526 lines
16 KiB
C
526 lines
16 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Joshua Leung
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_action/action_draw.c
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* \ingroup spaction
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*/
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/* System includes ----------------------------------------------------- */
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <float.h>
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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/* Types --------------------------------------------------------------- */
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#include "DNA_anim_types.h"
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#include "DNA_cachefile_types.h"
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_action.h"
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#include "BKE_context.h"
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#include "BKE_pointcache.h"
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/* Everything from source (BIF, BDR, BSE) ------------------------------ */
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#include "BIF_gl.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "ED_anim_api.h"
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#include "ED_keyframes_draw.h"
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#include "action_intern.h"
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/* ************************************************************************* */
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/* Channel List */
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/* left hand part */
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void draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar)
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{
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ListBase anim_data = {NULL, NULL};
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bAnimListElem *ale;
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int filter;
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View2D *v2d = &ar->v2d;
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float y = 0.0f;
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size_t items;
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int height;
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/* build list of channels to draw */
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filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
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items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
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height = ((items * ACHANNEL_STEP(ac)) + (ACHANNEL_HEIGHT(ac)));
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if (height > BLI_rcti_size_y(&v2d->mask)) {
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/* don't use totrect set, as the width stays the same
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* (NOTE: this is ok here, the configuration is pretty straightforward)
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*/
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v2d->tot.ymin = (float)(-height);
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}
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/* need to do a view-sync here, so that the keys area doesn't jump around (it must copy this) */
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UI_view2d_sync(NULL, ac->sa, v2d, V2D_LOCK_COPY);
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/* loop through channels, and set up drawing depending on their type */
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{ /* first pass: just the standard GL-drawing for backdrop + text */
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size_t channel_index = 0;
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y = (float)ACHANNEL_FIRST(ac);
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for (ale = anim_data.first; ale; ale = ale->next) {
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float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
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float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
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/* check if visible */
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if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
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IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
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{
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/* draw all channels using standard channel-drawing API */
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ANIM_channel_draw(ac, ale, yminc, ymaxc, channel_index);
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}
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/* adjust y-position for next one */
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y -= ACHANNEL_STEP(ac);
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channel_index++;
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}
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}
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{ /* second pass: widgets */
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uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS);
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size_t channel_index = 0;
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y = (float)ACHANNEL_FIRST(ac);
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for (ale = anim_data.first; ale; ale = ale->next) {
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float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
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float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
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/* check if visible */
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if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
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IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
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{
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/* draw all channels using standard channel-drawing API */
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ANIM_channel_draw_widgets(C, ac, ale, block, yminc, ymaxc, channel_index);
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}
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/* adjust y-position for next one */
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y -= ACHANNEL_STEP(ac);
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channel_index++;
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}
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UI_block_end(C, block);
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UI_block_draw(C, block);
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}
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/* free tempolary channels */
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ANIM_animdata_freelist(&anim_data);
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}
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/* ************************************************************************* */
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/* Keyframes */
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/* extra padding for lengths (to go under scrollers) */
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#define EXTRA_SCROLL_PAD 100.0f
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/* draw keyframes in each channel */
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void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
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{
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ListBase anim_data = {NULL, NULL};
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bAnimListElem *ale;
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View2D *v2d = &ar->v2d;
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bDopeSheet *ads = &saction->ads;
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AnimData *adt = NULL;
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float act_start, act_end, y;
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unsigned char col1[3], col2[3];
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unsigned char col1a[3], col2a[3];
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unsigned char col1b[3], col2b[3];
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const bool show_group_colors = !(saction->flag & SACTION_NODRAWGCOLORS);
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/* get theme colors */
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UI_GetThemeColor3ubv(TH_BACK, col2);
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UI_GetThemeColor3ubv(TH_HILITE, col1);
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UI_GetThemeColor3ubv(TH_GROUP, col2a);
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UI_GetThemeColor3ubv(TH_GROUP_ACTIVE, col1a);
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UI_GetThemeColor3ubv(TH_DOPESHEET_CHANNELOB, col1b);
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UI_GetThemeColor3ubv(TH_DOPESHEET_CHANNELSUBOB, col2b);
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/* set view-mapping rect (only used for x-axis), for NLA-scaling mapping with less calculation */
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/* if in NLA there's a strip active, map the view */
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if (ac->datatype == ANIMCONT_ACTION) {
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/* adt = ANIM_nla_mapping_get(ac, NULL); */ /* UNUSED */
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/* start and end of action itself */
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calc_action_range(ac->data, &act_start, &act_end, 0);
