1925 lines
54 KiB
C
1925 lines
54 KiB
C
/*
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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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/** \file
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* \ingroup spseq
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*/
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#include <string.h>
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#include <math.h>
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BLI_threads.h"
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#include "IMB_imbuf_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_mask_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_space_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_sound_types.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_sequencer.h"
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#include "BKE_sound.h"
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#include "BKE_scene.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf.h"
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#include "GPU_immediate.h"
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#include "GPU_immediate_util.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "GPU_framebuffer.h"
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#include "ED_anim_api.h"
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#include "ED_gpencil.h"
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#include "ED_markers.h"
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#include "ED_mask.h"
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#include "ED_sequencer.h"
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#include "ED_screen.h"
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#include "ED_space_api.h"
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#include "BIF_glutil.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 "WM_api.h"
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#include "MEM_guardedalloc.h"
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/* own include */
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#include "sequencer_intern.h"
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#define SEQ_LEFTHANDLE 1
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#define SEQ_RIGHTHANDLE 2
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#define SEQ_HANDLE_SIZE_MIN 7.0f
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#define SEQ_HANDLE_SIZE_MAX 40.0f
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#define SEQ_SCROLLER_TEXT_OFFSET 8
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/* Note, Don't use SEQ_BEGIN/SEQ_END while drawing!
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* it messes up transform, - Campbell */
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#undef SEQ_BEGIN
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#undef SEQP_BEGIN
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#undef SEQ_END
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static Sequence *special_seq_update = NULL;
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void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
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{
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unsigned char blendcol[3];
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SolidColorVars *colvars = (SolidColorVars *)seq->effectdata;
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switch (seq->type) {
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case SEQ_TYPE_IMAGE:
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UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col);
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break;
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case SEQ_TYPE_META:
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UI_GetThemeColor3ubv(TH_SEQ_META, col);
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break;
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case SEQ_TYPE_MOVIE:
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UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col);
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break;
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case SEQ_TYPE_MOVIECLIP:
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UI_GetThemeColor3ubv(TH_SEQ_MOVIECLIP, col);
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break;
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case SEQ_TYPE_MASK:
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UI_GetThemeColor3ubv(TH_SEQ_MASK, col); /* TODO */
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break;
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case SEQ_TYPE_SCENE:
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UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
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if (seq->scene == curscene) {
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UI_GetColorPtrShade3ubv(col, col, 20);
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}
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break;
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/* transitions */
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case SEQ_TYPE_CROSS:
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case SEQ_TYPE_GAMCROSS:
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case SEQ_TYPE_WIPE:
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UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col);
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/* slightly offset hue to distinguish different effects */
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if (seq->type == SEQ_TYPE_CROSS) {
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rgb_byte_set_hue_float_offset(col, 0.04);
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}
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if (seq->type == SEQ_TYPE_GAMCROSS) {
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rgb_byte_set_hue_float_offset(col, 0.08);
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}
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if (seq->type == SEQ_TYPE_WIPE) {
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rgb_byte_set_hue_float_offset(col, 0.12);
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}
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break;
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/* effects */
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case SEQ_TYPE_TRANSFORM:
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case SEQ_TYPE_SPEED:
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case SEQ_TYPE_ADD:
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case SEQ_TYPE_SUB:
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case SEQ_TYPE_MUL:
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case SEQ_TYPE_ALPHAOVER:
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case SEQ_TYPE_ALPHAUNDER:
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case SEQ_TYPE_OVERDROP:
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case SEQ_TYPE_GLOW:
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case SEQ_TYPE_MULTICAM:
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case SEQ_TYPE_ADJUSTMENT:
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case SEQ_TYPE_GAUSSIAN_BLUR:
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case SEQ_TYPE_COLORMIX:
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UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col);
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/* slightly offset hue to distinguish different effects */
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if (seq->type == SEQ_TYPE_ADD) {
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rgb_byte_set_hue_float_offset(col, 0.04);
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}
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else if (seq->type == SEQ_TYPE_SUB) {
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rgb_byte_set_hue_float_offset(col, 0.08);
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}
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else if (seq->type == SEQ_TYPE_MUL) {
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rgb_byte_set_hue_float_offset(col, 0.12);
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}
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else if (seq->type == SEQ_TYPE_ALPHAOVER) {
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rgb_byte_set_hue_float_offset(col, 0.16);
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}
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else if (seq->type == SEQ_TYPE_ALPHAUNDER) {
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rgb_byte_set_hue_float_offset(col, 0.20);
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}
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else if (seq->type == SEQ_TYPE_OVERDROP) {
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rgb_byte_set_hue_float_offset(col, 0.24);
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}
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else if (seq->type == SEQ_TYPE_GLOW) {
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rgb_byte_set_hue_float_offset(col, 0.28);
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}
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else if (seq->type == SEQ_TYPE_TRANSFORM) {
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rgb_byte_set_hue_float_offset(col, 0.36);
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}
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else if (seq->type == SEQ_TYPE_MULTICAM) {
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rgb_byte_set_hue_float_offset(col, 0.32);
