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blender-archive/source/blender/editors/mask/mask_draw.c

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/*
* ***** 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) 2012 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation,
* Campbell Barton,
* Sergey Sharybin
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/mask/mask_draw.c
* \ingroup edmask
*/
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_task.h"
#include "BLI_listbase.h"
#include "BKE_context.h"
#include "BKE_mask.h"
#include "DNA_mask_types.h"
#include "DNA_screen_types.h"
#include "DNA_object_types.h" /* SELECT */
#include "DNA_space_types.h"
#include "ED_clip.h"
#include "ED_mask.h" /* own include */
#include "ED_space_api.h"
#include "BIF_glutil.h"
#include "GPU_immediate.h"
#include "GPU_draw.h"
#include "GPU_shader.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "mask_intern.h" /* own include */
static void mask_spline_color_get(MaskLayer *masklay, MaskSpline *spline, const bool is_sel,
unsigned char r_rgb[4])
{
if (is_sel) {
if (masklay->act_spline == spline) {
r_rgb[0] = r_rgb[1] = r_rgb[2] = 255;
}
else {
r_rgb[0] = 255;
r_rgb[1] = r_rgb[2] = 0;
}
}
else {
r_rgb[0] = 128;
r_rgb[1] = r_rgb[2] = 0;
}
r_rgb[3] = 255;
}
static void mask_spline_feather_color_get(MaskLayer *UNUSED(masklay), MaskSpline *UNUSED(spline), const bool is_sel,
unsigned char r_rgb[4])
{
if (is_sel) {
r_rgb[1] = 255;
r_rgb[0] = r_rgb[2] = 0;
}
else {
r_rgb[1] = 128;
r_rgb[0] = r_rgb[2] = 0;
}
r_rgb[3] = 255;
}
static void mask_point_undistort_pos(SpaceClip *sc, float r_co[2], const float co[2])
{
BKE_mask_coord_to_movieclip(sc->clip, &sc->user, r_co, co);
ED_clip_point_undistorted_pos(sc, r_co, r_co);
BKE_mask_coord_from_movieclip(sc->clip, &sc->user, r_co, r_co);
}
static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoint *point,
const eMaskWhichHandle which_handle, const int draw_type,
const float handle_size,
const float point_pos[2], const float handle_pos[2])
{
const BezTriple *bezt = &point->bezt;
char handle_type;
if (which_handle == MASK_WHICH_HANDLE_STICK || which_handle == MASK_WHICH_HANDLE_LEFT) {
handle_type = bezt->h1;
}
else {
handle_type = bezt->h2;
}
if (handle_type == HD_VECT) {
return;
}
Gwn_VertFormat *format = immVertexFormat();
uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
const unsigned char rgb_gray[4] = {0x60, 0x60, 0x60, 0xff};
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(rgb_gray);
/* this could be split into its own loop */
if (draw_type == MASK_DT_OUTLINE) {
GPU_line_width(3.0f);
immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, point_pos);
immVertex2fv(pos, handle_pos);
immEnd();
}
switch (handle_type) {
case HD_FREE:
immUniformThemeColor(TH_HANDLE_FREE);
break;
case HD_AUTO:
immUniformThemeColor(TH_HANDLE_AUTO);
break;
case HD_ALIGN:
case HD_ALIGN_DOUBLESIDE:
immUniformThemeColor(TH_HANDLE_ALIGN);
break;
}
GPU_line_width(1.0f);
immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, point_pos);
immVertex2fv(pos, handle_pos);
immEnd();
immUnbindProgram();
/* draw handle points */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", handle_size);
immUniform1f("outlineWidth", 1.5f);
float point_color[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; /* active color by default */
if (MASKPOINT_ISSEL_HANDLE(point, which_handle)) {
if (point != mask_layer->act_point) {
UI_GetThemeColor3fv(TH_HANDLE_VERTEX_SELECT, point_color);
}
}
else {
UI_GetThemeColor3fv(TH_HANDLE_VERTEX, point_color);
}
immUniform4fv("outlineColor", point_color);
immUniformColor3fvAlpha(point_color, 0.25f);
immBegin(GWN_PRIM_POINTS, 1);
immVertex2fv(pos, handle_pos);
immEnd();
immUnbindProgram();
}
/* return non-zero if spline is selected */
static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline *spline,
