/* * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): Blender Foundation, 2003-2009 * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/space_sequencer/sequencer_draw.c * \ingroup spseq */ #include #include #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "IMB_imbuf_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "DNA_userdef_types.h" #include "DNA_sound_types.h" #include "BKE_context.h" #include "BKE_global.h" #include "BKE_sequencer.h" #include "BKE_sound.h" #include "IMB_imbuf.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "ED_anim_api.h" #include "ED_markers.h" #include "ED_types.h" #include "UI_interface.h" #include "UI_resources.h" #include "UI_view2d.h" /* own include */ #include "sequencer_intern.h" #define SEQ_LEFTHANDLE 1 #define SEQ_RIGHTHANDLE 2 /* Note, Dont use WHILE_SEQ 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); static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[3]) { unsigned char blendcol[3]; SolidColorVars *colvars = (SolidColorVars *)seq->effectdata; switch(seq->type) { case SEQ_IMAGE: UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col); break; case SEQ_META: UI_GetThemeColor3ubv(TH_SEQ_META, col); break; case SEQ_MOVIE: UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col); break; case SEQ_SCENE: UI_GetThemeColor3ubv(TH_SEQ_SCENE, col); if(seq->scene==curscene) { UI_GetColorPtrBlendShade3ubv(col, col, col, 1.0, 20); } break; /* transitions */ case SEQ_CROSS: case SEQ_GAMCROSS: case SEQ_WIPE: UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col); /* slightly offset hue to distinguish different effects */ if (seq->type == SEQ_CROSS) rgb_byte_set_hue_float_offset(col,0.04); if (seq->type == SEQ_GAMCROSS) rgb_byte_set_hue_float_offset(col,0.08); if (seq->type == SEQ_WIPE) rgb_byte_set_hue_float_offset(col,0.12); break; /* effects */ case SEQ_TRANSFORM: case SEQ_SPEED: case SEQ_ADD: case SEQ_SUB: case SEQ_MUL: case SEQ_ALPHAOVER: case SEQ_ALPHAUNDER: case SEQ_OVERDROP: case SEQ_GLOW: case SEQ_MULTICAM: UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col); /* slightly offset hue to distinguish different effects */ if (seq->type == SEQ_ADD) rgb_byte_set_hue_float_offset(col,0.04); if (seq->type == SEQ_SUB) rgb_byte_set_hue_float_offset(col,0.08); if (seq->type == SEQ_MUL) rgb_byte_set_hue_float_offset(col,0.12); if (seq->type == SEQ_ALPHAOVER) rgb_byte_set_hue_float_offset(col,0.16); if (seq->type == SEQ_ALPHAUNDER) rgb_byte_set_hue_float_offset(col,0.20); if (seq->type == SEQ_OVERDROP) rgb_byte_set_hue_float_offset(col,0.24); if (seq->type == SEQ_GLOW) rgb_byte_set_hue_float_offset(col,0.28); if (seq->type == SEQ_TRANSFORM) rgb_byte_set_hue_float_offset(col,0.36); break; case SEQ_COLOR: if (colvars->col) { rgb_float_to_byte(colvars->col, col); } else { col[0] = col[1] = col[2] = 128; } break; case SEQ_PLUGIN: UI_GetThemeColor3ubv(TH_SEQ_PLUGIN, col); break; case SEQ_SOUND: UI_GetThemeColor3ubv(TH_SEQ_AUDIO, col); blendcol[0] = blendcol[1] = blendcol[2] = 128; if(seq->flag & SEQ_MUTE) UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5, 20); break; default: col[0] = 10; col[1] = 255; col[2] = 40; } } static void drawseqwave(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->sound->cache) { int i; int length = floor((x2-x1)/stepsize)+1; float ymid = (y1+y2)/2; float yscale = (y2-y1)/2; float* samples = MEM_mallocN(length * sizeof(float) * 2, "seqwave_samples"); if(!samples) return; if(sound_read_sound_buffer(seq->sound, samples, length, (seq->startofs + seq->anim_startofs)/FPS, (seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp)/FPS) != length) { MEM_freeN(samples); return; } glBegin(GL_LINES); for(i = 0; i < length; i++) { glVertex2f(x1+i*stepsize, ymid + samples[i * 2] * yscale); glVertex2f(x1+i*stepsize, ymid + samples[i * 2 + 1] * yscale); } glEnd(); MEM_freeN(samples); } } static void drawmeta_stipple(int