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authorLuca Rood <dev@lucarood.com>2017-02-08 07:43:17 +0300
committerLuca Rood <dev@lucarood.com>2017-02-15 22:10:19 +0300
commitdbe23c5456496a179b956b545c24c311b69c1c62 (patch)
tree942cc67238a5655dc278e904ee88aa96349aabe1 /source
parent10d2ee6287e683811067551ed96557a23754c835 (diff)
OpenGL immediate mode: sequencer_draw.c
Other than the general conversion: * Made some slight aesthetic improvements. ** Removed gradients. ** Replaced stipples with transparency for hidden strips. ** Made strip borders less harsh. ** Removed stripes from offsets and made them brighter. * Made only the visible parts of waveforms be drawn. * Fixed a few drawing bugs. ** Background was not being drawn when buffer is NULL, and no grease pencil is being drawn. ** Offset drawing ignored strip visibility. Also, note that diagonal stripes for locked and error strips, are still being drawn with the old api, as they await a new shader in order to be converted. Part of 49043
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c658
-rw-r--r--source/blender/editors/space_sequencer/sequencer_intern.h1
2 files changed, 359 insertions, 300 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 09629b99e15..9c9f47d55f7 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -191,25 +191,35 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
}
}
-static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize)
+static void drawseqwave(View2D *v2d, const bContext *C, SpaceSeq *sseq, Scene *scene, Sequence *seq,
+ float x1, float y1, float x2, float y2, float stepsize, unsigned int pos)
{
/*
* x1 is the starting x value to draw the wave,
* x2 the end x value, same for y1 and y2
* stepsize is width of a pixel.
*/
+
+ /* offset x1 and x2 values, to match view min/max, if strip is out of bounds */
+ int x1_offset = max_ff(v2d->cur.xmin, x1);
+ int x2_offset = min_ff(v2d->cur.xmax + 1.0f, x2);
+
if (seq->sound && ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) {
- int i, j, pos;
- int length = floor((x2 - x1) / stepsize) + 1;
- float ymid = (y1 + y2) / 2;
- float yscale = (y2 - y1) / 2;
+ int i, j, p;
+ int length = floor((x2_offset - x1_offset) / stepsize) + 1;
+ float ymid = (y1 + y2) / 2.0f;
+ float yscale = (y2 - y1) / 2.0f;
float samplestep;
float startsample, endsample;
float value1, value2;
bSound *sound = seq->sound;
SoundWaveform *waveform;
-
+
+ if (length < 2) {
+ return;
+ }
+
if (!sound->spinlock) {
sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(sound->spinlock);
@@ -242,21 +252,27 @@ static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequenc
endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
samplestep = (endsample - startsample) * stepsize / (x2 - x1);
- if (length > floor((waveform->length - startsample) / samplestep))
- length = floor((waveform->length - startsample) / samplestep);
+ length = min_ii(floor((waveform->length - startsample) / samplestep), length);
+
+ if (length < 2) {
+ return;
+ }
+
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5);
- glColor4f(1.0f, 1.0f, 1.0f, 0.5);
glEnable(GL_BLEND);
- glBegin(GL_TRIANGLE_STRIP);
+
+ immBegin(GL_TRIANGLE_STRIP, length * 2);
+
for (i = 0; i < length; i++) {
- float sampleoffset = startsample + i * samplestep;
- pos = sampleoffset;
+ float sampleoffset = startsample + ((x1_offset - x1) / stepsize + i) * samplestep;
+ p = sampleoffset;
- value1 = waveform->data[pos * 3];
- value2 = waveform->data[pos * 3 + 1];
+ value1 = waveform->data[p * 3];
+ value2 = waveform->data[p * 3 + 1];
if (samplestep > 1.0f) {
- for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) {
+ for (j = p + 1; (j < waveform->length) && (j < p + samplestep); j++) {
if (value1 > waveform->data[j * 3])
value1 = waveform->data[j * 3];
@@ -266,34 +282,20 @@ static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequenc
}
else {
/* use simple linear interpolation */
- float f = sampleoffset - pos;
- value1 = (1.0f - f) * value1 + f * waveform->data[pos * 3 + 3];
- value2 = (1.0f - f) * value2 + f * waveform->data[pos * 3 + 4];
+ float f = sampleoffset - p;