const char draw_flag, const char draw_type)
{
const bool is_spline_sel = (spline->flag & SELECT) && (masklay->restrictflag & MASK_RESTRICT_SELECT) == 0;
const bool is_smooth = (draw_flag & MASK_DRAWFLAG_SMOOTH) != 0;
unsigned char rgb_spline[4];
MaskSplinePoint *points_array = BKE_mask_spline_point_array(spline);
SpaceClip *sc = CTX_wm_space_clip(C);
bool undistort = false;
int tot_feather_point;
float (*feather_points)[2], (*fp)[2];
float min[2], max[2];
if (!spline->tot_point)
return;
if (sc)
undistort = sc->clip && (sc->user.render_flag & MCLIP_PROXY_RENDER_UNDISTORT);
/* TODO, add this to sequence editor */
float handle_size = 2.0f * UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) * U.pixelsize;
mask_spline_color_get(masklay, spline, is_spline_sel, rgb_spline);
Gwn_VertFormat *format = immVertexFormat();
uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", 0.7f * handle_size);
/* feather points */
feather_points = fp = BKE_mask_spline_feather_points(spline, &tot_feather_point);
for (int i = 0; i < spline->tot_point; i++) {
/* watch it! this is intentionally not the deform array, only check for sel */
MaskSplinePoint *point = &spline->points[i];
for (int j = 0; j <= point->tot_uw; j++) {
float feather_point[2];
bool sel = false;
copy_v2_v2(feather_point, *fp);
if (undistort)
mask_point_undistort_pos(sc, feather_point, feather_point);
if (j == 0) {
sel = MASKPOINT_ISSEL_ANY(point);
}
else {
sel = (point->uw[j - 1].flag & SELECT) != 0;
}
if (sel) {
if (point == masklay->act_point)
immUniformColor3f(1.0f, 1.0f, 1.0f);
else
immUniformThemeColor(TH_HANDLE_VERTEX_SELECT);
}
else {
immUniformThemeColor(TH_HANDLE_VERTEX);
}
immBegin(GWN_PRIM_POINTS, 1);
immVertex2fv(pos, feather_point);
immEnd();
fp++;
}
}
MEM_freeN(feather_points);
immUnbindProgram();
if (is_smooth) {
GPU_line_smooth(true);
}
/* control points */
INIT_MINMAX2(min, max);
for (int i = 0; i < spline->tot_point; i++) {
/* watch it! this is intentionally not the deform array, only check for sel */
MaskSplinePoint *point = &spline->points[i];
MaskSplinePoint *point_deform = &points_array[i];
BezTriple *bezt = &point_deform->bezt;
float vert[2];
copy_v2_v2(vert, bezt->vec[1]);
if (undistort) {
mask_point_undistort_pos(sc, vert, vert);
}
/* draw handle segment */
if (BKE_mask_point_handles_mode_get(point) == MASK_HANDLE_MODE_STICK) {
float handle[2];
BKE_mask_point_handle(point_deform, MASK_WHICH_HANDLE_STICK, handle);
if (undistort) {
mask_point_undistort_pos(sc, handle, handle);
}
draw_single_handle(masklay, point, MASK_WHICH_HANDLE_STICK,
draw_type, handle_size, vert, handle);
}
else {
float handle_left[2], handle_right[2];
BKE_mask_point_handle(point_deform, MASK_WHICH_HANDLE_LEFT, handle_left);
BKE_mask_point_handle(point_deform, MASK_WHICH_HANDLE_RIGHT, handle_right);
if (undistort) {
mask_point_undistort_pos(sc, handle_left, handle_left);
mask_point_undistort_pos(sc, handle_left, handle_left);
}
draw_single_handle(masklay, point, MASK_WHICH_HANDLE_LEFT,
draw_type, handle_size, vert, handle_left);
draw_single_handle(masklay, point, MASK_WHICH_HANDLE_RIGHT,
draw_type, handle_size, vert, handle_right);
}
/* bind program in loop so it does not interfere with draw_single_handle */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
/* draw CV point */
if (MASKPOINT_ISSEL_KNOT(point)) {
if (point == masklay->act_point)
immUniformColor3f(1.0f, 1.0f, 1.0f);
else
immUniformThemeColor(TH_HANDLE_VERTEX_SELECT);
}
else
immUniformThemeColor(TH_HANDLE_VERTEX);
immBegin(GWN_PRIM_POINTS, 1);
immVertex2fv(pos, vert);
immEnd();
immUnbindProgram();
minmax_v2v2_v2(min, max, vert);
}
if (is_smooth) {
GPU_line_smooth(false);
}
if (is_spline_sel) {
float x = (min[0] + max[0]) * 0.5f;
float y = (min[1] + max[1]) * 0.5f;
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("outlineWidth", 1.5f);
if (masklay->act_spline == spline) {
immUniformColor3f(1.0f, 1.0f, 1.0f);