value) { if(value) { glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(stipple_halftone); glEnable(GL_LINE_STIPPLE); glLineStipple(1, 0x8888); } else { glDisable(GL_POLYGON_STIPPLE); glDisable(GL_LINE_STIPPLE); } } static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2) { /* Note, this used to use WHILE_SEQ, but it messes up the seq->depth value, (needed by transform when doing overlap checks) * so for now, just use the meta's immediate children, could be fixed but its only drawing - Campbell */ Sequence *seq; unsigned char col[4]; int chan_min= MAXSEQ; int chan_max= 0; int chan_range= 0; float draw_range= y2 - y1; float draw_height; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if(seqm->flag & SEQ_MUTE) drawmeta_stipple(1); for (seq= seqm->seqbase.first; seq; seq= seq->next) { chan_min= MIN2(chan_min, seq->machine); chan_max= MAX2(chan_max, seq->machine); } chan_range= (chan_max - chan_min) + 1; draw_height= draw_range / chan_range; col[3]= 196; /* alpha, used for all meta children */ for (seq= seqm->seqbase.first; seq; seq= seq->next) { if((seq->startdisp > x2 || seq->enddisp < x1) == 0) { float y_chan= (seq->machine - chan_min) / (float)(chan_range) * draw_range; float x1_chan= seq->startdisp; float x2_chan= seq->enddisp; float y1_chan, y2_chan; if((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE)) drawmeta_stipple(1); get_seq_color3ubv(scene, seq, col); glColor4ubv(col); /* clamp within parent sequence strip bounds */ if(x1_chan < x1) x1_chan= x1; if(x2_chan > x2) x2_chan= x2; 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_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -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); } } if (seqm->flag & SEQ_MUTE) drawmeta_stipple(0); glDisable(GL_BLEND); } /* draw a handle, for each end of a sequence strip */ static void draw_seq_handle(View2D *v2d, Sequence *seq, float pixelx, short direction) { float v1[2], v2[2], v3[2], rx1=0, rx2=0; //for triangles and rect float x1, x2, y1, y2; float handsize; float minhandle, maxhandle; char str[32]; unsigned int whichsel=0; x1= seq->startdisp; x2= seq->enddisp; y1= seq->machine+SEQ_STRIP_OFSBOTTOM; y2= seq->machine+SEQ_STRIP_OFSTOP; /* clamp handles to defined size in pixel space */ handsize = seq->handsize; minhandle = 7; maxhandle = 40; CLAMP(handsize, minhandle*pixelx, maxhandle*pixelx); /* set up co-ordinates/dimensions for either left or right handle */ if (direction == SEQ_LEFTHANDLE) { rx1 = x1; rx2 = x1+handsize * 0.75f; v1[0]= x1+handsize/4; v1[1]= y1+( ((y1+y2)/2.0f - y1)/2); v2[0]= x1+handsize/4; v2[1]= y2-( ((y1+y2)/2.0f - y1)/2); v3[0]= v2[0] + handsize/4; v3[1]= (y1+y2)/2.0f; whichsel = SEQ_LEFTSEL; } else if (direction == SEQ_RIGHTHANDLE) { rx1 = x2-handsize*0.75f; rx2 = x2; v1[0]= x2-handsize/4; v1[1]= y1+( ((y1+y2)/2.0f - y1)/2); v2[0]= x2-handsize/4; v2[1]= y2-( ((y1+y2)/2.0f - y1)/2); v3[0]= v2[0] - handsize/4; v3[1]= (y1+y2)/2.0f; whichsel = SEQ_RIGHTSEL; } /* draw! */ if(seq->type < SEQ_EFFECT || get_sequence_effect_num_inputs(seq->type) == 0) { glEnable( GL_BLEND ); 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); glEnable( GL_POLYGON_SMOOTH ); glBegin(GL_TRIANGLES); glVertex2fv(v1); glVertex2fv(v2); glVertex2fv(v3); glEnd(); glDisable( GL_POLYGON_SMOOTH ); glDisable( GL_BLEND ); } if(G.moving || (seq->flag & whichsel)) { const char col[4]= {255, 255, 255, 255}; if (direction == SEQ_LEFTHANDLE) { sprintf(str, "%d", seq->startdisp); x1= rx1; y1 -= 0.45f; } else { sprintf(str, "%d", seq->enddisp - 1); x1= x2 - handsize*0.75f; y1= y2 + 0.05f; } UI_view2d_text_cache_add(v2d, x1, y1, str, col); } } 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_EFFECT) return; x1= seq->startdisp; x2= seq->enddisp; y1= seq->machine+SEQ_STRIP_OFSBOTTOM; y2= seq->machine+SEQ_STRIP_OFSTOP; pixely = (v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin); 