+ value1 = (1.0f - f) * value1 + f * waveform->data[p * 3 + 3];
+ value2 = (1.0f - f) * value2 + f * waveform->data[p * 3 + 4];
}
- glVertex2f(x1 + i * stepsize, ymid + value1 * yscale);
- glVertex2f(x1 + i * stepsize, ymid + value2 * yscale);
+ immVertex2f(pos, x1_offset + i * stepsize, ymid + value1 * yscale);
+ immVertex2f(pos, x1_offset + i * stepsize, ymid + value2 * yscale);
}
- glEnd();
- glDisable(GL_BLEND);
- }
-}
-static void drawmeta_stipple(int value)
-{
- if (value) {
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_HALFTONE);
-
- glEnable(GL_LINE_STIPPLE);
- glLineStipple(1, 0x8888);
- }
- else {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- glDisable(GL_LINE_STIPPLE);
+ immEnd();
+
+ glDisable(GL_BLEND);
}
}
-
static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2)
{
/* note: this used to use SEQ_BEGIN/SEQ_END, but it messes up the
@@ -326,9 +328,6 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- if (seqm->flag & SEQ_MUTE)
- drawmeta_stipple(1);
-
for (seq = seqbase->first; seq; seq = seq->next) {
chan_min = min_ii(chan_min, seq->machine);
chan_max = max_ii(chan_max, seq->machine);
@@ -339,6 +338,10 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
col[3] = 196; /* alpha, used for all meta children */
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
for (seq = seqbase->first; seq; seq = seq->next) {
const int startdisp = seq->startdisp + offset;
const int enddisp = seq->enddisp + offset;
@@ -349,12 +352,16 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
float x2_chan = enddisp;
float y1_chan, y2_chan;
- if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
- drawmeta_stipple(1);
-
color3ubv_from_seq(scene, seq, col);
- glColor4ubv(col);
+ if ((seqm->flag & SEQ_MUTE) || (seq->flag & SEQ_MUTE)) {
+ col[3] = 64;
+ }
+ else {
+ col[3] = 196;
+ }
+
+ immUniformColor4ubv(col);
/* clamp within parent sequence strip bounds */
if (x1_chan < x1) x1_chan = x1;
@@ -363,20 +370,12 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
y1_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM);
y2_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP);
- glRectf(x1_chan, y1_chan, x2_chan, y2_chan);
-
- UI_GetColorPtrShade3ubv(col, col, -30);
- glColor4ubv(col);
- fdrawbox(x1_chan, y1_chan, x2_chan, y2_chan);
-
- if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
- drawmeta_stipple(0);
+ immRectf(pos, x1_chan, y1_chan, x2_chan, y2_chan);
}
}
- if (seqm->flag & SEQ_MUTE)
- drawmeta_stipple(0);
-
+ immUnbindProgram();
+
glDisable(GL_BLEND);
}
@@ -392,7 +391,7 @@ static float draw_seq_handle_size_get_clamped(Sequence *seq, const float pixelx)
}
/* draw a handle, for each end of a sequence strip */
-static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_clamped, const short direction)
+static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_clamped, const short direction, unsigned int pos)
{
float v1[2], v2[2], v3[2], rx1 = 0, rx2 = 0; //for triangles and rect
float x1, x2, y1, y2;
@@ -434,21 +433,31 @@ static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_cla
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- if (seq->flag & whichsel) glColor4ub(0, 0, 0, 80);
- else if (seq->flag & SELECT) glColor4ub(255, 255, 255, 30);
- else glColor4ub(0, 0, 0, 22);
-
- glRectf(rx1, y1, rx2, y2);
-
- if (seq->flag & whichsel) glColor4ub(255, 255, 255, 200);
- else glColor4ub(0, 0, 0, 50);
+ 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);
+ }
- glEnable(GL_POLYGON_SMOOTH);
- glBegin(GL_TRIANGLES);
- glVertex2fv(v1); glVertex2fv(v2); glVertex2fv(v3);
- glEnd();
+ immRectf(pos, rx1, y1, rx2, y2);
- glDisable(GL_POLYGON_SMOOTH);
+ if (seq->flag & whichsel) {
+ immUniformColor4ub(255, 255, 255, 200);
+ }
+ else {
+ immUniformColor4ub(0, 0, 0, 50);
+ }
+
+ immBegin(GL_TRIANGLES, 3);
+ immVertex2fv(pos, v1);
+ immVertex2fv(pos, v2);
+ immVertex2fv(pos, v3);
+ immEnd();
+
glDisable(GL_BLEND);
}
@@ -586,67 +595,10 @@ static void draw_seq_text(View2D *v2d, SpaceSeq *sseq, Sequence *seq, float x1,
UI_view2d_text_cache_add_rectf(v2d, &rect, str, str_len, col);
}