}
else {
immUniformColor3f(1.0f, 1.0f, 0.0f);
}
immUniform4f("outlineColor", 0.0f, 0.0f, 0.0f, 1.0f);
immUniform1f("size", 12.0f);
immBegin(GWN_PRIM_POINTS, 1);
immVertex2f(pos, x, y);
immEnd();
immUnbindProgram();
}
}
static void mask_color_active_tint(unsigned char r_rgb[4], const unsigned char rgb[4], const bool is_active)
{
if (!is_active) {
r_rgb[0] = (unsigned char)((((int)(rgb[0])) + 128) / 2);
r_rgb[1] = (unsigned char)((((int)(rgb[1])) + 128) / 2);
r_rgb[2] = (unsigned char)((((int)(rgb[2])) + 128) / 2);
r_rgb[3] = rgb[3];
}
else {
*(unsigned int *)r_rgb = *(const unsigned int *)rgb;
}
}
static void mask_draw_array(unsigned int pos, Gwn_PrimType prim_type, const float (*points)[2], unsigned int vertex_len)
{
immBegin(prim_type, vertex_len);
for (unsigned int i = 0; i < vertex_len; ++i) {
immVertex2fv(pos, points[i]);
}
immEnd();
}
static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*orig_points)[2], int tot_point,
const bool is_feather, const bool is_active,
const unsigned char rgb_spline[4], const char draw_type)
{
const Gwn_PrimType draw_method = (spline->flag & MASK_SPLINE_CYCLIC) ? GWN_PRIM_LINE_LOOP : GWN_PRIM_LINE_STRIP;
const unsigned char rgb_black[4] = {0x00, 0x00, 0x00, 0xff};
unsigned char rgb_tmp[4];
SpaceClip *sc = CTX_wm_space_clip(C);
float (*points)[2] = orig_points;
if (sc) {
const bool undistort = sc->clip && (sc->user.render_flag & MCLIP_PROXY_RENDER_UNDISTORT);
if (undistort) {
points = MEM_callocN(2 * tot_point * sizeof(float), "undistorthed mask curve");
for (int i = 0; i < tot_point; i++) {
mask_point_undistort_pos(sc, points[i], orig_points[i]);
}
}
}
Gwn_VertFormat *format = immVertexFormat();
uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
switch (draw_type) {
case MASK_DT_OUTLINE:
/* TODO(merwin): use fancy line shader here
* probably better with geometry shader (after core profile switch)
*/
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_line_width(3.0f);
mask_color_active_tint(rgb_tmp, rgb_black, is_active);
immUniformColor4ubv(rgb_tmp);
mask_draw_array(pos, draw_method, points, tot_point);
GPU_line_width(1.0f);
mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
immUniformColor4ubv(rgb_tmp);
mask_draw_array(pos, draw_method, points, tot_point);
immUnbindProgram();
break;
case MASK_DT_BLACK:
case MASK_DT_WHITE:
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_line_width(1.0f);
if (draw_type == MASK_DT_BLACK) { rgb_tmp[0] = rgb_tmp[1] = rgb_tmp[2] = 0; }
else { rgb_tmp[0] = rgb_tmp[1] = rgb_tmp[2] = 255; }
/* alpha values seem too low but gl draws many points that compensate for it */
if (is_feather) { rgb_tmp[3] = 64; }
else { rgb_tmp[3] = 128; }
if (is_feather) {
rgb_tmp[0] = (unsigned char)(((short)rgb_tmp[0] + (short)rgb_spline[0]) / 2);
rgb_tmp[1] = (unsigned char)(((short)rgb_tmp[1] + (short)rgb_spline[1]) / 2);
rgb_tmp[2] = (unsigned char)(((short)rgb_tmp[2] + (short)rgb_spline[2]) / 2);
}
mask_color_active_tint(rgb_tmp, rgb_tmp, is_active);
immUniformColor4ubv(rgb_tmp);
mask_draw_array(pos, draw_method, points, tot_point);
immUnbindProgram();
break;
case MASK_DT_DASH:
/* TODO(merwin): use dashed line shader here
* probably better with geometry shader (after core profile switch)
*/
#if 0
GPU_line_width(1.0f);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(3, 0xAAAA);
mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
immUniformColor4ubv(rgb_tmp);
mask_draw_array(pos, draw_method, points, tot_point);
mask_color_active_tint(rgb_tmp, rgb_black, is_active);
immUniformColor4ubv(rgb_tmp);
GPU_basic_shader_line_stipple(3, 0x5555);
mask_draw_array(pos, draw_method, points, tot_point);
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
#endif
break;
default:
BLI_assert(false);
}
if (points != orig_points)
MEM_freeN(points);
}
static void draw_spline_curve(const bContext *C, MaskLayer *masklay, MaskSpline *spline,
