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blender-archive/source/blender/editors/space_sequencer/sequencer_draw.c

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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 <string.h>
#include <math.h>
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_threads.h"
#include "IMB_imbuf_types.h"
#include "DNA_scene_types.h"
#include "DNA_mask_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_sound_types.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_sequencer.h"
#include "BKE_sound.h"
#include "BKE_scene.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_framebuffer.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
#include "ED_markers.h"
#include "ED_mask.h"
#include "ED_sequencer.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "BIF_glutil.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "WM_api.h"
#include "MEM_guardedalloc.h"
/* own include */
#include "sequencer_intern.h"
#define SEQ_LEFTHANDLE 1
#define SEQ_RIGHTHANDLE 2
#define SEQ_HANDLE_SIZE_MIN 7.0f
#define SEQ_HANDLE_SIZE_MAX 40.0f
#define SEQ_SCROLLER_TEXT_OFFSET 8
/* Note, Don't use SEQ_BEGIN/SEQ_END while drawing!
* it messes up transform, - Campbell */
#undef SEQ_BEGIN
#undef SEQP_BEGIN
#undef SEQ_END
static Sequence *special_seq_update = NULL;
void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
{
unsigned char blendcol[3];
SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
switch (seq->type) {
case SEQ_TYPE_IMAGE:
UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col);
break;
case SEQ_TYPE_META:
UI_GetThemeColor3ubv(TH_SEQ_META, col);
break;
case SEQ_TYPE_MOVIE:
UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col);
break;
case SEQ_TYPE_MOVIECLIP:
UI_GetThemeColor3ubv(TH_SEQ_MOVIECLIP, col);
break;
case SEQ_TYPE_MASK:
UI_GetThemeColor3ubv(TH_SEQ_MASK, col); /* TODO */
break;
case SEQ_TYPE_SCENE:
UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
if (seq->scene == curscene) {
UI_GetColorPtrShade3ubv(col, col, 20);
}
break;
/* transitions */
case SEQ_TYPE_CROSS:
case SEQ_TYPE_GAMCROSS:
case SEQ_TYPE_WIPE:
UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col);
/* slightly offset hue to distinguish different effects */
if (seq->type == SEQ_TYPE_CROSS) {
rgb_byte_set_hue_float_offset(col, 0.04);
}
if (seq->type == SEQ_TYPE_GAMCROSS) {
rgb_byte_set_hue_float_offset(col, 0.08);
}
if (seq->type == SEQ_TYPE_WIPE) {
rgb_byte_set_hue_float_offset(col, 0.12);
}
break;
/* effects */
case SEQ_TYPE_TRANSFORM:
case SEQ_TYPE_SPEED:
case SEQ_TYPE_ADD:
case SEQ_TYPE_SUB:
case SEQ_TYPE_MUL:
case SEQ_TYPE_ALPHAOVER:
case SEQ_TYPE_ALPHAUNDER:
case SEQ_TYPE_OVERDROP:
case SEQ_TYPE_GLOW:
case SEQ_TYPE_MULTICAM:
case SEQ_TYPE_ADJUSTMENT:
case SEQ_TYPE_GAUSSIAN_BLUR:
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, 0.04);
}
else if (seq->type == SEQ_TYPE_SUB) {
rgb_byte_set_hue_float_offset(col, 0.08);
}
else if (seq->type == SEQ_TYPE_MUL) {
rgb_byte_set_hue_float_offset(col, 0.12);
}
else if (seq->type == SEQ_TYPE_ALPHAOVER) {
rgb_byte_set_hue_float_offset(col, 0.16);
}
else if (seq->type == SEQ_TYPE_ALPHAUNDER) {
rgb_byte_set_hue_float_offset(col, 0.20);
}
else if (seq->type == SEQ_TYPE_OVERDROP) {
rgb_byte_set_hue_float_offset(col, 0.24);
}
else if (seq->type == SEQ_TYPE_GLOW) {
rgb_byte_set_hue_float_offset(col, 0.28);
}
else if (seq->type == SEQ_TYPE_TRANSFORM) {
rgb_byte_set_hue_float_offset(col, 0.36);
}
else if (seq->type == SEQ_TYPE_MULTICAM) {
rgb_byte_set_hue_float_offset(col, 0.32);
}
else if (seq->type == SEQ_TYPE_ADJUSTMENT) {
rgb_byte_set_hue_float_offset(col, 0.40);
}
else if (seq->type == SEQ_TYPE_GAUSSIAN_BLUR) {
rgb_byte_set_hue_float_offset(col, 0.42);
}
else if (seq->type == SEQ_TYPE_COLORMIX) {
rgb_byte_set_hue_float_offset(col, 0.46);
}
break;
case SEQ_TYPE_COLOR:
rgb_float_to_uchar(col, colvars->col);
break;
case SEQ_TYPE_SOUND_RAM:
UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col);
blendcol[0] = blendcol[1] = blendcol[2] = 128;
if (seq->flag & SEQ_MUTE) {
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20);
}
break;
case SEQ_TYPE_TEXT:
UI_GetThemeColor3ubv(TH_SEQ_TEXT, col);
break;
default:
col[0] = 10;
col[1] = 255;
col[2] = 40;
break;
}
}
static void drawseqwave(View2D *v2d,
const bContext *C,
SpaceSeq *sseq,
Scene *scene,
Sequence *seq,
float x1,
float y1,
float x2,
float y2,
float stepsize)
{
/*
* x1 is the starting x value to draw the wave,
* x2 the end x value, same for y1 and y2
* stepsize is width of a pixel.