-/* draws a shaded strip, made from gradient + flat color + gradient */
-void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2)
+static void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq, unsigned int pos)
{
- float ymid1, ymid2;
-
- if (seq->flag & SEQ_MUTE) {
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_HALFTONE);
- }
-
- ymid1 = (y2 - y1) * 0.25f + y1;
- ymid2 = (y2 - y1) * 0.65f + y1;
-
- glBegin(GL_QUADS);
-
- if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
- else if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -50);
- /* else UI_GetColorPtrShade3ubv(col, col, 0); */ /* DO NOTHING */
-
- glColor3ubv(col);
-
- glVertex2f(x1, y1);
- glVertex2f(x2, y1);
-
- if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
- else if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5);
- else UI_GetColorPtrShade3ubv(col, col, -5);
-
- glColor3ubv((GLubyte *)col);
-
- glVertex2f(x2, ymid1);
- glVertex2f(x1, ymid1);
-
- glEnd();
-
- glRectf(x1, ymid1, x2, ymid2);
-
- glBegin(GL_QUADS);
-
- glVertex2f(x1, ymid2);
- glVertex2f(x2, ymid2);
-
- if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -15);
- else UI_GetColorPtrShade3ubv(col, col, 25);
-
- glColor3ubv((GLubyte *)col);
-
- glVertex2f(x2, y2);
- glVertex2f(x1, y2);
-
- glEnd();
-
- if (seq->flag & SEQ_MUTE) {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- }
-}
-
-static void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq)
-{
- float x1, x2, y1, y2, pixely, a;
- unsigned char col[3], blendcol[3];
+ float x1, x2, y1, y2, pixely;
+ unsigned char col[4], blendcol[3];
View2D *v2d = &ar->v2d;
x1 = seq->startdisp;
@@ -660,90 +612,82 @@ static void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq)
if (pixely <= 0) return; /* can happen when the view is split/resized */
blendcol[0] = blendcol[1] = blendcol[2] = 120;
-
- if (seq->startofs) {
+
+ if (seq->startofs || 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);
+ UI_GetColorPtrShade3ubv(col, col, -50);
+ }
+
+ if (seq->flag & SEQ_MUTE) {
+ col[3] = 64;
}
else {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
- glColor4ub(col[0], col[1], col[2], 110);
+ if (seq->flag & SELECT) {
+ col[3] = 170;
+ }
+ else {
+ col[3] = 80;
+ }
}
-
- 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->startofs) {
+ immUniformColor4ubv(col);
+ immRectf(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
+
+ immUniformColor4ub(col[0], col[1], col[2], col[3] + 50);
+
+ imm_draw_line_box(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); /* outline */
}
if (seq->endofs) {
+ immUniformColor4ubv(col);
+ immRectf(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
+
+ immUniformColor4ub(col[0], col[1], col[2], col[3] + 50);
+
+ imm_draw_line_box(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); /* outline */
+ }
+
+ if (seq->startofs || seq->endofs) {
+ glDisable(GL_BLEND);
+ }
+
+ if (seq->startstill || seq->endstill) {
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);
+ UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5f, 60);
+
+ if (seq->flag & SEQ_MUTE) {
+ col[3] = 96;
}
else {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
- glColor4ub(col[0], col[1], col[2], 110);
+ if (seq->flag & SELECT) {
+ col[3] = 255;
+ }
+ else {
+ col[3] = 170;
+ }
}
-
- 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);
+
+ immUniformColor4ubv(col);
}
+
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);
- }
+ immRectf(pos, x1, y1, (float)(seq->start), y2);
}
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);
- }
+ immRectf(pos, (float)(seq->start + seq->len), y1, x2, y2);
+ }
+
+ if (seq->startstill || seq->endstill) {
+ glDisable(GL_BLEND);
}
}
@@ -757,8 +701,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
{
View2D *v2d = &ar->v2d;
float x1, x2, y1, y2;
- unsigned char col[3], background_col[3], is_single_image;
- float fcol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ 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 */
@@ -770,41 +713,64 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_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;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_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 */
