diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-12-23 08:04:03 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-12-23 08:04:03 +0300 |
commit | 9282d305bdc56522543129436db1e8a5d19cf39f (patch) | |
tree | b6d0cdcc7dd3f4113cf9e4f9813c40f44d29746e /source/blender/editors/space_sequencer/sequencer_draw.c | |
parent | de724a258eda45d1fed2b2176006c3b2df8abea2 (diff) | |
parent | 646a96bf8edc211a06f3df652101c265ee166e8d (diff) |
Merge branch 'master' into texture_nodes_refactortexture_nodes_refactor
Conflicts:
source/blender/nodes/texture/nodes/node_texture_math.c
Diffstat (limited to 'source/blender/editors/space_sequencer/sequencer_draw.c')
-rw-r--r-- | source/blender/editors/space_sequencer/sequencer_draw.c | 423 |
1 files changed, 253 insertions, 170 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c index dab51f752b4..144f7876b5e 100644 --- a/source/blender/editors/space_sequencer/sequencer_draw.c +++ b/source/blender/editors/space_sequencer/sequencer_draw.c @@ -34,6 +34,7 @@ #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_utildefines.h" +#include "BLI_threads.h" #include "IMB_imbuf_types.h" @@ -69,6 +70,7 @@ #include "WM_api.h" + /* own include */ #include "sequencer_intern.h" @@ -82,9 +84,11 @@ /* Note, Don't use SEQ_BEGIN/SEQ_END while drawing! * it messes up transform, - Campbell */ -static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2); +#undef SEQ_BEGIN +#undef SEQP_BEGIN +#undef SEQ_END -static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[3]) +void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3]) { unsigned char blendcol[3]; SolidColorVars *colvars = (SolidColorVars *)seq->effectdata; @@ -175,14 +179,14 @@ static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[ } } -static void drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize) +static void drawseqwave(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. */ - if (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM) { + if ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM)) { int i, j, pos; int length = floor((x2 - x1) / stepsize) + 1; float ymid = (y1 + y2) / 2; @@ -190,20 +194,30 @@ static void drawseqwave(Scene *scene, Sequence *seq, float x1, float y1, float x float samplestep; float startsample, endsample; float value; - + bSound *sound = seq->sound; + SoundWaveform *waveform; - - if (!seq->sound->waveform) - sound_read_waveform(seq->sound); - - if (!seq->sound->waveform) - return; /* zero length sound */ - + + if (!sound->mutex) + sound->mutex = BLI_mutex_alloc(); + + BLI_mutex_lock(sound->mutex); + if (!seq->sound->waveform) { + if (!(sound->flags & SOUND_FLAGS_WAVEFORM_LOADING)) { + /* prevent sounds from reloading */ + seq->sound->flags |= SOUND_FLAGS_WAVEFORM_LOADING; + BLI_mutex_unlock(sound->mutex); + sequencer_preview_add_sound(C, seq); + } + else { + BLI_mutex_unlock(sound->mutex); + } + return; /* nothing to draw */ + } + BLI_mutex_unlock(sound->mutex); + waveform = seq->sound->waveform; - - if (!waveform) - 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); @@ -299,7 +313,7 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE)) drawmeta_stipple(1); - get_seq_color3ubv(scene, seq, col); + color3ubv_from_seq(scene, seq, col); glColor4ubv(col); @@ -332,7 +346,10 @@ 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; - return CLAMPIS(seq->handsize, minhandle, maxhandle); + 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 */ @@ -415,112 +432,6 @@ static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_cla } } -static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq) -{ - float x1, x2, y1, y2, pixely, a; - unsigned char col[3], blendcol[3]; - View2D *v2d = &ar->v2d; - - if (seq->type >= SEQ_TYPE_EFFECT) return; - - 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) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - get_seq_color3ubv(scene, seq, col); - - if (seq->flag & SELECT) { - UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40); - glColor4ub(col[0], col[1], col[2], 170); - } - else { - UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0); - glColor4ub(col[0], col[1], col[2], 110); - } - - glRectf((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); - - if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255); - else glColor4ub(col[0], col[1], col[2], 160); - - fdrawbox((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); //outline - - glDisable(GL_BLEND); - } - if (seq->endofs) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - get_seq_color3ubv(scene, seq, col); - - if (seq->flag & SELECT) { - UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40); - glColor4ub(col[0], col[1], col[2], 