/* * ***** 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 "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "BLI_threads.h" #include "IMB_imbuf_types.h" #include "DNA_scene_types.h" #include "DNA_mask_types.h" #include "DNA_object_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_main.h" #include "BKE_sequencer.h" #include "BKE_sound.h" #include "BKE_scene.h" #include "IMB_colormanagement.h" #include "IMB_imbuf.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "GPU_basic_shader.h" #include "ED_anim_api.h" #include "ED_gpencil.h" #include "ED_markers.h" #include "ED_mask.h" #include "ED_sequencer.h" #include "ED_screen.h" #include "ED_space_api.h" #include "UI_interface.h" #include "UI_resources.h" #include "UI_view2d.h" #include "WM_api.h" #include "MEM_guardedalloc.h" /* own include */ #include "sequencer_intern.h" #define SEQ_LEFTHANDLE 1 #define SEQ_RIGHTHANDLE 2 #define SEQ_HANDLE_SIZE_MIN 7.0f #define SEQ_HANDLE_SIZE_MAX 40.0f /* Note, Don't use SEQ_BEGIN/SEQ_END while drawing! * it messes up transform, - Campbell */ #undef SEQ_BEGIN #undef SEQP_BEGIN #undef SEQ_END static Sequence *special_seq_update = NULL; void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3]) { unsigned char blendcol[3]; SolidColorVars *colvars = (SolidColorVars *)seq->effectdata; switch (seq->type) { case SEQ_TYPE_IMAGE: UI_GetThemeColor3ubv(TH_SEQ_IMAGE, col); break; case SEQ_TYPE_META: UI_GetThemeColor3ubv(TH_SEQ_META, col); break; case SEQ_TYPE_MOVIE: UI_GetThemeColor3ubv(TH_SEQ_MOVIE, col); break; case SEQ_TYPE_MOVIECLIP: UI_GetThemeColor3ubv(TH_SEQ_MOVIECLIP, col); break; case SEQ_TYPE_MASK: UI_GetThemeColor3ubv(TH_SEQ_MASK, col); /* TODO */ break; case SEQ_TYPE_SCENE: UI_GetThemeColor3ubv(TH_SEQ_SCENE, col); if (seq->scene == curscene) { UI_GetColorPtrShade3ubv(col, col, 20); } break; /* transitions */ case SEQ_TYPE_CROSS: case SEQ_TYPE_GAMCROSS: case SEQ_TYPE_WIPE: UI_GetThemeColor3ubv(TH_SEQ_TRANSITION, col); /* slightly offset hue to distinguish different effects */ if (seq->type == SEQ_TYPE_CROSS) rgb_byte_set_hue_float_offset(col, 0.04); if (seq->type == SEQ_TYPE_GAMCROSS) rgb_byte_set_hue_float_offset(col, 0.08); if (seq->type == SEQ_TYPE_WIPE) rgb_byte_set_hue_float_offset(col, 0.12); break; /* effects */ case SEQ_TYPE_TRANSFORM: case SEQ_TYPE_SPEED: case SEQ_TYPE_ADD: case SEQ_TYPE_SUB: case SEQ_TYPE_MUL: case SEQ_TYPE_ALPHAOVER: case SEQ_TYPE_ALPHAUNDER: case SEQ_TYPE_OVERDROP: case SEQ_TYPE_GLOW: case SEQ_TYPE_MULTICAM: case SEQ_TYPE_ADJUSTMENT: case SEQ_TYPE_GAUSSIAN_BLUR: UI_GetThemeColor3ubv(TH_SEQ_EFFECT, col); /* slightly offset hue to distinguish different effects */ if (seq->type == SEQ_TYPE_ADD) rgb_byte_set_hue_float_offset(col, 0.04); else if (seq->type == SEQ_TYPE_SUB) rgb_byte_set_hue_float_offset(col, 0.08); else if (seq->type == SEQ_TYPE_MUL) rgb_byte_set_hue_float_offset(col, 0.12); else if (seq->type == SEQ_TYPE_ALPHAOVER) rgb_byte_set_hue_float_offset(col, 0.16); else if (seq->type == SEQ_TYPE_ALPHAUNDER) rgb_byte_set_hue_float_offset(col, 0.20); else if (seq->type == SEQ_TYPE_OVERDROP) rgb_byte_set_hue_float_offset(col, 0.24); else if (seq->type == SEQ_TYPE_GLOW) rgb_byte_set_hue_float_offset(col, 0.28); else if (seq->type == SEQ_TYPE_TRANSFORM) rgb_byte_set_hue_float_offset(col, 0.36); else if (seq->type == SEQ_TYPE_MULTICAM) rgb_byte_set_hue_float_offset(col, 0.32); else if (seq->type == SEQ_TYPE_ADJUSTMENT) rgb_byte_set_hue_float_offset(col, 0.40); else if (seq->type == SEQ_TYPE_GAUSSIAN_BLUR) rgb_byte_set_hue_float_offset(col, 0.42); break; case SEQ_TYPE_COLOR: rgb_float_to_uchar(col, colvars->col); break; case SEQ_TYPE_SOUND_RAM: 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; case SEQ_TYPE_TEXT: UI_GetThemeColor3ubv(TH_SEQ_TEXT, col); break; default: col[0] = 10; col[1] = 255; col[2] = 40; break; } } 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->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; float samplestep; float startsample, endsample; float value1, value2; bSound *sound = seq->sound; SoundWaveform *waveform; if (!sound->spinlock) { sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock"); BLI_spin_init(sound->spinlock); } BLI_spin_lock(sound->spinlock); if (!sound->waveform) { if (!(sound->flags & SOUND_FLAGS_WAVEFORM_LOADING)) { /* prevent sounds from reloading */ sound->flags |= SOUND_FLAGS_WAVEFORM_LOADING; BLI_spin_unlock(sound->spinlock); sequencer_preview_add_sound(C, seq); } else { BLI_spin_unlock(sound->spinlock); } return; /* nothing to draw */ } BLI_spin_unlock(sound->spinlock); waveform = sound->waveform; if (waveform->length == 0) { /* BKE_sound_read_waveform() set an empty SoundWaveform data in case it cannot generate a valid one... * See T45726. */ 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); if (length > floor((waveform->length - startsample) / samplestep)) length = floor((waveform->length - startsample) / samplestep); glColor4f(1.0f, 1.0f, 1.0f, 0.5); glEnable(GL_BLEND); glBegin(GL_TRIANGLE_STRIP); for (i = 0; i < length; i++) { float sampleoffset = startsample + i * samplestep; pos = sampleoffset; value1 = waveform->data[pos * 3]; value2 = waveform->data[pos * 3 + 1]; if (samplestep > 1.0f) { for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) { if (value1 > waveform->data[j * 3]) value1 = waveform->data[j * 3]; if (value2 < waveform->data[j * 3 + 1]) value2 = waveform->data[j * 3 + 1]; } } 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]; } glVertex2f(x1 + i * stepsize, ymid + value1 * yscale); glVertex2f(x1 + 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); } } 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 * 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; ListBase *seqbase; int offset; seqbase = BKE_sequence_seqbase_get(seqm, &offset); if (!seqbase || BLI_listbase_is_empty(seqbase)) { return; } if (seqm->type == SEQ_TYPE_SCENE) { offset = seqm->start - offset; } else { offset = 0; } 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); } chan_range = (chan_max - chan_min) + 1; draw_height = draw_range / chan_range; col[3] = 196; /* alpha, used for all meta children */ for (seq = seqbase->first; seq; seq = seq->next) { const int startdisp = seq->startdisp + offset; const int enddisp = seq->enddisp + offset; if ((startdisp > x2 || enddisp < x1) == 0) { float y_chan = (seq->machine - chan_min) / (float)(chan_range) * draw_range; float x1_chan = startdisp; 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); /* 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_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); } } if (seqm->flag & SEQ_MUTE) drawmeta_stipple(0); glDisable(GL_BLEND); } /* clamp handles to defined size in pixel space */ 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; 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 */ static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_clamped, const short direction) { float v1[2], v2[2], v3[2], rx1 = 0, rx2 = 0; //for triangles and rect float x1, x2, y1, y2; unsigned int whichsel = 0; x1 = seq->startdisp; x2 = seq->enddisp; y1 = seq->machine + SEQ_STRIP_OFSBOTTOM; y2 = seq->machine + SEQ_STRIP_OFSTOP; /* set up