*/
/* 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 i, j, p;
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 value1, value2;
bSound *sound = seq->sound;
SoundWaveform *waveform;
if (length < 2) {
return;
}
if (!sound->spinlock) {
sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(sound->spinlock);
}
BLI_spin_lock(sound->spinlock);
if (!sound->waveform) {
if (!(sound->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;
if (waveform->length == 0) {
/* BKE_sound_read_waveform() set an empty SoundWaveform data in case it cannot generate a
* valid one. See T45726. */
return;
}
startsample = floor((seq->startofs + seq->anim_startofs) / FPS *
SOUND_WAVE_SAMPLES_PER_SECOND);
endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp) / FPS *
SOUND_WAVE_SAMPLES_PER_SECOND);
samplestep = (endsample - startsample) * stepsize / (x2 - x1);
length = min_ii(
floor((waveform->length - startsample) / samplestep - (x1_offset - x1) / stepsize),
length);
if (length < 2) {
return;
}
GPU_blend(true);
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 (i = 0; i < length; i++) {
float sampleoffset = startsample + ((x1_offset - x1) / stepsize + i) * samplestep;
p = sampleoffset;
value1 = waveform->data[p * 3];
value2 = waveform->data[p * 3 + 1];
if (samplestep > 1.0f) {
for (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];
}
value1 *= seq->volume;
value2 *= seq->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(false);
}
}
static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2)
{
/* note: this used to use SEQ_BEGIN/SEQ_END, but it messes up the
* seq->depth value, (needed by transform when doing overlap checks)
* so for now, just use the meta's immediate children, could be fixed but
* its only drawing - campbell */
Sequence *seq;
unsigned char col[4];
int chan_min = MAXSEQ;
int chan_max = 0;
int chan_range = 0;
float draw_range = y2 - y1;
float draw_height;
ListBase *seqbase;
int offset;
seqbase = BKE_sequence_seqbase_get(seqm, &offset);
if (!seqbase || BLI_listbase_is_empty(seqbase)) {
return;
}
if (seqm->type == SEQ_TYPE_SCENE) {
offset = seqm->start - offset;
}
else {
offset = 0;
}
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_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);
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;
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(false);
}
/* clamp handles to defined size in pixel space */
static float draw_seq_handle_size_get_clamped(Sequence *seq, const float pixelx)
{
const float minhandle = pixelx * SEQ_HANDLE_SIZE_MIN;
const float maxhandle = pixelx * SEQ_HANDLE_SIZE_MAX;
float size = CLAMPIS(seq->handsize, minhandle, maxhandle);
/* ensure we're not greater than half width */
return min_ff(size, ((float)(seq->enddisp - seq->startdisp) / 2.0f) / pixelx);
}
/* draw a handle, for each end of a sequence strip */
static void draw_seq_handle(View2D *v2d,
Sequence *seq,
const float handsize_clamped,
const short direction,
unsigned int pos)
{
float v1[2], v2[2], v3[2], rx1 = 0, rx2 = 0; //for triangles and rect
float x1, x2, y1, y2;
unsigned int whichsel = 0;
x1 = seq->startdisp;
x2 = seq->enddisp;
y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
/* set up co-ordinates/dimensions for either left or right handle */
if (direction == SEQ_LEFTHANDLE) {
rx1 = x1;
rx2 = x1 + handsize_clamped * 0.75f;
v1[0] = x1 + handsize_clamped / 4;
v1[1] = y1 + (((y1 + y2) / 2.0f - y1) / 2);
v2[0] = x1 + handsize_clamped / 4;
v2[1] = y2 - (((y1 + y2) / 2.0f - y1) / 2);
v3[0] = v2[0] + handsize_clamped / 4;
v3[1] = (y1 + y2) / 2.0f;
whichsel = SEQ_LEFTSEL;
}
else if (direction == SEQ_RIGHTHANDLE) {
rx1 = x2 - handsize_clamped * 0.75f;
rx2 = x2;
v1[0] = x2 - handsize_clamped / 4;
v1[1] = y1 + (((y1 + y2) / 2.0f - y1) / 2);
v2[0] = x2 - handsize_clamped / 4;
v2[1] = y2 - (((y1 + y2) / 2.0f - y1) / 2);
v3[0] = v2[0] - handsize_clamped / 4;
v3[1] = (y1 + y2) / 2.0f;
whichsel = SEQ_RIGHTSEL;
}
/* draw! */
if (!(seq->type & SEQ_TYPE_EFFECT) || BKE_sequence_effect_get_num_inputs(seq->type) == 0) {