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}
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else if (seq->type == SEQ_TYPE_ADJUSTMENT) {
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rgb_byte_set_hue_float_offset(col, 0.40);
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}
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else if (seq->type == SEQ_TYPE_GAUSSIAN_BLUR) {
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rgb_byte_set_hue_float_offset(col, 0.42);
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}
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else if (seq->type == SEQ_TYPE_COLORMIX) {
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rgb_byte_set_hue_float_offset(col, 0.46);
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}
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break;
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case SEQ_TYPE_COLOR:
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rgb_float_to_uchar(col, colvars->col);
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break;
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case SEQ_TYPE_SOUND_RAM:
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UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col);
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blendcol[0] = blendcol[1] = blendcol[2] = 128;
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if (seq->flag & SEQ_MUTE) {
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UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20);
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}
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break;
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case SEQ_TYPE_TEXT:
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UI_GetThemeColor3ubv(TH_SEQ_TEXT, col);
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break;
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default:
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col[0] = 10;
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col[1] = 255;
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col[2] = 40;
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break;
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}
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}
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static void drawseqwave(View2D *v2d,
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const bContext *C,
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SpaceSeq *sseq,
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Scene *scene,
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Sequence *seq,
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float x1,
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float y1,
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float x2,
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float y2,
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float stepsize)
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{
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/*
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* x1 is the starting x value to draw the wave,
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* x2 the end x value, same for y1 and y2
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* stepsize is width of a pixel.
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*/
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/* offset x1 and x2 values, to match view min/max, if strip is out of bounds */
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int x1_offset = max_ff(v2d->cur.xmin, x1);
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int x2_offset = min_ff(v2d->cur.xmax + 1.0f, x2);
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if (seq->sound && ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) {
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int i, j, p;
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int length = floor((x2_offset - x1_offset) / stepsize) + 1;
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float ymid = (y1 + y2) / 2.0f;
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float yscale = (y2 - y1) / 2.0f;
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float samplestep;
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float startsample, endsample;
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float value1, value2;
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bSound *sound = seq->sound;
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SoundWaveform *waveform;
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if (length < 2) {
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return;
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}
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if (!sound->spinlock) {
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sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
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BLI_spin_init(sound->spinlock);
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}
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BLI_spin_lock(sound->spinlock);
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if (!sound->waveform) {
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if (!(sound->tags & SOUND_TAGS_WAVEFORM_LOADING)) {
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/* prevent sounds from reloading */
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sound->tags |= SOUND_TAGS_WAVEFORM_LOADING;
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BLI_spin_unlock(sound->spinlock);
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sequencer_preview_add_sound(C, seq);
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}
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else {
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BLI_spin_unlock(sound->spinlock);
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}
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return; /* nothing to draw */
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}
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BLI_spin_unlock(sound->spinlock);
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waveform = sound->waveform;
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if (waveform->length == 0) {
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/* BKE_sound_read_waveform() set an empty SoundWaveform data in case it cannot generate a
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* valid one. See T45726. */
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return;
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}
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startsample = floor((seq->startofs + seq->anim_startofs) / FPS *
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SOUND_WAVE_SAMPLES_PER_SECOND);
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endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp) / FPS *
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SOUND_WAVE_SAMPLES_PER_SECOND);
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samplestep = (endsample - startsample) * stepsize / (x2 - x1);
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length = min_ii(
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floor((waveform->length - startsample) / samplestep - (x1_offset - x1) / stepsize),
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length);
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if (length < 2) {
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return;
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}
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GPU_blend(true);
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
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immBegin(GPU_PRIM_TRI_STRIP, length * 2);
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for (i = 0; i < length; i++) {
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float sampleoffset = startsample + ((x1_offset - x1) / stepsize + i) * samplestep;
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p = sampleoffset;
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value1 = waveform->data[p * 3];
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value2 = waveform->data[p * 3 + 1];
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if (samplestep > 1.0f) {
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for (j = p + 1; (j < waveform->length) && (j < p + samplestep); j++) {
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if (value1 > waveform->data[j * 3]) {
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value1 = waveform->data[j * 3];
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}
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if (value2 < waveform->data[j * 3 + 1]) {
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value2 = waveform->data[j * 3 + 1];
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}
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}
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}
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else if (p + 1 < waveform->length) {
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/* use simple linear interpolation */
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float f = sampleoffset - p;
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value1 = (1.0f - f) * value1 + f * waveform->data[p * 3 + 3];
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value2 = (1.0f - f) * value2 + f * waveform->data[p * 3 + 4];
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}
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value1 *= seq->volume;