co-ordinates/dimensions for either left or right handle */ if (direction == SEQ_LEFTHANDLE) { rx1 = x1; rx2 = x1 + handsize_clamped * 0.75f; v1[0] = x1 + handsize_clamped / 4; v1[1] = y1 + ( ((y1 + y2) / 2.0f - y1) / 2); v2[0] = x1 + handsize_clamped / 4; v2[1] = y2 - ( ((y1 + y2) / 2.0f - y1) / 2); v3[0] = v2[0] + handsize_clamped / 4; v3[1] = (y1 + y2) / 2.0f; whichsel = SEQ_LEFTSEL; } else if (direction == SEQ_RIGHTHANDLE) { rx1 = x2 - handsize_clamped * 0.75f; rx2 = x2; v1[0] = x2 - handsize_clamped / 4; v1[1] = y1 + ( ((y1 + y2) / 2.0f - y1) / 2); v2[0] = x2 - handsize_clamped / 4; v2[1] = y2 - ( ((y1 + y2) / 2.0f - y1) / 2); v3[0] = v2[0] - handsize_clamped / 4; v3[1] = (y1 + y2) / 2.0f; whichsel = SEQ_RIGHTSEL; } /* draw! */ if (!(seq->type & SEQ_TYPE_EFFECT) || BKE_sequence_effect_get_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 & G_TRANSFORM_SEQ) || (seq->flag & whichsel)) { const char col[4] = {255, 255, 255, 255}; char numstr[32]; size_t numstr_len; if (direction == SEQ_LEFTHANDLE) { numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->startdisp); x1 = rx1; y1 -= 0.45f; } else { numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", seq->enddisp - 1); x1 = x2 - handsize_clamped * 0.75f; y1 = y2 + 0.05f; } UI_view2d_text_cache_add(v2d, x1, y1, numstr, numstr_len, col); } } /* draw info text on a sequence strip */ static void draw_seq_text(View2D *v2d, SpaceSeq *sseq, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3]) { rctf rect; char str[32 + FILE_MAX]; size_t str_len; const char *name = seq->name + 2; char col[4]; /* note, all strings should include 'name' */ if (name[0] == '\0') name = BKE_sequence_give_name(seq); if (seq->type == SEQ_TYPE_META || seq->type == SEQ_TYPE_ADJUSTMENT) { str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len); } else if (seq->type == SEQ_TYPE_SCENE) { if (seq->scene) { if (seq->scene_camera) { str_len = BLI_snprintf(str, sizeof(str), "%s: %s (%s) | %d", name, seq->scene->id.name + 2, ((ID *)seq->scene_camera)->name + 2, seq->len); } else { str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d", name, seq->scene->id.name + 2, seq->len); } } else { str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len); } } else if (seq->type == SEQ_TYPE_MOVIECLIP) { if (seq->clip && !STREQ(name, seq->clip->id.name + 2)) { str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d", name, seq->clip->id.name + 2, seq->len); } else { str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len); } } else if (seq->type == SEQ_TYPE_MASK) { if (seq->mask && !STREQ(name, seq->mask->id.name + 2)) { str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d", name, seq->mask->id.name + 2, seq->len); } else { str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len); } } else if (seq->type == SEQ_TYPE_MULTICAM) { str_len = BLI_snprintf(str, sizeof(str), "Cam %s: %d", name, seq->multicam_source); } else if (seq->type == SEQ_TYPE_IMAGE) { str_len = BLI_snprintf(str, sizeof(str), "%s: %s%s | %d", name, seq->strip->dir, seq->strip->stripdata->name, seq->len); } else if (seq->type == SEQ_TYPE_TEXT) { TextVars *textdata = seq->effectdata; str_len = BLI_snprintf(str, sizeof(str), "%s | %d", textdata->text, seq->startdisp); } else if (seq->type & SEQ_TYPE_EFFECT) { str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len); } else if (seq->type == SEQ_TYPE_SOUND_RAM) { /* If a waveform is drawn, we don't want to overlay it with text, * as it would make both hard to read. */ if ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM)) { str[0] = 0; str_len = 0; } else if (seq->sound) { str_len = BLI_snprintf(str, sizeof(str), "%s: %s | %d", name, seq->sound->name, seq->len); } else { str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len); } } else if (seq->type == SEQ_TYPE_MOVIE) { str_len = BLI_snprintf(str, sizeof(str), "%s: %s%s | %d", name, seq->strip->dir, seq->strip->stripdata->name, seq->len); } else { /* should never get here!, but might with files from future */ BLI_assert(0); str_len = BLI_snprintf(str, sizeof(str), "%s | %d", name, seq->len); } 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_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) { 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); } } 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(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; unsigned char col[3], background_col[3], 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 */ is_single_image = (char)BKE_sequence_single_check(seq); /* body */ x1 = (seq->startstill) ? seq->start : seq->startdisp; y1 = seq->machine + SEQ_STRIP_OFSBOTTOM; x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp; y2 = seq->machine + SEQ_STRIP_OFSTOP; /* get the correct color per strip type*/ //color3ubv_from_seq(scene, seq, col); color3ubv_from_seq(scene, seq, 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); } else { /* normal operation */ draw_shadedstrip(seq, background_col, x1, y1, x2, y2); } if (!is_single_image) { if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) || (seq == special_seq_update)) { draw_sequence_extensions(scene, ar, seq); } } draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE); draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE); /* draw the strip outline */ 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); } } /* draw lock */ if (seq->flag & SEQ_LOCK) { GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR); glEnable(GL_BLEND); /* light stripes */ glColor4ub(255, 255, 255, 32); GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES); glRectf(x1, y1, x2, y2); /* dark stripes */ glColor4ub(0, 0, 0, 32); GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP); glRectf(x1, y1, x2, y2); GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); glDisable(GL_BLEND); } if (!BKE_sequence_is_valid_check(seq)) { GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR); /* panic! */ glColor4ub(255, 0, 0, 255); GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES); glRectf(x1, y1, x2, y2); GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } 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; } else UI_GetColorPtrShade3ubv(col, col, 120 + outline_tint); } else UI_GetColorPtrShade3ubv(col, col, outline_tint); if ((seq->type == SEQ_TYPE_META) || ((seq->type == SEQ_TYPE_SCENE) && (seq->flag & SEQ_SCENE_STRIPS))) { drawmeta_contents(scene, seq, x1, y1, x2, y2); } if (seq->flag & SEQ_MUTE) { glEnable(GL_LINE_STIPPLE); glLineStipple(1, 0x8888); } glColor3ubv((GLubyte *)col); 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); } /* calculate if seq is long enough to print a name */ x1 = seq->startdisp + handsize_clamped; x2 = seq->enddisp - handsize_clamped; /* info text on the strip */ if (x1 < v2d->cur.xmin) x1 = v2d->cur.xmin; else if (x1 > v2d->cur.xmax) x1 = v2d->cur.xmax; if (x2 < v2d->cur.