert_pos[2][2];
copy_v2_fl2(vert_pos[0], cfra, (curve_val * y_height) + y1);
copy_v2_fl2(vert_pos[1], cfra, 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(
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 cfra = eval_start; cfra <= eval_end; cfra += eval_step) {
curve_val = evaluate_fcurve(fcu, cfra);
CLAMP(curve_val, 0.0f, 1.0f);
/* Avoid adding adjacent verts that have the same value. */
if (curve_val == prev_val && cfra < 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, cfra - eval_step, prev_val, &vert_count);
skip = false;
}
fcurve_batch_add_verts(vbo, y1, y2, y_height, cfra, 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)BKE_sequence_single_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;
/* Calculate height needed for drawing text on strip. */
float text_margin_y = y2 - min_ff(0.40f, 20 * U.dpi_fac * pixely);
/* Is there enough space for drawing something else than text? */
bool y_threshold = ((y2 - y1) / pixely) > 20 * U.dpi_fac;
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 (!is_single_image && (seq->startofs || seq->endofs) && pixely > 0) {
if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) || (seq == special_seq_update)) {
draw_sequence_extensions(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_FCURVES) {
draw_seq_fcurve(scene, v2d, seq, x1, y1, x2, y2, pixelx);
}
/* Draw sound strip waveform. */
if ((seq->type == SEQ_TYPE_SOUND_RAM) && (sseq->flag & SEQ_NO_WAVEFORMS) == 0) {
draw_seq_waveform(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 (!BKE_sequence_is_valid_check(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);
/* 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(
v2d, seq, sseq, x1, x2, y_threshold ? text_margin_y : y1, y2, seq_active, y_threshold);
}
}
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 cfra,
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 = BKE_sequencer_rendersize_to_scale_factor(sseq->render_size);
}
rectx = roundf(render_size * scene->r.xsch);
recty = roundf(render_size * scene->r.ysch);
BKE_sequencer_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);
/* 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 = BKE_sequencer_give_ibuf_direct(&context, cfra + frame_ofs, special_seq_update);
}
else {
ibuf = BKE_sequencer_give_ibuf(&context, cfra + 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(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(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, x1, x2, y1, y2, scene->safe_areas.title, scene->safe_areas.action);
if (sseq->flag & SEQ_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(shdr_pos,
x1,
x2,
y1,
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 = 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,
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 (BKE_sequencer_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 *display_buffer;
void *cache_handle = NULL;
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_UNSIGNED_BYTE;
/* 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, &cache_handle);
*r_format = GPU_RGBA8;
*r_data = GPU_DATA_UNSIGNED_BYTE;
}
if (cache_handle) {
IMB_display_buffer_release(cache_handle);
}
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;
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 it's 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_UNSIGNED_BYTE;
}
else {
display_buffer = sequencer_OCIO_transform_ibuf(C, ibuf, &glsl_used, &format, &data);
}
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 (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;
}
void sequencer_draw_preview(const bContext *C,
Scene *scene,
ARegion *region,
SpaceSeq *sseq,
int cfra,
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;
}
/* Get image. */
ibuf = sequencer_ibuf_get(
bmain, region, depsgraph, scene, sseq, cfra, 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) {
ED_region_image_metadata_draw(0.0, 0.0, ibuf, &v2d->tot, 1.0, 1.0);
}
}
if (show_imbuf) {
sequencer_draw_borders(sseq, v2d, scene);
}
if (draw_gpencil && show_imbuf) {
sequencer_draw_gpencil(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);
/* Darker gray 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);
while (i < v2d->cur.ymax) {
if (i & 1) {
immUniformThemeColorShade(TH_BACK, -15);
}
else {
immUniformThemeColorShade(TH_BACK, -25);
}
immRectf(pos, v2d->cur.xmin, i, v2d->cur.xmax, i + 1);
i++;
}
/* Darker 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);
