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authorJoerg Mueller <nexyon@gmail.com>2009-08-26 18:19:29 +0400
committerJoerg Mueller <nexyon@gmail.com>2009-08-26 18:19:29 +0400
commit47ce314bc5be90f63799c43805ef509c22d7fcf2 (patch)
tree615764ca3f4816603fd957c59dd3b6153e59bb8a /source/blender/editors/space_sequencer/sequencer_draw.c
parentc97d964064bfb9d64e3f866f62095ccdc32a80fd (diff)
2.5 Sound:
- Cleaned up DNA_sound_types.h, especially the bSound structure. - Fixed a caching bug.
Diffstat (limited to 'source/blender/editors/space_sequencer/sequencer_draw.c')
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c106
1 files changed, 0 insertions, 106 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 367bfb68208..76bed3772b1 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -225,108 +225,6 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
}
}
-static void drawseqwave(Scene *scene, View2D *v2d, Sequence *seq, float x1, float y1, float x2, float y2, int winx)
-{
- /*
- x1 is the starting x value to draw the wave,
- x2 the end x value, same for y1 and y2
- winx is the zoom level.
- */
-
- float
- f, /* floating point value used to store the X draw location for the wave lines when openGL drawing*/
- midy, /* fast access to the middle location (y1+y2)/2 */
- clipxmin, /* the minimum X value, clip this with the window */
- clipxmax, /* the maximum X value, clip this with the window */
- sample_step, /* steps to move per sample, floating value must later translate into an int */
- fsofs, /* steps to move per sample, floating value must later translate into an int */
- feofs_sofs, /* */
- sound_width, /* convenience: x2-x1 */
- wavemulti; /* scale the samples by this value when GL_LINE drawing so it renders the right height */
-
- int
- offset, /* initial offset value for the wave drawing */
- offset_next, /* when in the wave drawing loop this value is the samples intil the next vert */
- sofs, /* Constrained offset value (~3) for the wave, start */
- eofs, /* ditto, end */
- wavesample, /* inner loop storage if the current wave sample value, used to make the 2 values below */
- wavesamplemin, /* used for finding the min and max wave peaks */
- wavesamplemax, /* ditto */
- subsample_step=4; /* when the sample step is 4 every sample of
- the wave is evaluated for min and max values used to draw the wave,
- however this is slow ehrn zoomed out so when the sample step is above
- 1 (the larger the further out the zoom is) so not evaluate all samples, only some. */
-
- signed short* s;
- bSound *sound;
- uint8_t *stream;
-
-// XXX audio_makestream(seq->sound);
- if(seq->sound==NULL || seq->sound->stream==NULL) return;
-
- if (seq->flag & SEQ_MUTE) glColor3ub(0x70, 0x80, 0x80); else glColor3ub(0x70, 0xc0, 0xc0);
-
- sofs = ((int)( FRA2TIME(seq->startdisp-seq->start+seq->anim_startofs)*(float)scene->r.audio.mixrate*4.0 )) & (~3);
- eofs = ((int)( FRA2TIME(seq->enddisp-seq->start+seq->anim_startofs)*(float)scene->r.audio.mixrate*4.0 )) & (~3);
-
- /* clip the drawing area to the screen bounds to save time */
- sample_step= (v2d->cur.xmax - v2d->cur.xmin)/winx;
- clipxmin= MAX2(x1, v2d->cur.xmin);
- clipxmax= MIN2(x2, v2d->cur.xmax);
-
- if (sample_step > 1)
- subsample_step= ((int)(subsample_step*sample_step*8)) & (~3);
-
- /* for speedy access */
- midy = (y1+y2)/2;
- fsofs= (float)sofs;
- feofs_sofs= (float)(eofs-sofs);
- sound_width= x2-x1;
- sound = seq->sound;
- stream = sound->stream;
- wavemulti = (y2-y1)/196605; /*y2-y1 is the height*/
- wavesample=0;
-
- /* we need to get the starting offset value, excuse the duplicate code */
- f=clipxmin;
- offset= (int) (fsofs + ((f-x1)/sound_width) * feofs_sofs) & (~3);
-
- /* start the loop, draw a line per sample_step -sample_step is about 1 line drawn per pixel */
- glBegin(GL_LINES);
- for (f=x1+sample_step; f<=clipxmax; f+=sample_step) {
-
- offset_next = (int) (fsofs + ((f-x1)/sound_width) * feofs_sofs) & (~3);
- if (f > v2d->cur.xmin) {
- /* if this is close to the last sample just exit */
- if (offset_next >= sound->streamlen) break;
-
- wavesamplemin = 131070;
- wavesamplemax = -131070;
-
- /*find with high and low of the waveform for this draw,
- evaluate small samples to find this range */
- while (offset < offset_next) {
- s = (signed short*)(stream+offset);
-
- wavesample = s[0]*2 + s[1];
- if (wavesamplemin>wavesample)
- wavesamplemin=wavesample;
- if (wavesamplemax<wavesample)
- wavesamplemax=wavesample;
- offset+=subsample_step;
- }
- /* draw the wave line, looks good up close and zoomed out */
- glVertex2f(f, midy-(wavemulti*wavesamplemin) );
- glVertex2f(f, midy-(wavemulti*wavesamplemax) );
- } else {
- while (offset < offset_next) offset+=subsample_step;
- }
-
- offset=offset_next;
- }
- glEnd();
-}
-
/* draw a handle, for each end of a sequence strip */
static void draw_seq_handle(View2D *v2d, Sequence *seq, float pixelx, short direction)
{
@@ -660,10 +558,6 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, SpaceSeq *sseq, Sequence *
draw_shadedstrip(seq, background_col, x1, y1, x2, y2);
/* draw additional info and controls */
- // XXX
- if(0) // (seq->type == SEQ_SOUND)
- drawseqwave(scene, v2d, seq, x1, y1, x2, y2, ar->winx);
-
if (!is_single_image)
draw_seq_extensions(scene, sseq, seq);