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, sseq, seq, x1, x2, y1, y2, background_col); } } void sequencer_special_update_set(Sequence *seq) { special_seq_update = seq; } Sequence *ED_sequencer_special_preview_get(void) { return special_seq_update; } void ED_sequencer_special_preview_set(bContext *C, const int mval[2]) { Scene *scene = CTX_data_scene(C); ARegion *ar = CTX_wm_region(C); int hand; Sequence *seq; seq = find_nearest_seq(scene, &ar->v2d, &hand, mval); sequencer_special_update_set(seq); } void ED_sequencer_special_preview_clear(void) { sequencer_special_update_set(NULL); } ImBuf *sequencer_ibuf_get(struct Main *bmain, Scene *scene, SpaceSeq *sseq, int cfra, int frame_ofs, const char *viewname) { SeqRenderData context; ImBuf *ibuf; int rectx, recty; float render_size; float proxy_size = 100.0; short is_break = G.is_break; render_size = sseq->render_size; if (render_size == 0) { render_size = scene->r.size; } else { proxy_size = render_size; } if (render_size < 0) { return NULL; } rectx = (render_size * (float)scene->r.xsch) / 100.0f + 0.5f; recty = (render_size * (float)scene->r.ysch) / 100.0f + 0.5f; BKE_sequencer_new_render_data( bmain->eval_ctx, bmain, scene, rectx, recty, proxy_size, &context); context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname); /* sequencer could start rendering, in this case we need to be sure it wouldn't be canceled * by Esc pressed somewhere in the past */ G.is_break = false; if (special_seq_update) ibuf = BKE_sequencer_give_ibuf_direct(&context, cfra + frame_ofs, special_seq_update); else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) { ibuf = BKE_sequencer_give_ibuf(&context, cfra + frame_ofs, sseq->chanshown); else ibuf = BKE_sequencer_give_ibuf_threaded(&context, cfra + frame_ofs, sseq->chanshown); /* restore state so real rendering would be canceled (if needed) */ G.is_break = is_break; return ibuf; } static void sequencer_check_scopes(SequencerScopes *scopes, ImBuf *ibuf) { if (scopes->reference_ibuf != ibuf) { if (scopes->zebra_ibuf) { IMB_freeImBuf(scopes->zebra_ibuf); scopes->zebra_ibuf = NULL; } if (scopes->waveform_ibuf) { IMB_freeImBuf(scopes->waveform_ibuf); scopes->waveform_ibuf = NULL; } if (scopes->sep_waveform_ibuf) { IMB_freeImBuf(scopes->sep_waveform_ibuf); scopes->sep_waveform_ibuf = NULL; } if (scopes->vector_ibuf) { IMB_freeImBuf(scopes->vector_ibuf); scopes->vector_ibuf = NULL; } if (scopes->histogram_ibuf) { IMB_freeImBuf(scopes->histogram_ibuf); scopes->histogram_ibuf = NULL; } } } static ImBuf *sequencer_make_scope(Scene *scene, ImBuf *ibuf, ImBuf *(*make_scope_cb) (ImBuf *ibuf)) { ImBuf *display_ibuf = IMB_dupImBuf(ibuf); ImBuf *scope; IMB_colormanagement_imbuf_make_display_space(display_ibuf, &scene->view_settings, &scene->display_settings); scope = make_scope_cb(display_ibuf); IMB_freeImBuf(display_ibuf); return scope; } static void sequencer_display_size(Scene *scene, SpaceSeq *sseq, float r_viewrect[2]) { float render_size, proxy_size; if (sseq->render_size == SEQ_PROXY_RENDER_SIZE_SCENE) { render_size = (float)scene->r.size / 100.0f; proxy_size = 1.0f; } else { render_size = (float)sseq->render_size / 100.0f; proxy_size = render_size; } r_viewrect[0] = (render_size * (float)scene->r.xsch); r_viewrect[1] = (render_size * (float)scene->r.ysch); /* rectx = viewrectx + 0.5f; */ /* UNUSED */ /* recty = viewrecty + 0.5f; */ /* UNUSED */ if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { r_viewrect[0] *= scene->r.xasp / scene->r.yasp; r_viewrect[0] /= proxy_size; r_viewrect[1] /= proxy_size; } } static void sequencer_draw_gpencil(const bContext *C) { /* draw grease-pencil (image aligned) */ ED_gpencil_draw_2dimage(C); /* ortho at pixel level */ UI_view2d_view_restore(C); /* draw grease-pencil (screen aligned) */ ED_gpencil_draw_view2d(C, 0); } /* draws content borders plus safety borders if needed */ static void sequencer_draw_borders(const