170); - } - else { - UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0); - glColor4ub(col[0], col[1], col[2], 110); - } - - glRectf(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); - - if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255); - else glColor4ub(col[0], col[1], col[2], 160); - - fdrawbox(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); //outline - - glDisable(GL_BLEND); - } - if (seq->startstill) { - get_seq_color3ubv(scene, seq, col); - UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40); - glColor3ubv((GLubyte *)col); - - draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2); - - /* feint pinstripes, helps see exactly which is extended and which isn't, - * especially when the extension is very small */ - if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24); - else UI_GetColorPtrShade3ubv(col, col, -16); - - glColor3ubv((GLubyte *)col); - - for (a = y1; a < y2; a += pixely * 2.0f) { - fdrawline(x1, a, (float)(seq->start), a); - } - } - if (seq->endstill) { - get_seq_color3ubv(scene, seq, col); - UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40); - glColor3ubv((GLubyte *)col); - - draw_shadedstrip(seq, col, (float)(seq->start + seq->len), y1, x2, y2); - - /* feint pinstripes, helps see exactly which is extended and which isn't, - * especially when the extension is very small */ - if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24); - else UI_GetColorPtrShade3ubv(col, col, -16); - - glColor3ubv((GLubyte *)col); - - for (a = y1; a < y2; a += pixely * 2.0f) { - fdrawline((float)(seq->start + seq->len), a, x2, a); - } - } -} - /* draw info text on a sequence strip */ static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3]) { @@ -627,7 +538,7 @@ static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float } /* draws a shaded strip, made from gradient + flat color + gradient */ -static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2) +void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2) { float ymid1, ymid2; @@ -684,12 +595,117 @@ static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, floa } } +void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq) +{ + float x1, x2, y1, y2, pixely, a; + unsigned char col[3], 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) { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + color3ubv_from_seq(scene, seq, col); + + if (seq->flag & SELECT) { + UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40); + glColor4ub(col[0], col[1], col[2], 170); + } + else { + UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0); + glColor4ub(col[0], col[1], col[2], 110); + } + + glRectf((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); + + if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255); + else glColor4ub(col[0], col[1], col[2], 160); + + fdrawbox((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); //outline + + glDisable(GL_BLEND); + } + if (seq->endofs) { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + color3ubv_from_seq(scene, seq, col); + + if (seq->flag & SELECT) { + UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40); + glColor4ub(col[0], col[1], col[2], 170); + } + else { + UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0); + glColor4ub(col[0], col[1], col[2], 110); + } + + glRectf(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); + + if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255); + else glColor4ub(col[0], col[1], col[2], 160); + + fdrawbox(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); //outline + + glDisable(GL_BLEND); + } + if (seq->startstill) { + color3ubv_from_seq(scene, seq, col); + UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40); + glColor3ubv((GLubyte *)col); + + draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2); + + /* feint pinstripes, helps see exactly which is extended and which isn't, + * especially when the extension is very small */ + if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24); + else UI_GetColorPtrShade3ubv(col, col, -16); + + glColor3ubv((GLubyte *)col); + + for (a = y1; a < y2; a += pixely * 2.0f) { + fdrawline(x1, a, (float)(seq->start), a); + } + } + if (seq->endstill) { + color3ubv_from_seq(scene, seq, col); + UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40); + glColor3ubv((GLubyte *)col); + + draw_shadedstrip(seq, col, (float)(seq->start + seq->len), y1, x2, y2); + + /* feint pinstripes, helps see exactly which is extended and which isn't, + * especially when the extension is very small */ + if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24); + else