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
if (seq->flag & whichsel) {
immUniformColor4ub(0, 0, 0, 80);
}
else if (seq->flag & SELECT) {
immUniformColor4ub(255, 255, 255, 30);
}
else {
immUniformColor4ub(0, 0, 0, 22);
}
immRectf(pos, rx1, y1, rx2, y2);
if (seq->flag & whichsel) {
immUniformColor4ub(255, 255, 255, 200);
}
else {
immUniformColor4ub(0, 0, 0, 50);
}
immBegin(GPU_PRIM_TRIS, 3);
immVertex2fv(pos, v1);
immVertex2fv(pos, v2);
immVertex2fv(pos, v3);
immEnd();
GPU_blend(false);
}
if ((G.moving & G_TRANSFORM_SEQ) || (seq->flag & whichsel)) {
const char col[4] = {255, 255, 255, 255};
char numstr[32];
size_t numstr_len;
if (direction == SEQ_LEFTHANDLE) {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->startdisp);
x1 = rx1;
y1 -= 0.45f;
}
else {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->enddisp - 1);
x1 = x2 - handsize_clamped * 0.75f;
y1 = y2 + 0.05f;
}
UI_view2d_text_cache_add(v2d, x1, y1, numstr, numstr_len, col);
}
}
/* draw info text on a sequence strip */
static void draw_seq_text(View2D *v2d,
SpaceSeq *sseq,
Sequence *seq,
float x1,
float x2,
float y1,
float y2,
const unsigned char background_col[3])
{
rctf rect;
char str[32 + FILE_MAX];
size_t str_len;
const char *name = seq->name + 2;
char col[4];
/* note, all strings should include 'name' */
if (name[0] == '\0') {
name = BKE_sequence_give_name(seq);
}
if (seq->type == SEQ_TYPE_META || seq->type == SEQ_TYPE_ADJUSTMENT) {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
else if (seq->type == SEQ_TYPE_SCENE) {
if (seq->scene) {
if (seq->scene_camera) {
str_len = BLI_snprintf(str,
sizeof(str),
"%s: %s (%s) | %d",
name,
seq->scene->id.name + 2,
((ID *)seq->scene_camera)->name + 2,
seq->len);
}
else {
str_len = BLI_snprintf(
str, sizeof(str), "%s: %s | %d", name, seq->scene->id.name + 2, seq->len);
}
}
else {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
}
else if (seq->type == SEQ_TYPE_MOVIECLIP) {
if (seq->clip && !STREQ(name, seq->clip->id.name + 2)) {
str_len = BLI_snprintf(
str, sizeof(str), "%s: %s | %d", name, seq->clip->id.name + 2, seq->len);
}
else {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
}
else if (seq->type == SEQ_TYPE_MASK) {
if (seq->mask && !STREQ(name, seq->mask->id.name + 2)) {
str_len = BLI_snprintf(
str, sizeof(str), "%s: %s | %d", name, seq->mask->id.name + 2, seq->len);
}
else {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
}
else if (seq->type == SEQ_TYPE_MULTICAM) {
str_len = BLI_snprintf(str, sizeof(str), "Cam %s: %d", name, seq->multicam_source);
}
else if (seq->type == SEQ_TYPE_IMAGE) {
str_len = BLI_snprintf(str,
sizeof(str),
"%s: %s%s | %d",
name,
seq->strip->dir,
seq->strip->stripdata->name,
seq->len);
}
else if (seq->type == SEQ_TYPE_TEXT) {
TextVars *textdata = seq->effectdata;
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", textdata->text, seq->startdisp);
}
else if (seq->type & SEQ_TYPE_EFFECT) {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
else if (seq->type == SEQ_TYPE_SOUND_RAM) {
/* If a waveform is drawn, we don't want to overlay it with text,
* as it would make both hard to read. */
if ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM)) {
str[0] = 0;
str_len = 0;
}
else if (seq->sound) {
str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d", name, seq->sound->name, seq->len);
}
else {
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
}
else if (seq->type == SEQ_TYPE_MOVIE) {
str_len = BLI_snprintf(str,
sizeof(str),
"%s: %s%s | %d",
name,
seq->strip->dir,
seq->strip->stripdata->name,
seq->len);
}
else {
/* should never get here!, but might with files from future */
BLI_assert(0);
str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len);
}
if (seq->flag & SELECT) {
col[0] = col[1] = col[2] = 255;
}
else if ((((int)background_col[0] + (int)background_col[1] + (int)background_col[2]) / 3) < 50) {
col[0] = col[1] = col[2] = 80; /* use lighter text color for dark background */
}
else {
col[0] = col[1] = col[2] = 0;