- draw_shadedstrip(seq, background_col,
- BKE_sequence_tx_get_final_left(seq, false), y1,
- BKE_sequence_tx_get_final_right(seq, false), y2);
+ immRectf(pos, BKE_sequence_tx_get_final_left(seq, false), y1,
+ BKE_sequence_tx_get_final_right(seq, false), y2);
}
else { /* normal operation */
- draw_shadedstrip(seq, background_col, x1, y1, x2, y2);
+ immRectf(pos, x1, y1, x2, y2);
+ }
+
+ if (seq->flag & SEQ_MUTE) {
+ glDisable(GL_BLEND);
}
if (!is_single_image) {
if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) || (seq == special_seq_update)) {
- draw_sequence_extensions(scene, ar, seq);
+ draw_sequence_extensions(scene, ar, seq, pos);
}
}
- draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE);
- draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE);
-
- /* draw the strip outline */
+ 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;
/* draw sound wave */
if (seq->type == SEQ_TYPE_SOUND_RAM) {
if (!(sseq->flag & SEQ_NO_WAVEFORMS)) {
- drawseqwave(C, sseq, scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx);
+ drawseqwave(v2d, C, sseq, scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx, pos);
}
}
+ immUnbindProgram();
+
/* draw lock */
if (seq->flag & SEQ_LOCK) {
GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
@@ -836,6 +802,9 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
}
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;
@@ -852,19 +821,30 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
drawmeta_contents(scene, seq, x1, y1, x2, y2);
}
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
if (seq->flag & SEQ_MUTE) {
- glEnable(GL_LINE_STIPPLE);
- glLineStipple(1, 0x8888);
- }
+ col[3] = 96;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- rgb_uchar_to_float(fcol, col);
+ immUniformColor4ubv(col);
+ }
+ else {
+ immUniformColor3ubv(col);
+ }
- UI_draw_roundbox_shade_x(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0, fcol);
+ imm_draw_line_box(pos, x1, y1, x2, y2); /* outline */
if (seq->flag & SEQ_MUTE) {
glDisable(GL_LINE_STIPPLE);
}
-
+
+ immUnbindProgram();
+
/* calculate if seq is long enough to print a name */
x1 = seq->startdisp + handsize_clamped;
x2 = seq->enddisp - handsize_clamped;
@@ -1090,11 +1070,16 @@ static void sequencer_draw_background(
/* only draw alpha for main buffer */
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
if ((sseq->flag & SEQ_USE_ALPHA) && !draw_overlay) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
+
+ immUniform4f("color1", 0.15f, 0.15f, 0.15f, 1.0f);
+ immUniform4f("color2", 0.2f, 0.2f, 0.2f, 1.0f);
+ immUniform1i("size", 8);
- fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
- glColor4f(1.0, 1.0, 1.0, 1.0);
+ immRectf(pos, v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
+
+ immUnbindProgram();
}
}
}
@@ -1138,9 +1123,6 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glClear(GL_COLOR_BUFFER_BIT);
}
- /* without this colors can flicker from previous opengl state */
- glColor4ub(255, 255, 255, 255);
-
/* only initialize the preview if a render is in progress */
if (G.is_rendering)
return;
@@ -1155,15 +1137,16 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
if ((ibuf == NULL) ||
(ibuf->rect == NULL && ibuf->rect_float == NULL))
{
- /* gpencil can also be drawn without a valid imbuf */
- if ((draw_gpencil && is_imbuf) && !draw_overlay) {
- sequencer_display_size(scene, sseq, viewrect);
+ sequencer_display_size(scene, sseq, viewrect);
- sequencer_draw_background(sseq, v2d, viewrect, false);
- sequencer_draw_borders(sseq, v2d, scene);
+ sequencer_draw_background(sseq, v2d, viewrect, false);
+ sequencer_draw_borders(sseq, v2d, scene);
+ /* gpencil can also be drawn without a valid imbuf */
+ if ((draw_gpencil && is_imbuf) && !draw_overlay) {
sequencer_draw_gpencil(C);
}
+
return;
}
@@ -1232,6 +1215,11 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
sequencer_draw_background(sseq, v2d, viewrect, draw_overlay);
}
+ if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