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}
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/* build list of channels to draw */
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int filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
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size_t items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
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int height = ((items * ACHANNEL_STEP(ac)) + (ACHANNEL_HEIGHT(ac)));
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/* don't use totrect set, as the width stays the same
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* (NOTE: this is ok here, the configuration is pretty straightforward)
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*/
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v2d->tot.ymin = (float)(-height);
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/* first backdrop strips */
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y = (float)(-ACHANNEL_HEIGHT(ac));
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Gwn_VertFormat *format = immVertexFormat();
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uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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GPU_blend(true);
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for (ale = anim_data.first; ale; ale = ale->next) {
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const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
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const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
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/* check if visible */
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if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
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IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
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{
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const bAnimChannelType *acf = ANIM_channel_get_typeinfo(ale);
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int sel = 0;
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/* determine if any need to draw channel */
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if (ale->datatype != ALE_NONE) {
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/* determine if channel is selected */
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if (acf->has_setting(ac, ale, ACHANNEL_SETTING_SELECT))
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sel = ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT);
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if (ELEM(ac->datatype, ANIMCONT_ACTION, ANIMCONT_DOPESHEET, ANIMCONT_SHAPEKEY)) {
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switch (ale->type) {
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case ANIMTYPE_SUMMARY:
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{
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/* reddish color from NLA */
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immUniformThemeColor(TH_ANIM_ACTIVE);
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break;
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}
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case ANIMTYPE_SCENE:
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case ANIMTYPE_OBJECT:
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{
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immUniformColor3ubvAlpha(col1b, sel ? 0x45 : 0x22);
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break;
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}
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case ANIMTYPE_FILLACTD:
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case ANIMTYPE_DSSKEY:
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case ANIMTYPE_DSWOR:
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{
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immUniformColor3ubvAlpha(col2b, sel ? 0x45 : 0x22);
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break;
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}
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case ANIMTYPE_GROUP:
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{
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bActionGroup *agrp = ale->data;
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if (show_group_colors && agrp->customCol) {
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if (sel) {
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immUniformColor3ubvAlpha((unsigned char *)agrp->cs.select, 0x45);
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}
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else {
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immUniformColor3ubvAlpha((unsigned char *)agrp->cs.solid, 0x1D);
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}
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}
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else {
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immUniformColor3ubvAlpha(sel ? col1a : col2a, 0x22);
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}
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break;
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}
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case ANIMTYPE_FCURVE:
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{
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FCurve *fcu = ale->data;
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if (show_group_colors && fcu->grp && fcu->grp->customCol) {
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immUniformColor3ubvAlpha((unsigned char *)fcu->grp->cs.active, sel ? 0x65 : 0x0B);
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}
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else {
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immUniformColor3ubvAlpha(sel ? col1 : col2, 0x22);
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}
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break;
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}
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default:
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{
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immUniformColor3ubvAlpha(sel ? col1 : col2, 0x22);
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}
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}
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/* draw region twice: firstly backdrop, then the current range */
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immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
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if (ac->datatype == ANIMCONT_ACTION)
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immRectf(pos, act_start, (float)y - ACHANNEL_HEIGHT_HALF(ac), act_end, (float)y + ACHANNEL_HEIGHT_HALF(ac));
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}
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else if (ac->datatype == ANIMCONT_GPENCIL) {
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/* frames less than one get less saturated background */
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immUniformColor3ubvAlpha(sel ? col1 : col2, 0x22);
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immRectf(pos, 0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
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/* frames one and higher get a saturated background */
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immUniformColor3ubvAlpha(sel ? col1 : col2, 0x44);
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immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
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}
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else if (ac->datatype == ANIMCONT_MASK) {
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/* TODO --- this is a copy of gpencil */
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/* frames less than one get less saturated background */
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immUniformColor3ubvAlpha(sel ? col1 : col2, 0x22);
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immRectf(pos, 0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
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/* frames one and higher get a saturated background */
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immUniformColor3ubvAlpha(sel ? col1 : col2, 0x44);
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immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
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}
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}
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}
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/* Increment the step */
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y -= ACHANNEL_STEP(ac);
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}
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GPU_blend(false);
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/* black line marking 'current frame' for Time-Slide transform mode */
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if (saction->flag & SACTION_MOVING) {
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immUniformColor3f(0.0f, 0.0f, 0.0f);
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immBegin(GWN_PRIM_LINES, 2);
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immVertex2f(pos, saction->timeslide, v2d->cur.ymin - EXTRA_SCROLL_PAD);
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immVertex2f(pos, saction->timeslide, v2d->cur.ymax);
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immEnd();
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}
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immUnbindProgram();
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/* Draw keyframes
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* 1) Only channels that are visible in the Action Editor get drawn/evaluated.