}
col[3] = 255;
rect.xmin = x1;
rect.ymin = y1;
rect.xmax = x2;
rect.ymax = y2;
UI_view2d_text_cache_add_rectf(v2d, &rect, str, str_len, col);
}
static void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq, unsigned int pos)
{
float x1, x2, y1, y2, pixely;
unsigned char col[4], blendcol[3];
View2D *v2d = &ar->v2d;
x1 = seq->startdisp;
x2 = seq->enddisp;
y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
pixely = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
if (pixely <= 0) {
return; /* can happen when the view is split/resized */
}
blendcol[0] = blendcol[1] = blendcol[2] = 120;
if (seq->startofs || seq->endofs) {
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
color3ubv_from_seq(scene, seq, col);
if (seq->flag & SELECT) {
UI_GetColorPtrShade3ubv(col, col, -50);
}
if (seq->flag & SEQ_MUTE) {
col[3] = 64;
}
else {
if (seq->flag & SELECT) {
col[3] = 170;
}
else {
col[3] = 80;
}
}
}
if (seq->startofs) {
immUniformColor4ubv(col);
immRectf(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
immUniformColor3ubvAlpha(col, col[3] + 50);
/* outline */
imm_draw_box_wire_2d(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
}
if (seq->endofs) {
immUniformColor4ubv(col);
immRectf(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
immUniformColor3ubvAlpha(col, col[3] + 50);
/* outline */
imm_draw_box_wire_2d(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
}
if (seq->startofs || seq->endofs) {
GPU_blend(false);
}
if (seq->startstill || seq->endstill) {
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
color3ubv_from_seq(scene, seq, col);
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5f, 60);
if (seq->flag & SEQ_MUTE) {
col[3] = 96;
}
else {
if (seq->flag & SELECT) {
col[3] = 255;
}
else {
col[3] = 170;
}
}
immUniformColor4ubv(col);
}
if (seq->startstill) {
immRectf(pos, x1, y1, (float)(seq->start), y2);
}
if (seq->endstill) {
immRectf(pos, (float)(seq->start + seq->len), y1, x2, y2);
}
if (seq->startstill || seq->endstill) {
GPU_blend(false);
}
}
/*
* Draw a sequence strip, bounds check already made
* ARegion is currently only used to get the windows width in pixels
* so wave file sample drawing precision is zoom adjusted
*/
static void draw_seq_strip(const bContext *C,
SpaceSeq *sseq,
Scene *scene,
ARegion *ar,
Sequence *seq,
int outline_tint,
float pixelx)
{
View2D *v2d = &ar->v2d;
float x1, x2, y1, y2;
unsigned char col[4], background_col[4], is_single_image;
const float handsize_clamped = draw_seq_handle_size_get_clamped(seq, pixelx);
/* we need to know if this is a single image/color or not for drawing */
is_single_image = (char)BKE_sequence_single_check(seq);
/* body */
x1 = (seq->startstill) ? seq->start : seq->startdisp;
y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* get the correct color per strip type*/
//color3ubv_from_seq(scene, seq, col);
color3ubv_from_seq(scene, seq, background_col);
if (seq->flag & SEQ_MUTE) {
background_col[3] = 128;
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
}
else {
background_col[3] = 255;
}
if (seq->flag & SELECT) {
UI_GetColorPtrShade3ubv(background_col, background_col, -50);
}
immUniformColor4ubv(background_col);
/* draw the main strip body */
if (is_single_image) { /* single image */
immRectf(pos,
BKE_sequence_tx_get_final_left(seq, false),
y1,
BKE_sequence_tx_get_final_right(seq, false),
y2);
}
else { /* normal operation */
immRectf(pos, x1, y1, x2, y2);
}
if (seq->flag & SEQ_MUTE) {
GPU_blend(false);
}
if (!is_single_image) {
if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) || (seq == special_seq_update)) {
draw_sequence_extensions(scene, ar, seq, pos);
}
}
draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE, pos);
draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE, pos);
x1 = seq->startdisp;
x2 = seq->enddisp;
immUnbindProgram();
/* draw sound wave */
if (seq->type == SEQ_TYPE_SOUND_RAM) {
if (!(sseq->flag & SEQ_NO_WAVEFORMS)) {
drawseqwave(
v2d, C, sseq, scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx);