if (scope) {
IMB_freeImBuf(ibuf);
ibuf = scope;
@@ -1304,9 +1292,15 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
}
}
- glColor4f(1.0, 1.0, 1.0, 1.0);
+ if (draw_backdrop) {
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ }
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glGenTextures(1, (GLuint *)&texid);
glBindTexture(GL_TEXTURE_2D, texid);
@@ -1319,15 +1313,15 @@ 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);
+ VertexFormat *imm_format = immVertexFormat();
+ unsigned int pos = add_attrib(imm_format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texCoord = add_attrib(imm_format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
+ immUniform4f("color", 1.0f, 1.0f, 1.0f, 1.0f);
+ immUniform1i("image", GL_TEXTURE0);
+
+ immBegin(GL_QUADS, 4);
if (draw_overlay) {
if (sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) {
@@ -1337,16 +1331,30 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
tot_clip.xmax = v2d->tot.xmin + (fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmax);
tot_clip.ymax = v2d->tot.ymin + (fabsf(BLI_rctf_size_y(&v2d->tot)) * 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);
+ immAttrib2f(texCoord, scene->ed->over_border.xmin, scene->ed->over_border.ymin);
+ immVertex2f(pos, tot_clip.xmin, tot_clip.ymin);
+
+ immAttrib2f(texCoord, scene->ed->over_border.xmin, scene->ed->over_border.ymax);
+ immVertex2f(pos, tot_clip.xmin, tot_clip.ymax);
+
+ immAttrib2f(texCoord, scene->ed->over_border.xmax, scene->ed->over_border.ymax);
+ immVertex2f(pos, tot_clip.xmax, tot_clip.ymax);
+
+ immAttrib2f(texCoord, scene->ed->over_border.xmax, scene->ed->over_border.ymin);
+ immVertex2f(pos, tot_clip.xmax, tot_clip.ymin);
}
else if (sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
- 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);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, v2d->tot.xmin, v2d->tot.ymin);
+
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, v2d->tot.xmin, v2d->tot.ymax);
+
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, v2d->tot.xmax, v2d->tot.ymax);
+
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, v2d->tot.xmax, v2d->tot.ymin);
}
}
else if (draw_backdrop) {
@@ -1365,25 +1373,44 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
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);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, -imagex, -imagey);
+
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, -imagex, imagey);
+
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, imagex, imagey);
+
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, imagex, -imagey);
}
else {
draw_metadata = ((sseq->flag & SEQ_SHOW_METADATA) != 0);
- 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);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, v2d->tot.xmin, v2d->tot.ymin);
+
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, v2d->tot.xmin, v2d->tot.ymax);
+
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, v2d->tot.xmax, v2d->tot.ymax);
+
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, v2d->tot.xmax, v2d->tot.ymin);
}
- glEnd();
+
+ immEnd();
glBindTexture(GL_TEXTURE_2D, 0);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA)
+
+ immUnbindProgram();
+
+ if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
glDisable(GL_BLEND);
+ }
+
glDeleteTextures(1, &texid);
if (glsl_used)
@@ -1477,42 +1504,44 @@ void drawprefetchseqspace(Scene *scene, ARegion *UNUSED(ar), SpaceSeq *sseq)
static void draw_seq_backdrop(View2D *v2d)
{
int i;
-
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* darker gray overlay over the view backdrop */
- UI_ThemeColorShade(TH_BACK, -20);
- glRectf(v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0);
+ 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);
- glBegin(GL_QUADS);
while (i < v2d->cur.ymax) {
- if (((int)i) & 1)
- UI_ThemeColorShade(TH_BACK, -15);
- else
- UI_ThemeColorShade(TH_BACK, -25);
-
- glVertex2f(v2d->cur.xmax, i);
- glVertex2f(v2d->cur.xmin, i);
- glVertex2f(v2d->cur.xmin, i + 1);
- glVertex2f(v2d->cur.xmax, i + 1);
+ if (((int)i) & 1) {