SpaceSeq *sseq, const View2D *v2d, const Scene *scene) { float x1 = v2d->tot.xmin; float y1 = v2d->tot.ymin; float x2 = v2d->tot.xmax; float y2 = v2d->tot.ymax; glLineWidth(1.0f); /* 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_SHOW_SAFE_MARGINS) { UI_draw_safe_areas( x1, x2, y1, y2, scene->safe_areas.title, scene->safe_areas.action); if (sseq->flag & SEQ_SHOW_SAFE_CENTER) { UI_draw_safe_areas( x1, x2, y1, y2, scene->safe_areas.title_center, scene->safe_areas.action_center); } } setlinestyle(0); } /* draws checkerboard background for transparent content */ static void sequencer_draw_background( const SpaceSeq *sseq, View2D *v2d, const float viewrect[2], const bool draw_overlay) { /* setting up the view */ UI_view2d_totRect_set(v2d, viewrect[0] + 0.5f, viewrect[1] + 0.5f); UI_view2d_curRect_validate(v2d); UI_view2d_view_ortho(v2d); /* 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); fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax); glColor4f(1.0, 1.0, 1.0, 1.0); } } } 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; struct ImBuf *scope = NULL; struct View2D *v2d = &ar->v2d; /* int rectx, recty; */ /* UNUSED */ float viewrect[2]; float col[3]; GLuint texid; void *display_buffer; void *cache_handle = NULL; const bool is_imbuf = ED_space_sequencer_check_show_imbuf(sseq); int format, type; bool glsl_used = false; const bool draw_gpencil = ((sseq->flag & SEQ_SHOW_GPENCIL) && sseq->gpd); const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME}; bool draw_metadata = false; if (G.is_rendering == false && (scene->r.seq_prev_type) == OB_RENDER) { /* stop all running jobs, except screen one. currently previews frustrate Render * needed to make so sequencer's rendering doesn't conflict with compositor */ WM_jobs_kill_type(CTX_wm_manager(C), NULL, WM_JOB_TYPE_COMPOSITE); /* in case of final rendering used for preview, kill all previews, * otherwise threading conflict will happen in rendering module */ WM_jobs_kill_type(CTX_wm_manager(C), NULL, WM_JOB_TYPE_RENDER_PREVIEW); } 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); } /* 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; if (sseq->render_size == SEQ_PROXY_RENDER_SIZE_NONE) { return; } /* for now we only support Left/Right */ ibuf = sequencer_ibuf_get(bmain, scene, sseq, cfra, frame_ofs, names[sseq->multiview_eye]); 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_draw_background(sseq, v2d, viewrect, false); sequencer_draw_borders(sseq, v2d, scene); sequencer_draw_gpencil(C); } return; } sequencer_display_size(scene, sseq, viewrect); if (!draw_backdrop && (sseq->mainb != SEQ_DRAW_IMG_IMBUF || sseq->zebra != 0)) { SequencerScopes *scopes = &sseq->scopes; sequencer_check_scopes(scopes, ibuf); switch (sseq->mainb) { case SEQ_DRAW_IMG_IMBUF: if (!scopes->zebra_ibuf) { ImBuf *display_ibuf = IMB_dupImBuf(ibuf); if (display_ibuf->rect_float) { IMB_colormanagement_imbuf_make_display_space(display_ibuf, &scene->view_settings, &scene->display_settings); } scopes->zebra_ibuf = make_zebra_view_from_ibuf(display_ibuf, sseq->zebra); IMB_freeImBuf(display_ibuf); } scope = scopes->zebra_ibuf; break; case SEQ_DRAW_IMG_WAVEFORM: if ((sseq->flag & SEQ_DRAW_COLOR_SEPARATED) != 0) { if (!scopes->sep_waveform_ibuf) scopes->sep_waveform_ibuf = sequencer_make_scope(scene, ibuf, make_sep_waveform_view_from_ibuf); scope = scopes->sep_waveform_ibuf; } else { if (!scopes->waveform_ibuf) scopes->waveform_ibuf = sequencer_make_scope(scene, ibuf, make_waveform_view_from_ibuf); scope = scopes->waveform_ibuf; } break; case SEQ_DRAW_IMG_VECTORSCOPE: if (!scopes->vector_ibuf) scopes->vector_ibuf = sequencer_make_scope(scene, ibuf, make_vectorscope_view_from_ibuf); scope = scopes->vector_ibuf; break; case SEQ_DRAW_IMG_HISTOGRAM: if (!scopes->histogram_ibuf) scopes->histogram_ibuf = sequencer_make_scope(scene, ibuf, make_histogram_view_from_ibuf); scope = scopes->histogram_ibuf; break; } /* future files may have new scopes we don't catch above */ if (scope) { scopes->reference_ibuf = ibuf; if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { /* scopes drawn in image preview use viewrect from orig ibuf - currently that's only zebra */ } else { viewrect[0] = scope->x; viewrect[1] = scope->y; } } else { scopes->reference_ibuf = NULL; } } if (!draw_backdrop) { sequencer_draw_background(sseq, v2d, viewrect, draw_overlay); } if (scope) { IMB_freeImBuf(ibuf); ibuf = scope; if (ibuf->rect_float && ibuf->rect == NULL) { IMB_rect_from_float(ibuf); } display_buffer = (unsigned char *)ibuf->rect; format = GL_RGBA; type = GL_UNSIGNED_BYTE; } else { bool force_fallback = false; force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL); force_fallback |= (ibuf->dither != 0.0f); if (force_fallback) { /* Fallback to CPU based color space conversion */ glsl_used = false; format = GL_RGBA; type = GL_UNSIGNED_BYTE; display_buffer = NULL; } else if (ibuf->rect_float) { display_buffer = ibuf->rect_float; if (ibuf->channels == 4) { format = GL_RGBA; } else if (ibuf->channels == 3) { format = GL_RGB; } else { BLI_assert(!"Incompatible number of channels for float buffer in sequencer"); format = GL_RGBA; display_buffer = NULL; } type = GL_FLOAT; if (ibuf->float_colorspace) { glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->float_colorspace, ibuf->dither, true); } else { glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, ibuf->dither, true); } } else if (ibuf->rect) { display_buffer = ibuf->rect; format = GL_RGBA; type = GL_UNSIGNED_BYTE; glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->rect_colorspace, ibuf->dither, false); } else { format = GL_RGBA; type = GL_UNSIGNED_BYTE; display_buffer = NULL; } /* there's a data to be displayed, but GLSL is not initialized * properly, in this case we fallback to CPU-based display transform */ if ((ibuf->rect || ibuf->rect_float) && !glsl_used) { display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle); format = GL_RGBA; type = GL_UNSIGNED_BYTE; } } glColor4f(1.0, 1.0, 1.0, 1.0); GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); 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); if (type == GL_FLOAT) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, ibuf->x, ibuf->y, 0, format, type, display_buffer); 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) { if (sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) { rctf tot_clip; tot_clip.xmin = v2d->tot.xmin + (fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmin); tot_clip.ymin = v2d->tot.ymin + (fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymin); 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); } 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); } } else if (draw_backdrop) { float aspect; float image_aspect = viewrect[0] / viewrect[1]; float imagex, imagey; aspect = BLI_rcti_size_x(&ar->winrct) / (float)BLI_rcti_size_y(&ar->winrct); 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 { 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); } glEnd(); 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) glDisable(GL_BLEND); glDeleteTextures(1, &texid); if (glsl_used) IMB_colormanagement_finish_glsl_draw(); if (cache_handle) IMB_display_buffer_release(cache_handle); if (!scope) IMB_freeImBuf(ibuf); if (draw_metadata) { ED_region_image_metadata_draw(0.0, 0.0, ibuf, &v2d->tot, 1.0, 1.0); } if (draw_backdrop) { glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); return; } if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) { sequencer_draw_borders(sseq, v2d, scene); } if (draw_gpencil && is_imbuf) { sequencer_draw_gpencil(C); } else { /* ortho at pixel level */ UI_view2d_view_restore(C); } /* NOTE: sequencer mask editing isnt finished, the draw code is working but editing not, * for now just disable drawing since the strip frame will likely be offset */ //if (sc->mode == SC_MODE_MASKEDIT) { if (0 && sseq->mainb == SEQ_DRAW_IMG_IMBUF) { Mask *mask = BKE_sequencer_mask_get(scene); if (mask) { int width, height; float aspx = 1.0f, aspy = 1.0f; // ED_mask_get_size(C, &width, &height); //Scene *scene = CTX_data_scene(C); width = (scene->r.size * scene->r.xsch) / 100; height = (scene->r.size * scene->r.ysch) / 100; ED_mask_draw_region(mask, ar, 0, 0, 0, /* TODO */ width, height, aspx, aspy, false, true, NULL, 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 gray 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 = 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); i += 1.0; } glEnd(); /* Darker lines separating the horizontal bands */ i = max_ii(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; 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); /* 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 (min_ii(seq->startdisp, seq->start) > v2d->cur.xmax) continue; else if (max_ii(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(C, sseq, 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(C, sseq, scene, ar, last_seq, 120, pixelx); /* draw highlight when previewing a single strip */ 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); glDisable(GL_BLEND); } } 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 (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); } UI_ThemeColorShade(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); 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); } /* Draw Timeline/Strip Editor Mode for Sequencer */ void draw_timeline_seq(const bContext *C, ARegion *ar) { Scene *scene = CTX_data_scene(C); Editing *ed = BKE_sequencer_editing_get(scene, false); SpaceSeq *sseq = CTX_wm_space_seq(C); View2D *v2d = &ar->v2d; View2DScrollers *scrollers; short unit = 0, flag = 0; float col[3]; /* 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. 25-frame grid lines) */ // 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); /* Only draw backdrop in pure sequence view. */ if (sseq->view == SEQ_VIEW_SEQUENCE && sseq->draw_flag & SEQ_DRAW_BACKDROP) { draw_image_seq(C, scene, ar, sseq, scene->r.cfra, 0, false, true); UI_view2d_view_ortho(v2d); } ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); 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); ED_markers_draw(C, DRAW_MARKERS_LINES | DRAW_MARKERS_MARGIN); /* preview range */ UI_view2d_view_ortho(v2d); ANIM_draw_previewrange(C, v2d, 1); /* 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(); } /* callback */ ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); /* reset view matrix */ UI_view2d_view_restore(C); /* scrollers */ unit = (sseq->flag & SEQ_DRAWFRAMES) ? V2D_UNIT_FRAMES : V2D_UNIT_SECONDS; scrollers = UI_view2d_scrollers_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_UNIT_VALUES, V2D_GRID_CLAMP); UI_view2d_scrollers_draw(C, v2d, scrollers); UI_view2d_scrollers_free(scrollers); }