}
}
/* draw lock */
if (seq->flag & SEQ_LOCK) {
GPU_blend(true);
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, 0.125f);
immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.125f);
immUniform1i("size1", 8);
immUniform1i("size2", 8);
immRectf(pos, x1, y1, x2, y2);
immUnbindProgram();
GPU_blend(false);
}
if (!BKE_sequence_is_valid_check(seq)) {
GPU_blend(true);
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
immUniform4f("color1", 1.0f, 0.0f, 0.0f, 1.0f);
immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
immUniform1i("size1", 8);
immUniform1i("size2", 8);
immRectf(pos, x1, y1, x2, y2);
immUnbindProgram();
GPU_blend(false);
}
color3ubv_from_seq(scene, seq, col);
/* draw the strip outline */
color3ubv_from_seq(scene, seq, col);
if ((G.moving & G_TRANSFORM_SEQ) && (seq->flag & SELECT)) {
if (seq->flag & SEQ_OVERLAP) {
col[0] = 255;
col[1] = col[2] = 40;
}
else {
UI_GetColorPtrShade3ubv(col, col, 120 + outline_tint);
}
}
else {
UI_GetColorPtrShade3ubv(col, col, outline_tint);
}
if ((seq->type == SEQ_TYPE_META) ||
((seq->type == SEQ_TYPE_SCENE) && (seq->flag & SEQ_SCENE_STRIPS))) {
drawmeta_contents(scene, seq, x1, y1, x2, y2);
}
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* TODO: add back stippled line for muted strips? */
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (seq->flag & SEQ_MUTE) {
col[3] = 96;
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
immUniformColor4ubv(col);
}
else {
immUniformColor3ubv(col);
}
imm_draw_box_wire_2d(pos, x1, y1, x2, y2); /* outline */
immUnbindProgram();
/* calculate if seq is long enough to print a name */
x1 = seq->startdisp + handsize_clamped;
x2 = seq->enddisp - handsize_clamped;
float scroller_vert_xoffs = (V2D_SCROLL_WIDTH_TEXT + 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;
}
/* nice text here would require changing the view matrix for texture text */
if ((x2 - x1) / pixelx > 32) {
draw_seq_text(v2d, sseq, seq, x1, x2, y1, y2, background_col);
}
}
void sequencer_special_update_set(Sequence *seq)
{
special_seq_update = seq;
}
Sequence *ED_sequencer_special_preview_get(void)
{
return special_seq_update;
}
void ED_sequencer_special_preview_set(bContext *C, const int mval[2])
{
Scene *scene = CTX_data_scene(C);
ARegion *ar = CTX_wm_region(C);
int hand;
Sequence *seq;
seq = find_nearest_seq(scene, &ar->v2d, &hand, mval);
sequencer_special_update_set(seq);
}
void ED_sequencer_special_preview_clear(void)
{
sequencer_special_update_set(NULL);
}
ImBuf *sequencer_ibuf_get(struct Main *bmain,
struct Depsgraph *depsgraph,
Scene *scene,
SpaceSeq *sseq,
int cfra,
int frame_ofs,
const char *viewname)
{
SeqRenderData context = {0};
ImBuf *ibuf;
int rectx, recty;
float render_size;
float proxy_size = 100.0;
short is_break = G.is_break;
render_size = sseq->render_size;
if (render_size == 0) {
render_size = scene->r.size;
}
else {
proxy_size = render_size;
}
if (render_size < 0) {
return NULL;
}
rectx = (render_size * (float)scene->r.xsch) / 100.0f + 0.5f;
recty = (render_size * (float)scene->r.ysch) / 100.0f + 0.5f;
BKE_sequencer_new_render_data(
bmain, depsgraph, scene, rectx, recty, proxy_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 Esc pressed somewhere in the past
*/
G.is_break = false;
/* Rendering can change OGL context. Save & Restore framebuffer. */
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
GPU_framebuffer_restore();
if (special_seq_update) {
ibuf = BKE_sequencer_give_ibuf_direct(&context, cfra + frame_ofs, special_seq_update);
}
else if (!U.prefetchframes) { // XXX || (G.f & G_PLAYANIM) == 0) {
ibuf = BKE_sequencer_give_ibuf(&context, cfra + frame_ofs, sseq->chanshown);
}
else {
ibuf = BKE_sequencer_give_ibuf_threaded(&context, cfra + frame_ofs, sseq->chanshown);
}
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_cb)(ImBuf *ibuf))
{
ImBuf *display_ibuf = IMB_dupImBuf(ibuf);
ImBuf *scope;
IMB_colormanagement_imbuf_make_display_space(
display_ibuf, &scene->view_settings, &scene->display_settings);
scope = make_scope_cb(display_ibuf);