+ immUniformThemeColorShade(TH_BACK, -15);
+ }
+ else {
+ immUniformThemeColorShade(TH_BACK, -25);
+ }
- i += 1.0;
+ immRectf(pos, v2d->cur.xmin, i, v2d->cur.xmax, i + 1);
+
+ i++;
}
- glEnd();
-
+
/* Darker lines separating the horizontal bands */
i = max_ii(1, ((int)v2d->cur.ymin) - 1);
- UI_ThemeColor(TH_GRID);
+ immUniformThemeColor(TH_GRID);
- glBegin(GL_LINES);
+ immBegin(GL_LINES, ((int)v2d->cur.ymax - i + 1) * 2);
while (i < v2d->cur.ymax) {
- glVertex2f(v2d->cur.xmax, i);
- glVertex2f(v2d->cur.xmin, i);
+ immVertex2f(pos, v2d->cur.xmax, i);
+ immVertex2f(pos, v2d->cur.xmin, i);
- i += 1.0;
+ i++;
}
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
/* draw the contents of the sequencer strips view */
@@ -1528,7 +1557,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
/* loop through twice, first unselected, then selected */
for (j = 0; j < 2; j++) {
Sequence *seq;
- int outline_tint = (j) ? -60 : -150; /* highlighting around strip edges indicating selection */
+ int outline_tint = (j) ? 40 : -40; /* highlighting around strip edges indicating selection */
/* loop through strips, checking for those that are visible */
for (seq = ed->seqbasep->first; seq; seq = seq->next) {
@@ -1556,8 +1585,15 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
if (special_seq_update) {
const Sequence *seq = special_seq_update;
glEnable(GL_BLEND);
- glColor4ub(255, 255, 255, 48);
- glRectf(seq->startdisp, seq->machine + SEQ_STRIP_OFSBOTTOM, seq->enddisp, seq->machine + SEQ_STRIP_OFSTOP);
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_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();
+
glDisable(GL_BLEND);
}
}
@@ -1569,36 +1605,56 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
const int frame_end = PEFRA + 1;
glEnable(GL_BLEND);
-
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* draw darkened area outside of active timeline
* frame range used is preview range or scene range */
- UI_ThemeColorShadeAlpha(TH_BACK, -25, -100);
+ immUniformThemeColorShadeAlpha(TH_BACK, -25, -100);
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);
+ 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 {
- glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+ immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
- UI_ThemeColorShade(TH_BACK, -60);
+ immUniformThemeColorShade(TH_BACK, -60);
+
/* thin lines where the actual frames are */
- fdrawline(frame_sta, v2d->cur.ymin, frame_sta, v2d->cur.ymax);
- fdrawline(frame_end, v2d->cur.ymin, frame_end, v2d->cur.ymax);
+ immBegin(GL_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;
- glColor4ub(255, 255, 255, 8);
- glRectf(ms->disp_range[0], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
+ 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);
- UI_ThemeColorShade(TH_BACK, -40);
+ immBegin(GL_LINES, 4);
- 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);
+ 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();
+
glDisable(GL_BLEND);
}
@@ -1673,16 +1729,20 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
/* 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();
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3f(0.2, 0.2, 0.2);
+
+ immBegin(GL_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);
diff --git a/source/blender/editors/space_sequencer/sequencer_intern.h b/source/blender/editors/space_sequencer/sequencer_intern.h
index d9e3fd120d6..7ce2f73cbef 100644
--- a/source/blender/editors/space_sequencer/sequencer_intern.h
+++ b/source/blender/editors/space_sequencer/sequencer_intern.h
@@ -56,7 +56,6 @@ struct ARegion *sequencer_has_buttons_region(struct ScrArea *sa);
void draw_timeline_seq(const struct bContext *C, struct ARegion *ar);
void draw_image_seq(const struct bContext *C, struct Scene *scene, struct ARegion *ar, struct SpaceSeq *sseq, int cfra, int offset, bool draw_overlay, bool draw_backdrop);
void color3ubv_from_seq(struct Scene *curscene, struct Sequence *seq, unsigned char col[3]);
-void draw_shadedstrip(struct Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2);
void sequencer_special_update_set(Sequence *seq);