}
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 = 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;
/* 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 (BKE_sequence_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 = BKE_sequencer_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_offs;
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 nfra, int cache_type, float UNUSED(cost))
{
CacheDrawData *drawdata = userdata;
struct View2D *v2d = drawdata->v2d;
float stripe_bot, stripe_top, stripe_offs, 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_offs = drawdata->stripe_offs;
stripe_ht = drawdata->stripe_ht;
stripe_bot = seq->machine + SEQ_STRIP_OFSBOTTOM + stripe_offs;
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_offs = drawdata->stripe_offs;
stripe_ht = drawdata->stripe_ht;
stripe_bot = seq->machine + SEQ_STRIP_OFSBOTTOM + (stripe_offs + stripe_ht) + stripe_offs;
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_offs = drawdata->stripe_offs;
stripe_ht = drawdata->stripe_ht;
stripe_top = seq->machine + SEQ_STRIP_OFSTOP - stripe_offs;
stripe_bot = stripe_top - stripe_ht;
vbo = drawdata->composite_vbo;
vert_count = &drawdata->composite_vert_count;
}
else {
return false;
}
int cfra = seq->start + nfra;
float vert_pos[6][2];
copy_v2_fl2(vert_pos[0], cfra, stripe_bot);
copy_v2_fl2(vert_pos[1], cfra, stripe_top);
copy_v2_fl2(vert_pos[2], cfra + 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], cfra + 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_offs = 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_offs, 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_offs;
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_offs;
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_offs;
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_offs = stripe_offs;
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);
BKE_sequencer_cache_iterate(scene, &userdata, draw_cache_view_init_fn, draw_cache_view_iter_fn);
draw_cache_view_batch(userdata.raw_vbo, userdata.raw_vert_count, 1.0f, 0.1f, 0.02f, 0.4f);
draw_cache_view_batch(
userdata.preprocessed_vbo, userdata.preprocessed_vert_count, 0.1f, 0.1f, 0.75f, 0.4f);
draw_cache_view_batch(
userdata.composite_vbo, userdata.composite_vert_count, 1.0f, 0.6f, 0.0f, 0.4f);
draw_cache_view_batch(
userdata.final_out_vbo, userdata.final_out_vert_count, 1.0f, 0.4f, 0.2f, 0.4f);
GPU_blend(GPU_BLEND_NONE);
}
/* Draw sequencer timeline. */
void draw_timeline_seq(const bContext *C, ARegion *region)
{
Scene *scene = CTX_data_scene(C);
Editing *ed = BKE_sequencer_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. */
boundbox_seq(scene, &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) {
sequencer_draw_preview(C, scene, region, sseq, scene->r.cfra, 0, false, true);
UI_view2d_view_ortho(v2d);
}
/* Draw attached callbacks. */
ED_region_draw_cb_draw(C, region, REGION_DRAW_PRE_VIEW);
seq_draw_sfra_efra(scene, v2d);
if (ed) {
draw_seq_strips(C, ed, region);
/* Draw text added in previous function. */
UI_view2d_text_cache_draw(region);
}
UI_view2d_view_ortho(v2d);
if ((sseq->flag & SEQ_DRAWFRAMES) == 0) {
cfra_flag |= DRAWCFRA_UNIT_SECONDS;
}
/* Draw overlap frame frame indicator. */
if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
int cfra_over = (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, cfra_over, v2d->cur.ymin);
immVertex2f(pos, cfra_over, v2d->cur.ymax);
immEnd();
immUnbindProgram();
}
UI_view2d_view_orthoSpecial(region, v2d, 1);
int marker_draw_flag = DRAW_MARKERS_MARGIN;
if (sseq->flag & SEQ_SHOW_MARKERS) {
ED_markers_draw(C, marker_draw_flag);
}
UI_view2d_view_ortho(v2d);
if (ed) {
draw_cache_view(C);
}
ANIM_draw_previewrange(C, v2d, 1);
/* Draw registered callbacks. */
ED_region_draw_cb_draw(C, region, REGION_DRAW_POST_VIEW);
UI_view2d_view_restore(C);
ED_time_scrub_draw(region, scene, !(sseq->flag & SEQ_DRAWFRAMES), true);
/* Draw channel numbers. */
{
rcti rect;
BLI_rcti_init(
&rect, 0, 15 * UI_DPI_FAC, 15 * UI_DPI_FAC, region->winy - UI_TIME_SCRUB_MARGIN_Y);
UI_view2d_draw_scale_y__block(region, v2d, &rect, TH_SCROLL_TEXT);
}
}
void draw_timeline_seq_display(const bContext *C, ARegion *region)
{
const Scene *scene = CTX_data_scene(C);
const SpaceSeq *sseq = CTX_wm_space_seq(C);
View2D *v2d = &region->v2d;
ED_time_scrub_draw_current_frame(region, scene, !(sseq->flag & SEQ_DRAWFRAMES), true);
UI_view2d_scrollers_draw(v2d, NULL);
}