IMB_freeImBuf(display_ibuf);
return scope;
}
static void sequencer_display_size(Scene *scene, float r_viewrect[2])
{
r_viewrect[0] = (float)scene->r.xsch;
r_viewrect[1] = (float)scene->r.ysch;
/* Aspect ratio seems to have no effect on output image*/
/* 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);
/* ortho at pixel level */
UI_view2d_view_restore(C);
/* draw grease-pencil (screen aligned) */
ED_annotation_draw_view2d(C, 0);
}
/* draws content borders plus safety borders if needed */
static void sequencer_draw_borders(const SpaceSeq *sseq, const View2D *v2d, const Scene *scene)
{
float x1 = v2d->tot.xmin;
float y1 = v2d->tot.ymin;
float x2 = v2d->tot.xmax;
float y2 = v2d->tot.ymax;
GPU_line_width(1.0f);
/* 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);
/* 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 *ar, SpaceSeq *sseq)
{
/* NOTE: sequencer mask editing isnt finished, the draw code is working but editing not,
* for now just disable drawing since the strip frame will likely be offset */
// if (sc->mode == SC_MODE_MASKEDIT)
if (0 && sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
Mask *mask = BKE_sequencer_mask_get(scene);
if (mask) {
int width, height;
float aspx = 1.0f, aspy = 1.0f;
// ED_mask_get_size(C, &width, &height);
//Scene *scene = CTX_data_scene(C);
width = (scene->r.size * scene->r.xsch) / 100;
height = (scene->r.size * scene->r.ysch) / 100;
ED_mask_draw_region(mask,
ar,
0,
0,
0, /* TODO */
width,
height,
aspx,
aspy,
false,
true,
NULL,
C);
}
}
}
#endif
static void *sequencer_OCIO_transform_ibuf(
const bContext *C, ImBuf *ibuf, bool *glsl_used, int *format, int *type)
{
void *display_buffer;
void *cache_handle = NULL;
bool force_fallback = false;
*glsl_used = false;
force_fallback |= (ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL);
force_fallback |= (ibuf->dither != 0.0f);
if (force_fallback) {
/* Fallback to CPU based color space conversion */
*glsl_used = false;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
display_buffer = NULL;
}
else if (ibuf->rect_float) {
display_buffer = ibuf->rect_float;
if (ibuf->channels == 4) {
*format = GL_RGBA;
}
else if (ibuf->channels == 3) {
*format = GL_RGB;
}
else {
BLI_assert(!"Incompatible number of channels for float buffer in sequencer");
*format = GL_RGBA;
display_buffer = NULL;
}
*type = GL_FLOAT;
if (ibuf->float_colorspace) {
*glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->float_colorspace, ibuf->dither, true);
}
else {
*glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, ibuf->dither, true);
}
}
else if (ibuf->rect) {
display_buffer = ibuf->rect;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
*glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->rect_colorspace, ibuf->dither, false);
}
else {
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
display_buffer = NULL;
}
/* there's a data to be displayed, but GLSL is not initialized
* properly, in this case we fallback to CPU-based display transform
*/
if ((ibuf->rect || ibuf->rect_float) && !*glsl_used) {
display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
}
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
* needed to make so sequencer's rendering doesn't conflict with compositor
*/
WM_jobs_kill_type(CTX_wm_manager(C), NULL, WM_JOB_TYPE_COMPOSITE);
/* 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)
{
float col[3];
UI_GetThemeColor3fv(TH_SEQ_PREVIEW, col);
GPU_clear_color(col[0], col[1], col[2], 0.0);
GPU_clear(GPU_COLOR_BIT);
}
static void sequencer_preview_get_rect(rctf *preview,
Scene *scene,
ARegion *ar,
SpaceSeq *sseq,
bool draw_overlay,
bool draw_backdrop)
{
struct View2D *v2d = &ar->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(&ar->winrct) / (float)BLI_rcti_size_y(&ar->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 *ar,
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(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
}
/* Format needs to be created prior to any immBindProgram call.