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_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -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_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24); else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -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]) { rctf rect; char str[32 + FILE_MAXDIR+FILE_MAXFILE]; const char *name= seq->name+2; char col[4]; if(name[0]=='\0') name= give_seqname(seq); if(seq->type == SEQ_META) { sprintf(str, "%d | %s", seq->len, name); } else if(seq->type == SEQ_SCENE) { if(seq->scene) { if(seq->scene_camera) { sprintf(str, "%d | %s: %s (%s)", seq->len, name, seq->scene->id.name+2, ((ID *)seq->scene_camera)->name+2); } else { sprintf(str, "%d | %s: %s", seq->len, name, seq->scene->id.name+2); } } else { sprintf(str, "%d | %s", seq->len, name); } } else if(seq->type == SEQ_MULTICAM) { sprintf(str, "Cam: %d", seq->multicam_source); } else if(seq->type == SEQ_IMAGE) { sprintf(str, "%d | %s%s", seq->len, seq->strip->dir, seq->strip->stripdata->name); } else if(seq->type & SEQ_EFFECT) { int can_float = (seq->type != SEQ_PLUGIN) || (seq->plugin && seq->plugin->version >= 4); if(seq->seq3!=seq->seq2 && seq->seq1!=seq->seq3) sprintf(str, "%d | %s: %d>%d (use %d)%s", seq->len, name, seq->seq1->machine, seq->seq2->machine, seq->seq3->machine, can_float ? "" : " No float, upgrade plugin!"); else if (seq->seq1 && seq->seq2) sprintf(str, "%d | %s: %d>%d%s", seq->len, name, seq->seq1->machine, seq->seq2->machine, can_float ? "" : " No float, upgrade plugin!"); else sprintf(str, "%d | %s", seq->len, name); } else if (seq->type == SEQ_SOUND) { sprintf(str, "%d | %s", seq->len, seq->sound->name); } else if (seq->type == SEQ_MOVIE) { sprintf(str, "%d | %s%s", seq->len, seq->strip->dir, seq->strip->stripdata->name); } 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_rectf(v2d, &rect, str, col); } /* 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) { float ymid1, ymid2; if (seq->flag & SEQ_MUTE) { glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(stipple_halftone); } ymid1 = (y2-y1)*0.25f + y1; ymid2 = (y2-y1)*0.65f + y1; glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -50); else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 0); glColor3ubv(col); glVertex2f(x1,y1); glVertex2f(x2,y1); if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5); else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -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_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -15); else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 25); glColor3ubv((GLubyte *)col); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); if (seq->flag & SEQ_MUTE) { glDisable(GL_POLYGON_STIPPLE); } } /* 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) { View2D *v2d= &ar->v2d; float x1, x2, y1, y2; unsigned char col[3], background_col[3], is_single_image; /* we need to know if this is a single image/color or not for drawing */ is_single_image = (char)seq_single_check(seq); /* body */ if(seq->startstill) x1= seq->start; else x1= seq->startdisp; y1= seq->machine+SEQ_STRIP_OFSBOTTOM; if(seq->endstill) x2= seq->start+seq->len; else x2= seq->enddisp; y2= seq->machine+SEQ_STRIP_OFSTOP; /* get the correct color per strip type*/ //get_seq_color3ubv(scene, seq, col); get_seq_color3ubv(scene, seq, background_col); /* draw the main strip body */ if (is_single_image) /* single image */ draw_shadedstrip(seq, background_col, seq_tx_get_final_left(seq, 0), y1, seq_tx_get_final_right(seq, 0), y2); else /* normal operation */ draw_shadedstrip(seq, background_col, x1, y1, x2, y2); /* draw additional info and controls */ if (!is_single_image) draw_seq_extensions(scene, ar, seq); draw_seq_handle(v2d, seq, pixelx, SEQ_LEFTHANDLE); draw_seq_handle(v2d, seq, pixelx, SEQ_RIGHTHANDLE); /* draw the strip outline */ x1= seq->startdisp; x2= seq->enddisp; /* draw sound wave */ if(seq->type == SEQ_SOUND) drawseqwave(scene, seq, x1, y1, x2, y2, (ar->v2d.cur.xmax - ar->v2d.cur.xmin)/ar->winx); get_seq_color3ubv(scene, seq, col); if (G.moving && (seq->flag & SELECT)) { if(seq->flag & SEQ_OVERLAP) { col[0]= 255; col[1]= col[2]= 40; } else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 120); } UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, outline_tint); glColor3ubv((GLubyte *)col); if (seq->flag & SEQ_MUTE) { glEnable(GL_LINE_STIPPLE); glLineStipple(1, 0x8888); } uiDrawBoxShade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0); if (seq->flag & SEQ_MUTE) { glDisable(GL_LINE_STIPPLE); } if(seq->type==SEQ_META) drawmeta_contents(scene, seq, x1, y1, x2, y2); /* calculate if seq is long enough to print a name */ x1= seq->startdisp+seq->handsize; x2= seq->enddisp-seq->handsize; /* info text on the strip */ if(x1cur.xmin) x1= v2d->cur.xmin; else if(x1>v2d->cur.xmax) x1= v2d->cur.xmax; if(x2cur.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, seq, x1, x2, y1, y2, background_col); } } static Sequence *special_seq_update= 0; static void set_special_seq_update(int val) { // int x; /* if mouse over a sequence && LEFTMOUSE */ if(val) { // XXX special_seq_update= find_nearest_seq(&x); } else special_seq_update= 0; } void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs) { struct Main *bmain= CTX_data_main(C); struct ImBuf *ibuf = 0; struct ImBuf *scope = 0; struct View2D *v2d = &ar->v2d; int rectx, recty; float viewrectx, viewrecty; float render_size = 0.0; float proxy_size = 100.0; GLuint texid; GLuint last_texid; SeqRenderData context; render_size = sseq->render_size; if (render_size == 0) { render_size = scene->r.size; } else { proxy_size = render_size; } if (render_size < 0) { return; } viewrectx = (render_size*(float)scene->r.xsch)/100.0f; viewrecty = (render_size*(float)scene->r.ysch)/100.0f; rectx = viewrectx + 0.5f; recty = viewrecty + 0.5f; if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { viewrectx *= scene->r.xasp / scene->r.yasp; viewrectx /= proxy_size / 100.0f; viewrecty /= proxy_size / 100.0f; } 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); UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f); UI_view2d_curRect_validate(v2d); /* only initialize the preview if a render is in progress */ if(G.rendering) return; context = seq_new_render_data(bmain, scene, rectx, recty, proxy_size); if (special_seq_update) ibuf= give_ibuf_seq_direct(context, cfra + frame_ofs, special_seq_update); else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) { ibuf= (ImBuf *)give_ibuf_seq(context, cfra + frame_ofs, sseq->chanshown); else ibuf= (ImBuf *)give_ibuf_seq_threaded(context, cfra + frame_ofs, sseq->chanshown); if(ibuf==NULL) return; if(ibuf->rect==NULL && ibuf->rect_float == NULL) return; switch(sseq->mainb) { case SEQ_DRAW_IMG_IMBUF: if (sseq->zebra != 0) { scope = make_zebra_view_from_ibuf(ibuf, sseq->zebra); } break; case SEQ_DRAW_IMG_WAVEFORM: if ((sseq->flag & SEQ_DRAW_COLOR_SEPERATED) != 0) { scope = make_sep_waveform_view_from_ibuf(ibuf); } else { scope = make_waveform_view_from_ibuf(ibuf); } break; case SEQ_DRAW_IMG_VECTORSCOPE: scope = make_vectorscope_view_from_ibuf(ibuf); break; case SEQ_DRAW_IMG_HISTOGRAM: scope = make_histogram_view_from_ibuf(ibuf); break; } if (scope) { IMB_freeImBuf(ibuf); ibuf = scope; } if(ibuf->rect_float && ibuf->rect==NULL) { IMB_rect_from_float(ibuf); } /* setting up the view - actual drawing starts here */ UI_view2d_view_ortho(v2d); last_texid= glaGetOneInteger(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D); glGenTextures(1, (GLuint *)&texid); 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); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); 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); } glEnd( ); glBindTexture(GL_TEXTURE_2D, last_texid); glDisable(GL_TEXTURE_2D); glDeleteTextures(1, &texid); if(sseq->mainb == SEQ_DRAW_IMG_IMBUF) { float x1 = v2d->tot.xmin; float y1 = v2d->tot.ymin; float x2 = v2d->tot.xmax; float y2 = v2d->tot.ymax; /* border */ setlinestyle(3); UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0); glBegin(GL_LINE_LOOP); glVertex2f(x1-0.5f, y1-0.5f); glVertex2f(x1-0.5f, y2+0.5f); glVertex2f(x2+0.5f, y2+0.5f); glVertex2f(x2+0.5f, y1-0.5f); glEnd(); /* safety border */ if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) { float fac= 0.1; float a= fac*(x2-x1); x1+= a; x2-= a; a= fac*(y2-y1); y1+= a; y2-= a; glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); uiSetRoundBox(15); uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } setlinestyle(0); } /* draw grease-pencil (image aligned) */ // if (sseq->flag & SEQ_DRAW_GPENCIL) // XXX draw_gpencil_2dimage(sa, ibuf); IMB_freeImBuf(ibuf); /* draw grease-pencil (screen aligned) */ // if (sseq->flag & SEQ_DRAW_GPENCIL) // XXX draw_gpencil_view2d(sa, 0); /* ortho at pixel level */ 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; /* darker grey overlay over the view backdrop */ UI_ThemeColorShade(TH_BACK, -20); glRectf(v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0); /* Alternating horizontal stripes */ i= MAX2(1, ((int)v2d->cur.ymin)-1); glBegin(GL_QUADS); while (icur.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); i+=1.0; } glEnd(); /* Darker lines separating the horizontal bands */ i= MAX2(1, ((int)v2d->cur.ymin)-1); UI_ThemeColor(TH_GRID); glBegin(GL_LINES); while (i < v2d->cur.ymax) { glVertex2f(v2d->cur.xmax, i); glVertex2f(v2d->cur.xmin, i); i+=1.0; } glEnd(); } /* 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; Sequence *last_seq = seq_active_get(scene); int sel = 0, j; float pixelx = (v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin); /* 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 */ /* 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 (MIN2(seq->startdisp, seq->start) > v2d->cur.xmax) continue; else if (MAX2(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(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(scene, ar, last_seq, 120, pixelx); } static void seq_draw_sfra_efra(Scene *scene, View2D *v2d) { 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) { glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax); glRectf((float)PEFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax); } else { glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax); } 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, v2d->cur.ymin, (float)PEFRA, v2d->cur.ymax); glDisable(GL_BLEND); } /* Draw Timeline/Strip Editor Mode for Sequencer */ void draw_timeline_seq(const bContext *C, ARegion *ar) { Scene *scene= CTX_data_scene(C); Editing *ed= seq_give_editing(scene, FALSE); SpaceSeq *sseq= CTX_wm_space_seq(C); View2D *v2d= &ar->v2d; View2DScrollers *scrollers; float col[3]; int flag=0; /* clear and setup matrix */ UI_GetThemeColor3fv(TH_BACK, col); if (ed && ed->metastack.first) glClearColor(col[0], col[1], col[2]-0.1f, 0.0f); else glClearColor(col[0], col[1], col[2], 0.0f); glClear(GL_COLOR_BUFFER_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. frame grid lines) */ UI_view2d_constant_grid_draw(v2d); 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) flag |= DRAWCFRA_UNIT_SECONDS; if ((sseq->flag & SEQ_NO_DRAW_CFRANUM)==0) flag |= DRAWCFRA_SHOW_NUMBOX; ANIM_draw_cfra(C, v2d, flag); /* markers */ UI_view2d_view_orthoSpecial(ar, v2d, 1); draw_markers_time(C, DRAW_MARKERS_LINES); /* preview range */ UI_view2d_view_ortho(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); /* scrollers */ scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_UNIT_SECONDSSEQ, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP); UI_view2d_scrollers_draw(C, v2d, scrollers); UI_view2d_scrollers_free(scrollers); }