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* This is to try to optimize this for heavier data sets
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* 2) Keyframes which are out of view horizontally are disregarded
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*/
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y = (float)(-ACHANNEL_HEIGHT(ac));
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for (ale = anim_data.first; ale; ale = ale->next) {
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const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
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const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
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/* check if visible */
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if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
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IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
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{
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/* check if anything to show for this channel */
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if (ale->datatype != ALE_NONE) {
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adt = ANIM_nla_mapping_get(ac, ale);
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/* draw 'keyframes' for each specific datatype */
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switch (ale->datatype) {
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case ALE_ALL:
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draw_summary_channel(v2d, ale->data, y, ac->yscale_fac);
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break;
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case ALE_SCE:
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draw_scene_channel(v2d, ads, ale->key_data, y, ac->yscale_fac);
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break;
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case ALE_OB:
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draw_object_channel(v2d, ads, ale->key_data, y, ac->yscale_fac);
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break;
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case ALE_ACT:
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draw_action_channel(v2d, adt, ale->key_data, y, ac->yscale_fac);
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break;
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case ALE_GROUP:
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draw_agroup_channel(v2d, adt, ale->data, y, ac->yscale_fac);
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break;
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case ALE_FCURVE:
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draw_fcurve_channel(v2d, adt, ale->key_data, y, ac->yscale_fac);
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break;
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case ALE_GPFRAME:
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draw_gpl_channel(v2d, ads, ale->data, y, ac->yscale_fac);
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break;
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case ALE_MASKLAY:
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draw_masklay_channel(v2d, ads, ale->data, y, ac->yscale_fac);
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break;
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}
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}
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}
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y -= ACHANNEL_STEP(ac);
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}
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/* free temporary channels used for drawing */
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ANIM_animdata_freelist(&anim_data);
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}
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/* ************************************************************************* */
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/* Timeline - Caches */
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void timeline_draw_cache(SpaceAction *saction, Object *ob, Scene *scene)
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{
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PTCacheID *pid;
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ListBase pidlist;
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const float cache_draw_height = (4.0f * UI_DPI_FAC * U.pixelsize);
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float yoffs = 0.f;
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if (!(saction->cache_display & TIME_CACHE_DISPLAY) || (!ob))
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return;
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BKE_ptcache_ids_from_object(&pidlist, ob, scene, 0);
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uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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/* iterate over pointcaches on the active object, and draw each one's range */
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for (pid = pidlist.first; pid; pid = pid->next) {