* Do it here because OCIO binds it's own shader.
*/
int format, type;
bool glsl_used = false;
GLuint texid;
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 = (unsigned char *)ibuf->rect;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
}
else {
display_buffer = sequencer_OCIO_transform_ibuf(C, ibuf, &glsl_used, &format, &type);
}
if (draw_backdrop) {
GPU_matrix_push();
GPU_matrix_identity_set();
GPU_matrix_push_projection();
GPU_matrix_identity_projection_set();
}
glGenTextures(1, (GLuint *)&texid);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texid);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (type == GL_FLOAT) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, ibuf->x, ibuf->y, 0, format, type, display_buffer);
}
else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, format, type, display_buffer);
}
if (!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, ar, 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();
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &texid);
if (!glsl_used) {
immUnbindProgram();
}
else {
IMB_colormanagement_finish_glsl_draw();
}
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
GPU_blend(false);
}
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 *ar,
SpaceSeq *sseq,
int cfra,
int frame_ofs,
bool draw_overlay,
bool draw_backdrop)
{
struct Main *bmain = CTX_data_main(C);
struct Depsgraph *depsgraph = CTX_data_depsgraph(C);
struct View2D *v2d = &ar->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;
}
if (sseq->render_size == SEQ_PROXY_RENDER_SIZE_NONE) {
sequencer_preview_clear();
return;
}
/* Setup view */
sequencer_display_size(scene, viewrect);
UI_view2d_totRect_set(v2d, viewrect[0] + 0.5f, 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);
}
}
/* Get image */
ibuf = sequencer_ibuf_get(
bmain, depsgraph, scene, sseq, cfra, frame_ofs, names[sseq->multiview_eye]);
if (ibuf) {
scope = sequencer_get_scope(scene, sseq, ibuf, draw_backdrop);
/* Draw image */
sequencer_draw_display_buffer(C, scene, ar, 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);
}
/* TODO */
/* sequencer_draw_maskedit(C, scene, ar, sseq); */
/* Scope is freed in sequencer_check_scopes when ibuf changes and
* scope image is to be replaced. */
if (ibuf) {
IMB_freeImBuf(ibuf);
}
UI_view2d_view_restore(C);
}
#if 0
void drawprefetchseqspace(Scene *scene, ARegion *UNUSED(ar), SpaceSeq *sseq)
{
int rectx, recty;
int render_size = sseq->render_size;
int proxy_size = 100.0;
if (render_size == 0) {
render_size = scene->r.size;
}
else {
proxy_size = render_size;
}
if (render_size < 0) {
return;
}
rectx = (render_size * scene->r.xsch) / 100;
recty = (render_size * scene->r.ysch) / 100;
if (sseq->mainb != SEQ_DRAW_SEQUENCE) {
give_ibuf_prefetch_request(rectx, recty, (scene->r.cfra), sseq->chanshown, proxy_size);
}
}
#endif
/* draw backdrop of the sequencer strips view */
static void draw_seq_backdrop(View2D *v2d)
{
int i;
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();
}
/* draw the contents of the sequencer strips view */
static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
View2D *v2d = &ar->v2d;
SpaceSeq *sseq = CTX_wm_space_seq(C);
Sequence *last_seq = BKE_sequencer_active_get(scene);
int sel = 0, j;
float pixelx = BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask);
/* loop through twice, first unselected, then selected */
for (j = 0; j < 2; j++) {
Sequence *seq;
/* highlighting around strip edges indicating selection */
int outline_tint = (j) ? -60 : -150;
/* loop through strips, checking for those that are visible */
for (seq = ed->seqbasep->first; seq; seq = seq->next) {
/* boundbox and selection tests for NOT drawing the strip... */
if ((seq->flag & SELECT) != sel) {
continue;
}
else if (seq == last_seq) {
continue;
}
else if (min_ii(seq->startdisp, seq->start) > v2d->cur.xmax) {
continue;
}
else if (max_ii(seq->enddisp, seq->start + seq->len) < v2d->cur.xmin) {
continue;
}
else if (seq->machine + 1.0f < v2d->cur.ymin) {
continue;
}
else if (seq->machine > v2d->cur.ymax) {
continue;