const char draw_flag, const char draw_type,
const bool is_active,
const int width, const int height)
{
const unsigned int resol = max_ii(BKE_mask_spline_feather_resolution(spline, width, height),
BKE_mask_spline_resolution(spline, width, height));
unsigned char rgb_tmp[4];
const bool is_spline_sel = (spline->flag & SELECT) && (masklay->restrictflag & MASK_RESTRICT_SELECT) == 0;
const bool is_smooth = (draw_flag & MASK_DRAWFLAG_SMOOTH) != 0;
const bool is_fill = (spline->flag & MASK_SPLINE_NOFILL) == 0;
unsigned int tot_diff_point;
float (*diff_points)[2];
unsigned int tot_feather_point;
float (*feather_points)[2];
diff_points = BKE_mask_spline_differentiate_with_resolution(spline, &tot_diff_point, resol);
if (!diff_points)
return;
if (is_smooth) {
GPU_line_smooth(true);
}
feather_points = BKE_mask_spline_feather_differentiated_points_with_resolution(spline, &tot_feather_point, resol, (is_fill != false));
/* draw feather */
mask_spline_feather_color_get(masklay, spline, is_spline_sel, rgb_tmp);
mask_draw_curve_type(C, spline, feather_points, tot_feather_point,
true, is_active,
rgb_tmp, draw_type);
if (!is_fill) {
const float *fp = &diff_points[0][0];
float *fp_feather = &feather_points[0][0];
BLI_assert(tot_diff_point == tot_feather_point);
for (int i = 0; i < tot_diff_point; i++, fp += 2, fp_feather += 2) {
float tvec[2];
sub_v2_v2v2(tvec, fp, fp_feather);
add_v2_v2v2(fp_feather, fp, tvec);
}
/* same as above */
mask_draw_curve_type(C, spline, feather_points, tot_feather_point,
true, is_active,
rgb_tmp, draw_type);
}
MEM_freeN(feather_points);
/* draw main curve */
mask_spline_color_get(masklay, spline, is_spline_sel, rgb_tmp);
mask_draw_curve_type(C, spline, diff_points, tot_diff_point,
false, is_active,
rgb_tmp, draw_type);
MEM_freeN(diff_points);
if (is_smooth) {
GPU_line_smooth(false);
}
}
static void draw_masklays(const bContext *C, Mask *mask, const char draw_flag, const char draw_type,
const int width, const int height)
{
GPU_blend(true);
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_enable_program_point_size();
MaskLayer *masklay;
int i;
for (masklay = mask->masklayers.first, i = 0; masklay; masklay = masklay->next, i++) {
MaskSpline *spline;
const bool is_active = (i == mask->masklay_act);
if (masklay->restrictflag & MASK_RESTRICT_VIEW) {
continue;
}
for (spline = masklay->splines.first; spline; spline = spline->next) {
/* draw curve itself first... */
draw_spline_curve(C, masklay, spline, draw_flag, draw_type, is_active, width, height);
if (!(masklay->restrictflag & MASK_RESTRICT_SELECT)) {
/* ...and then handles over the curve so they're nicely visible */
draw_spline_points(C, masklay, spline, draw_flag, draw_type);
}
/* show undeform for testing */
if (0) {
void *back = spline->points_deform;
spline->points_deform = NULL;
draw_spline_curve(C, masklay, spline, draw_flag, draw_type, is_active, width, height);
draw_spline_points(C, masklay, spline, draw_flag, draw_type);
spline->points_deform = back;
}
}
}
GPU_disable_program_point_size();
GPU_blend(false);
}
void ED_mask_draw(const bContext *C,
const char draw_flag, const char draw_type)
{
ScrArea *sa = CTX_wm_area(C);
Mask *mask = CTX_data_edit_mask(C);
int width, height;
if (!mask)
return;
ED_mask_get_size(sa, &width, &height);
draw_masklays(C, mask, draw_flag, draw_type, width, height);
}
static float *mask_rasterize(Mask *mask, const int width, const int height)
{
MaskRasterHandle *handle;
float *buffer = MEM_mallocN(sizeof(float) * height * width, "rasterized mask buffer");
/* Initialize rasterization handle. */
handle = BKE_maskrasterize_handle_new();
BKE_maskrasterize_handle_init(handle, mask, width, height, true, true, true);
BKE_maskrasterize_buffer(handle, width, height, buffer);
/* Free memory. */
BKE_maskrasterize_handle_free(handle);
return buffer;
}
/* sets up the opengl context.