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value2 *= seq->volume;
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if (value2 > 1 || value1 < -1) {
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immAttr4f(col, 1.0f, 0.0f, 0.0f, 0.5f);
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CLAMP_MAX(value2, 1.0f);
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CLAMP_MIN(value1, -1.0f);
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}
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else {
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immAttr4f(col, 1.0f, 1.0f, 1.0f, 0.5f);
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}
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immVertex2f(pos, x1_offset + i * stepsize, ymid + value1 * yscale);
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immVertex2f(pos, x1_offset + i * stepsize, ymid + value2 * yscale);
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}
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immEnd();
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immUnbindProgram();
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GPU_blend(false);
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}
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}
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static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2)
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{
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/* note: this used to use SEQ_BEGIN/SEQ_END, but it messes up the
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* seq->depth value, (needed by transform when doing overlap checks)
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* so for now, just use the meta's immediate children, could be fixed but
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* its only drawing - campbell */
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Sequence *seq;
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unsigned char col[4];
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int chan_min = MAXSEQ;
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int chan_max = 0;
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int chan_range = 0;
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float draw_range = y2 - y1;
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float draw_height;
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ListBase *seqbase;
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int offset;
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seqbase = BKE_sequence_seqbase_get(seqm, &offset);
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if (!seqbase || BLI_listbase_is_empty(seqbase)) {
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return;
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}
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if (seqm->type == SEQ_TYPE_SCENE) {
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offset = seqm->start - offset;
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}
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else {
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offset = 0;
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}
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GPU_blend(true);
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GPU_blend_set_func_separate(
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GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
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for (seq = seqbase->first; seq; seq = seq->next) {
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chan_min = min_ii(chan_min, seq->machine);
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chan_max = max_ii(chan_max, seq->machine);
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}
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chan_range = (chan_max - chan_min) + 1;
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draw_height = draw_range / chan_range;
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col[3] = 196; /* alpha, used for all meta children */
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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for (seq = seqbase->first; seq; seq = seq->next) {
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const int startdisp = seq->startdisp + offset;
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const int enddisp = seq->enddisp + offset;
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if ((startdisp > x2 || enddisp < x1) == 0) {
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float y_chan = (seq->machine - chan_min) / (float)(chan_range)*draw_range;
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float x1_chan = startdisp;
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float x2_chan = enddisp;
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float y1_chan, y2_chan;
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color3ubv_from_seq(scene, seq, col);
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if ((seqm->flag & SEQ_MUTE) || (seq->flag & SEQ_MUTE)) {
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col[3] = 64;
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}
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else {
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col[3] = 196;
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}
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immUniformColor4ubv(col);
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/* clamp within parent sequence strip bounds */
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if (x1_chan < x1) {
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x1_chan = x1;
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}
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if (x2_chan > x2) {
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x2_chan = x2;
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}
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y1_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM);
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y2_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP);
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immRectf(pos, x1_chan, y1_chan, x2_chan, y2_chan);
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}
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}
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immUnbindProgram();
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GPU_blend(false);
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}
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/* clamp handles to defined size in pixel space */
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static float draw_seq_handle_size_get_clamped(Sequence *seq, const float pixelx)
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{
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const float minhandle = pixelx * SEQ_HANDLE_SIZE_MIN;
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const float maxhandle = pixelx * SEQ_HANDLE_SIZE_MAX;
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float size = CLAMPIS(seq->handsize, minhandle, maxhandle);
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/* ensure we're not greater than half width */
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return min_ff(size, ((float)(seq->enddisp - seq->startdisp) / 2.0f) / pixelx);
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}
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/* draw a handle, for each end of a sequence strip */
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static void draw_seq_handle(View2D *v2d,
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Sequence *seq,
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const float handsize_clamped,
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const short direction,
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unsigned int pos)
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{
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float v1[2], v2[2], v3[2], rx1 = 0, rx2 = 0; //for triangles and rect
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float x1, x2, y1, y2;
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unsigned int whichsel = 0;
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x1 = seq->startdisp;
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x2 = seq->enddisp;
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y1 = seq->machine + SEQ_STRIP_OFSBOTTOM;
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y2 = seq->machine + SEQ_STRIP_OFSTOP;
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/* set up co-ordinates/dimensions for either left or right handle */
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if (direction == SEQ_LEFTHANDLE) {
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rx1 = x1;
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rx2 = x1 + handsize_clamped * 0.75f;
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v1[0] = x1 + handsize_clamped / 4;
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v1[1] = y1 + (((y1 + y2) / 2.0f - y1) / 2);
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v2[0] = x1 + handsize_clamped / 4;
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v2[1] = y2 - (((y1 + y2) / 2.0f - y1) / 2);
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v3[0] = v2[0] + handsize_clamped / 4;
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v3[1] = (y1 + y2) / 2.0f;
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whichsel = SEQ_LEFTSEL;
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}
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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);
|
|
}
|
|
}
|