UI_GetColorPtrShade3ubv(col, col, -16); + + glColor3ubv((GLubyte *)col); + + for (a = y1; a < y2; a += pixely * 2.0f) { + fdrawline((float)(seq->start + seq->len), a, x2, a); + } + } +} + + /* * 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(Scene *scene, ARegion *ar, Sequence *seq, int outline_tint, float pixelx) +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; @@ -707,8 +723,8 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline /* get the correct color per strip type*/ - //get_seq_color3ubv(scene, seq, col); - get_seq_color3ubv(scene, seq, background_col); + //color3ubv_from_seq(scene, seq, col); + color3ubv_from_seq(scene, seq, background_col); /* draw the main strip body */ if (is_single_image) { /* single image */ @@ -720,10 +736,10 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline draw_shadedstrip(seq, background_col, x1, y1, x2, y2); } - /* draw additional info and controls */ - if (!is_single_image) - draw_seq_extensions(scene, ar, seq); - + if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) && !is_single_image) { + draw_sequence_extensions(scene, ar, seq); + } + draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE); draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE); @@ -733,7 +749,9 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline /* draw sound wave */ if (seq->type == SEQ_TYPE_SOUND_RAM) { - drawseqwave(scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx); + if (!(sseq->flag & SEQ_NO_WAVEFORMS)) { + drawseqwave(C, sseq, scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx); + } } /* draw lock */ @@ -766,7 +784,7 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline glDisable(GL_POLYGON_STIPPLE); } - get_seq_color3ubv(scene, seq, col); + 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; @@ -784,7 +802,7 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline glLineStipple(1, 0x8888); } - uiDrawBoxShade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0); + UI_draw_roundbox_shade_x(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0); if (seq->flag & SEQ_MUTE) { glDisable(GL_LINE_STIPPLE); @@ -917,7 +935,7 @@ static ImBuf *sequencer_make_scope(Scene *scene, ImBuf *ibuf, ImBuf *(*make_scop return scope; } -void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs, bool draw_overlay) +void draw_image_seq(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 ImBuf *ibuf = NULL; @@ -973,7 +991,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq viewrecty /= proxy_size / 100.0f; } - if (!draw_overlay || sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) { + if ((!draw_overlay || sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) && !draw_backdrop) { UI_GetThemeColor3fv(TH_SEQ_PREVIEW, col); glClearColor(col[0], col[1], col[2], 0.0); glClear(GL_COLOR_BUFFER_BIT); @@ -1048,23 +1066,25 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq /* without this colors can flicker from previous opengl state */ glColor4ub(255, 255, 255, 255); - UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f); - UI_view2d_curRect_validate(v2d); - - /* setting up the view - actual drawing starts here */ - UI_view2d_view_ortho(v2d); - - /* only draw alpha for main buffer */ - if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { - if (sseq->flag & SEQ_USE_ALPHA) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax); - glColor4f(1.0, 1.0, 1.0, 1.0); + if (!draw_backdrop) { + UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f); + UI_view2d_curRect_validate(v2d); + + /* setting up the view - actual drawing starts here */ + UI_view2d_view_ortho(v2d); + + /* only draw alpha for main buffer */ + if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { + if (sseq->flag & SEQ_USE_ALPHA) { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax); + glColor4f(1.0, 1.0, 1.0, 1.0); + } } } - + if (scope) { IMB_freeImBuf(ibuf); ibuf = scope; @@ -1154,6 +1174,14 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, format, type, display_buffer); + if (draw_backdrop) { + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + } glBegin(GL_QUADS); if (draw_overlay) { @@ -1176,6 +1204,25 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin); } } + else if (draw_backdrop) { + float aspect = BLI_rcti_size_x(&ar->winrct) / (float)BLI_rcti_size_y(&ar->winrct); + float image_aspect = viewrectx / viewrecty; + float imagex, imagey; + + if (aspect >= image_aspect) { + imagex = image_aspect / aspect; + imagey = 1.0f; + } + else { + imagex = 1.0f; + imagey = aspect / image_aspect; + } + + glTexCoord2f(0.0f, 0.0f); glVertex2f(-imagex, -imagey); + glTexCoord2f(0.0f, 