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authorCampbell Barton <ideasman42@gmail.com>2010-07-08 14:03:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-07-08 14:03:29 +0400
commitb511fbea6d3e0185f8ba39405bc9f71dab7a5f20 (patch)
treeee404999004e76ccc6ff941d62b4d62d7afae69a /source/blender/editors/space_sequencer/sequencer_draw.c
parentff51a96d58f423a686cc9b195f0bf2361625fb1a (diff)
Sequencer display overlay option, this can show a border area from another time to help compare for color grading.
- Okey sets the border in the display. - Okey resets the frame offset in the sequencer timeline. - ghost icon in the header can enable/disable. - frame offset can be relative or absolute (lock icon) Not very happy that this commit adds a call to BKE_animsys_evaluate_animdata(scene, ...) in do_build_seq_array_recursively() without this the offset frames dont have fcurves applied. Though we will need something like this for prefetch frames to work too.
Diffstat (limited to 'source/blender/editors/space_sequencer/sequencer_draw.c')
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c52
1 files changed, 41 insertions, 11 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 1e5735006ab..30f0f84c092 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -690,7 +690,7 @@ void set_special_seq_update(int val)
else special_seq_update= 0;
}
-void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq)
+void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs)
{
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
struct ImBuf *ibuf;
@@ -726,9 +726,11 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
viewrecty /= proxy_size / 100.0;
}
- /* XXX TODO: take color from theme */
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glClear(GL_COLOR_BUFFER_BIT);
+ if(frame_ofs == 0) {
+ /* XXX TODO: take color from theme */
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
/* without this colors can flicker from previous opengl state */
glColor4ub(255, 255, 255, 255);
@@ -746,13 +748,13 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
else {
recursive= 1;
if (special_seq_update) {
- ibuf= give_ibuf_seq_direct(scene, rectx, recty, (scene->r.cfra), proxy_size, special_seq_update);
+ ibuf= give_ibuf_seq_direct(scene, rectx, recty, cfra + frame_ofs, proxy_size, special_seq_update);
}
else if (!U.prefetchframes) { // XXX || (G.f & G_PLAYANIM) == 0) {
- ibuf= (ImBuf *)give_ibuf_seq(scene, rectx, recty, (scene->r.cfra), sseq->chanshown, proxy_size);
+ ibuf= (ImBuf *)give_ibuf_seq(scene, rectx, recty, cfra + frame_ofs, sseq->chanshown, proxy_size);
}
else {
- ibuf= (ImBuf *)give_ibuf_seq_threaded(scene, rectx, recty, (scene->r.cfra), sseq->chanshown, proxy_size);
+ ibuf= (ImBuf *)give_ibuf_seq_threaded(scene, rectx, recty, cfra + frame_ofs, sseq->chanshown, proxy_size);
}
recursive= 0;
@@ -812,11 +814,26 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
- glBegin(GL_QUADS);
- glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
- glTexCoord2f(0.0f, 1.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
+ glBegin(GL_QUADS);
+
+ if(frame_ofs) {
+ rctf tot_clip;
+ tot_clip.xmin= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmin);
+ tot_clip.ymin= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymin);
+ tot_clip.xmax= v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmax);
+ tot_clip.ymax= v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymax);
+
+ glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmin, tot_clip.ymin);
+ glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmin, tot_clip.ymax);
+ glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax);glVertex2f(tot_clip.xmax, tot_clip.ymax);
+ glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin);glVertex2f(tot_clip.xmax, tot_clip.ymin);
+ }
+ else {
+ glTexCoord2f(0.0f, 0.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
+ glTexCoord2f(0.0f, 1.0f);glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
glTexCoord2f(1.0f, 1.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
- glTexCoord2f(1.0f, 0.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
+ glTexCoord2f(1.0f, 0.0f);glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
+ }
glEnd( );
glBindTexture(GL_TEXTURE_2D, last_texid);
glDisable(GL_TEXTURE_2D);
@@ -1056,6 +1073,19 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
/* preview range */
UI_view2d_view_ortho(C, v2d);
ANIM_draw_previewrange(C, v2d);
+
+ /* 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;
+ glColor3f(0.2, 0.2, 0.2);
+ // glRectf(cfra_over, v2d->cur.ymin, scene->ed->over_ofs + scene->r.cfra + 1, v2d->cur.ymax);
+
+ glBegin(GL_LINES);
+ glVertex2f(cfra_over, v2d->cur.ymin);
+ glVertex2f(cfra_over, v2d->cur.ymax);
+ glEnd();
+
+ }
/* reset view matrix */
UI_view2d_view_restore(C);