* width, height are to match the values from ED_mask_get_size() */
void ED_mask_draw_region(Mask *mask, ARegion *ar,
const char draw_flag, const char draw_type, const char overlay_mode,
const int width_i, const int height_i, /* convert directly into aspect corrected vars */
const float aspx, const float aspy,
const bool do_scale_applied, const bool do_draw_cb,
float stabmat[4][4], /* optional - only used by clip */
const bContext *C /* optional - only used when do_post_draw is set or called from clip editor */
)
{
struct View2D *v2d = &ar->v2d;
/* aspect always scales vertically in movie and image spaces */
const float width = width_i, height = (float)height_i * (aspy / aspx);
int x, y;
/* int w, h; */
float zoomx, zoomy;
/* frame image */
float maxdim;
float xofs, yofs;
/* find window pixel coordinates of origin */
UI_view2d_view_to_region(&ar->v2d, 0.0f, 0.0f, &x, &y);
/* w = BLI_rctf_size_x(&v2d->tot); */
/* h = BLI_rctf_size_y(&v2d->tot); */
zoomx = (float)(BLI_rcti_size_x(&ar->winrct) + 1) / BLI_rctf_size_x(&ar->v2d.cur);
zoomy = (float)(BLI_rcti_size_y(&ar->winrct) + 1) / BLI_rctf_size_y(&ar->v2d.cur);
if (do_scale_applied) {
zoomx /= width;
zoomy /= height;
}
x += v2d->tot.xmin * zoomx;
y += v2d->tot.ymin * zoomy;
/* frame the image */
maxdim = max_ff(width, height);
if (width == height) {
xofs = yofs = 0;
}
else if (width < height) {
xofs = ((height - width) / -2.0f) * zoomx;
yofs = 0.0f;
}
else { /* (width > height) */
xofs = 0.0f;
yofs = ((width - height) / -2.0f) * zoomy;
}
if (draw_flag & MASK_DRAWFLAG_OVERLAY) {
float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
float *buffer = mask_rasterize(mask, width, height);
if (overlay_mode != MASK_OVERLAY_ALPHACHANNEL) {
/* More blending types could be supported in the future. */
GPU_blend(true);
GPU_blend_set_func(GPU_DST_COLOR, GPU_ZERO);
}
gpuPushMatrix();
gpuTranslate2f(x, y);
gpuScale2f(zoomx, zoomy);
if (stabmat) {
gpuMultMatrix(stabmat);
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, 0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL);
gpuPopMatrix();
if (overlay_mode != MASK_OVERLAY_ALPHACHANNEL) {
GPU_blend(false);
}
MEM_freeN(buffer);
}
/* apply transformation so mask editing tools will assume drawing from the origin in normalized space */
gpuPushMatrix();
gpuTranslate2f(x + xofs, y + yofs);
gpuScale2f(zoomx, zoomy);
if (stabmat) {
gpuMultMatrix(stabmat);
}
gpuScale2f(maxdim, maxdim);
if (do_draw_cb) {
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
}
/* draw! */
draw_masklays(C, mask, draw_flag, draw_type, width, height);
if (do_draw_cb) {
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
}
gpuPopMatrix();
}
void ED_mask_draw_frames(Mask *mask, ARegion *ar, const int cfra, const int sfra, const int efra)
{
const float framelen = ar->winx / (float)(efra - sfra + 1);
MaskLayer *masklay = BKE_mask_layer_active(mask);
if (masklay) {
unsigned int num_lines = BLI_listbase_count(&masklay->splines_shapes);
if (num_lines > 0) {
uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 175, 0, 255);
immBegin(GWN_PRIM_LINES, 2 * num_lines);
for (MaskLayerShape *masklay_shape = masklay->splines_shapes.first;
masklay_shape;
masklay_shape = masklay_shape->next)
{
int frame = masklay_shape->frame;
/* draw_keyframe(i, CFRA, sfra, framelen, 1); */
int height = (frame == cfra) ? 22 : 10;
int x = (frame - sfra) * framelen;
immVertex2i(pos, x, 0);
immVertex2i(pos, x, height);
}
immEnd();
immUnbindProgram();
}
}
}