1.0f); glVertex2f(-imagex, imagey); + glTexCoord2f(1.0f, 1.0f); glVertex2f(imagex, imagey); + glTexCoord2f(1.0f, 0.0f); glVertex2f(imagex, -imagey); + } 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); @@ -1183,6 +1230,15 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin); } glEnd(); + + if (draw_backdrop) { + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + + } + glBindTexture(GL_TEXTURE_2D, last_texid); glDisable(GL_TEXTURE_2D); if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) @@ -1192,6 +1248,16 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq if (glsl_used) IMB_colormanagement_finish_glsl_draw(); + if (cache_handle) + IMB_display_buffer_release(cache_handle); + + if (!scope) + IMB_freeImBuf(ibuf); + + if (draw_backdrop) { + return; + } + if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { float x1 = v2d->tot.xmin; @@ -1225,8 +1291,8 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - uiSetRoundBox(UI_CNR_ALL); - uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0); + UI_draw_roundbox_corner_set(UI_CNR_ALL); + UI_draw_roundbox_gl_mode(GL_LINE_LOOP, x1, y1, x2, y2, 12.0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); @@ -1241,9 +1307,6 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq ED_gpencil_draw_2dimage(C); } } - - if (!scope) - IMB_freeImBuf(ibuf); /* ortho at pixel level */ UI_view2d_view_restore(C); @@ -1280,9 +1343,6 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq NULL, C); } } - - if (cache_handle) - IMB_display_buffer_release(cache_handle); } #if 0 @@ -1359,6 +1419,7 @@ 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); @@ -1379,7 +1440,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar) else if (seq->machine > v2d->cur.ymax) continue; /* strip passed all tests unscathed... so draw it now */ - draw_seq_strip(scene, ar, seq, outline_tint, pixelx); + draw_seq_strip(C, sseq, scene, ar, seq, outline_tint, pixelx); } /* draw selected next time round */ @@ -1388,20 +1449,24 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar) /* draw the last selected last (i.e. 'active' in other parts of Blender), removes some overlapping error */ if (last_seq) - draw_seq_strip(scene, ar, last_seq, 120, pixelx); + draw_seq_strip(C, sseq, scene, ar, last_seq, 120, pixelx); } 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; + glEnable(GL_BLEND); /* draw darkened area outside of active timeline * frame range used is preview range or scene range */ UI_ThemeColorShadeAlpha(TH_BACK, -25, -100); - if (PSFRA < PEFRA + 1) { - glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax); - glRectf((float)(PEFRA + 1), v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax); + if (frame_sta < frame_end) { + glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)frame_sta, v2d->cur.ymax); + glRectf((float)frame_end, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax); } else { glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax); @@ -1409,9 +1474,21 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d) UI_ThemeColorShade(TH_BACK, -60); /* thin lines where the actual frames are */ - fdrawline((float)PSFRA, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax); - fdrawline((float)(PEFRA + 1), v2d->cur.ymin, (float)(PEFRA + 1), v2d->cur.ymax); - + fdrawline(frame_sta, v2d->cur.ymin, frame_sta, v2d->cur.ymax); + fdrawline(frame_end, v2d->cur.ymin, frame_end, v2d->cur.ymax); + + if (ed && !BLI_listbase_is_empty(&ed->metastack)) { + MetaStack *ms = ed->metastack.last; + + glColor4ub(255, 255, 255, 8); + glRectf(ms->disp_range[0], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax); + + UI_ThemeColorShade(TH_BACK, -40); + + fdrawline(ms->disp_range[0], v2d->cur.ymin, ms->disp_range[0], v2d->cur.ymax); + fdrawline(ms->disp_range[1], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax); + } + glDisable(GL_BLEND); } @@ -1450,6 +1527,12 @@ void draw_timeline_seq(const bContext *C, ARegion *ar) // NOTE: the gridlines are currently spaced every 25 frames, which is only fine for 25 fps, but maybe not for 30... UI_view2d_constant_grid_draw(v2d); + if (sseq->draw_flag & SEQ_DRAW_BACKDROP) { + draw_image_seq(C, scene, ar, sseq, scene->r.cfra, 0, false, true); + UI_SetTheme(SPACE_SEQ, RGN_TYPE_WINDOW); + UI_view2d_view_ortho(v2d); + } + ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); seq_draw_sfra_efra(scene, v2d); @@ -1471,7 +1554,7 @@ void draw_timeline_seq(const bContext *C, ARegion *ar) /* markers */ UI_view2d_view_orthoSpecial(ar, v2d, 1); - draw_markers_time(C, DRAW_MARKERS_LINES); + ED_markers_draw(C, DRAW_MARKERS_LINES | DRAW_MARKERS_MARGIN); /* preview range */ UI_view2d_view_ortho(v2d); |