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float col[4];
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switch (pid->type) {
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case PTCACHE_TYPE_SOFTBODY:
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if (!(saction->cache_display & TIME_CACHE_SOFTBODY)) continue;
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break;
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case PTCACHE_TYPE_PARTICLES:
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if (!(saction->cache_display & TIME_CACHE_PARTICLES)) continue;
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break;
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case PTCACHE_TYPE_CLOTH:
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if (!(saction->cache_display & TIME_CACHE_CLOTH)) continue;
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break;
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case PTCACHE_TYPE_SMOKE_DOMAIN:
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case PTCACHE_TYPE_SMOKE_HIGHRES:
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if (!(saction->cache_display & TIME_CACHE_SMOKE)) continue;
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break;
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case PTCACHE_TYPE_DYNAMICPAINT:
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if (!(saction->cache_display & TIME_CACHE_DYNAMICPAINT)) continue;
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break;
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case PTCACHE_TYPE_RIGIDBODY:
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if (!(saction->cache_display & TIME_CACHE_RIGIDBODY)) continue;
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break;
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}
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if (pid->cache->cached_frames == NULL)
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continue;
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gpuPushMatrix();
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gpuTranslate2f(0.0, (float)V2D_SCROLL_HEIGHT_TEXT + yoffs);
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gpuScale2f(1.0, cache_draw_height);
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switch (pid->type) {
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case PTCACHE_TYPE_SOFTBODY:
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col[0] = 1.0; col[1] = 0.4; col[2] = 0.02;
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col[3] = 0.1;
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break;
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case PTCACHE_TYPE_PARTICLES:
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col[0] = 1.0; col[1] = 0.1; col[2] = 0.02;
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col[3] = 0.1;
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break;
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case PTCACHE_TYPE_CLOTH:
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col[0] = 0.1; col[1] = 0.1; col[2] = 0.75;
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col[3] = 0.1;
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break;
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case PTCACHE_TYPE_SMOKE_DOMAIN:
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case PTCACHE_TYPE_SMOKE_HIGHRES:
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col[0] = 0.2; col[1] = 0.2; col[2] = 0.2;
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col[3] = 0.1;
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break;
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case PTCACHE_TYPE_DYNAMICPAINT:
|
|
col[0] = 1.0; col[1] = 0.1; col[2] = 0.75;
|
|
col[3] = 0.1;
|
|
break;
|
|
case PTCACHE_TYPE_RIGIDBODY:
|
|
col[0] = 1.0; col[1] = 0.6; col[2] = 0.0;
|
|
col[3] = 0.1;
|
|
break;
|
|
default:
|
|
col[0] = 1.0; col[1] = 0.0; col[2] = 1.0;
|
|
col[3] = 0.1;
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
|
|
const int sta = pid->cache->startframe, end = pid->cache->endframe;
|
|
const int len = (end - sta + 1) * 6;
|
|
|
|
GPU_blend(true);
|
|
|
|
immUniformColor4fv(col);
|
|
immRectf(pos, (float)sta, 0.0, (float)end, 1.0);
|
|
|
|
col[3] = 0.4f;
|
|
if (pid->cache->flag & PTCACHE_BAKED) {
|
|
col[0] -= 0.4f; col[1] -= 0.4f; col[2] -= 0.4f;
|
|
}
|
|
else if (pid->cache->flag & PTCACHE_OUTDATED) {
|
|
col[0] += 0.4f; col[1] += 0.4f; col[2] += 0.4f;
|
|
}
|
|
|
|
immUniformColor4fv(col);
|
|
|
|
if (len > 0) {
|
|
immBeginAtMost(GWN_PRIM_TRIS, len);
|
|
|
|
/* draw a quad for each cached frame */
|
|
for (int i = sta; i <= end; i++) {
|
|
if (pid->cache->cached_frames[i - sta]) {
|
|
immVertex2f(pos, (float)i - 0.5f, 0.0f);
|
|
immVertex2f(pos, (float)i - 0.5f, 1.0f);
|
|
immVertex2f(pos, (float)i + 0.5f, 1.0f);
|
|
|
|
immVertex2f(pos, (float)i - 0.5f, 0.0f);
|
|
immVertex2f(pos, (float)i + 0.5f, 1.0f);
|
|
immVertex2f(pos, (float)i + 0.5f, 0.0f);
|
|
}
|
|
}
|
|
|
|
immEnd();
|
|
}
|
|
|
|
GPU_blend(false);
|
|
|
|
gpuPopMatrix();
|
|
|
|
yoffs += cache_draw_height;
|
|
}
|
|
|
|
immUnbindProgram();
|
|
|
|
BLI_freelistN(&pidlist);
|
|
}
|
|
|
|
/* ************************************************************************* */
|