}
/* strip passed all tests unscathed... so draw it now */
draw_seq_strip(C, sseq, scene, ar, seq, outline_tint, pixelx);
}
/* draw selected next time round */
sel = SELECT;
}
/* draw the last selected last (i.e. 'active' in other parts of Blender),
* removes some overlapping error */
if (last_seq) {
draw_seq_strip(C, sseq, scene, ar, last_seq, 120, pixelx);
}
/* draw highlight when previewing a single strip */
if (special_seq_update) {
const Sequence *seq = special_seq_update;
GPU_blend(true);
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(false);
}
}
static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
{
const Editing *ed = BKE_sequencer_editing_get(scene, false);
const int frame_sta = PSFRA;
const int frame_end = PEFRA + 1;
GPU_blend(true);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw darkened area outside of active timeline
* frame range used is preview range or scene 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);
/* thin lines where the actual frames are */
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();
if (ed && !BLI_listbase_is_empty(&ed->metastack)) {
MetaStack *ms = ed->metastack.last;
immUniformColor4ub(255, 255, 255, 8);
immRectf(pos, ms->disp_range[0], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
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(false);
}
/* Draw Timeline/Strip Editor Mode for Sequencer */
void draw_timeline_seq(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
Editing *ed = BKE_sequencer_editing_get(scene, false);
SpaceSeq *sseq = CTX_wm_space_seq(C);
View2D *v2d = &ar->v2d;
View2DScrollers *scrollers;
short unit = 0, cfra_flag = 0;
float col[3];
/* clear and setup matrix */
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);
}
GPU_clear(GPU_COLOR_BIT);
UI_view2d_view_ortho(v2d);
/* calculate extents of sequencer strips/data
* NOTE: needed for the scrollers later
*/
boundbox_seq(scene, &v2d->tot);
/* draw backdrop */
draw_seq_backdrop(v2d);
/* regular grid-pattern over the rest of the view (i.e. 1-second grid lines) */
UI_view2d_constant_grid_draw(v2d, FPS);
/* Only draw backdrop in pure sequence view. */
if (sseq->view == SEQ_VIEW_SEQUENCE && sseq->draw_flag & SEQ_DRAW_BACKDROP) {
sequencer_draw_preview(C, scene, ar, sseq, scene->r.cfra, 0, false, true);
UI_view2d_view_ortho(v2d);
}
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
seq_draw_sfra_efra(scene, v2d);
/* sequence strips (if there is data available to be drawn) */
if (ed) {
/* draw the data */
draw_seq_strips(C, ed, ar);
/* text draw cached (for sequence names), in pixelspace now */
UI_view2d_text_cache_draw(ar);
}
/* current frame */
UI_view2d_view_ortho(v2d);
if ((sseq->flag & SEQ_DRAWFRAMES) == 0) {
cfra_flag |= DRAWCFRA_UNIT_SECONDS;
}
ANIM_draw_cfra(C, v2d, cfra_flag);
/* markers */
UI_view2d_view_orthoSpecial(ar, v2d, 1);
int marker_draw_flag = DRAW_MARKERS_MARGIN;
if (sseq->flag & SEQ_SHOW_MARKER_LINES) {
marker_draw_flag |= DRAW_MARKERS_LINES;
}
ED_markers_draw(C, marker_draw_flag);
/* preview range */
UI_view2d_view_ortho(v2d);
ANIM_draw_previewrange(C, v2d, 1);
/* overlap playhead */
if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
int cfra_over = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ?
scene->ed->over_cfra :
scene->r.cfra + scene->ed->over_ofs;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(0.2f, 0.2f, 0.2f);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, cfra_over, v2d->cur.ymin);
immVertex2f(pos, cfra_over, v2d->cur.ymax);
immEnd();
immUnbindProgram();
}
/* callback */
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
/* reset view matrix */
UI_view2d_view_restore(C);
/* scrollers */
unit = (sseq->flag & SEQ_DRAWFRAMES) ? V2D_UNIT_FRAMES : V2D_UNIT_SECONDS;
scrollers = UI_view2d_scrollers_calc(
C, v2d, NULL, unit, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
/* draw current frame number-indicator on top of scrollers */
if ((sseq->flag & SEQ_NO_DRAW_CFRANUM) == 0) {
UI_view2d_view_orthoSpecial(ar, v2d, 1);
ANIM_draw_cfra_number(C, v2d, cfra_flag);
}
}