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|
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2012 Blender Foundation. All rights reserved. */
/** \file
* \ingroup edmask
*/
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_mask.h"
#include "DNA_mask_types.h"
#include "DNA_object_types.h" /* SELECT */
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "ED_clip.h"
#include "ED_mask.h" /* own include */
#include "ED_screen.h"
#include "ED_space_api.h"
#include "BIF_glutil.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_state.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "DEG_depsgraph_query.h"
static void mask_spline_color_get(MaskLayer *mask_layer,
MaskSpline *spline,
const bool is_sel,
uchar r_rgb[4])
{
if (is_sel) {
if (mask_layer->act_spline == spline) {
r_rgb[0] = r_rgb[1] = r_rgb[2] = 255;
}
else {
r_rgb[0] = 255;
r_rgb[1] = r_rgb[2] = 0;
}
}
else {
r_rgb[0] = 128;
r_rgb[1] = r_rgb[2] = 0;
}
r_rgb[3] = 255;
}
static void mask_spline_feather_color_get(MaskLayer *UNUSED(mask_layer),
MaskSpline *UNUSED(spline),
const bool is_sel,
uchar r_rgb[4])
{
if (is_sel) {
r_rgb[1] = 255;
r_rgb[0] = r_rgb[2] = 0;
}
else {
r_rgb[1] = 128;
r_rgb[0] = r_rgb[2] = 0;
}
r_rgb[3] = 255;
}
static void mask_point_undistort_pos(SpaceClip *sc, float r_co[2], const float co[2])
{
BKE_mask_coord_to_movieclip(sc->clip, &sc->user, r_co, co);
ED_clip_point_undistorted_pos(sc, r_co, r_co);
BKE_mask_coord_from_movieclip(sc->clip, &sc->user, r_co, r_co);
}
static void draw_single_handle(const MaskLayer *mask_layer,
const MaskSplinePoint *point,
const eMaskWhichHandle which_handle,
const int draw_type,
const float handle_size,
const float point_pos[2],
const float handle_pos[2])
{
const BezTriple *bezt = &point->bezt;
char handle_type;
if (ELEM(which_handle, MASK_WHICH_HANDLE_STICK, MASK_WHICH_HANDLE_LEFT)) {
handle_type = bezt->h1;
}
else {
handle_type = bezt->h2;
}
if (handle_type == HD_VECT) {
return;
}
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
const uchar rgb_gray[4] = {0x60, 0x60, 0x60, 0xff};
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(rgb_gray);
/* this could be split into its own loop */
if (draw_type == MASK_DT_OUTLINE) {
GPU_line_width(3.0f);
immBegin(GPU_PRIM_LINES, 2);
immVertex2fv(pos, point_pos);
immVertex2fv(pos, handle_pos);
immEnd();
}
switch (handle_type) {
case HD_FREE:
immUniformThemeColor(TH_HANDLE_FREE);
break;
case HD_AUTO:
immUniformThemeColor(TH_HANDLE_AUTO);
break;
case HD_ALIGN:
case HD_ALIGN_DOUBLESIDE:
immUniformThemeColor(TH_HANDLE_ALIGN);
break;
}
GPU_line_width(1.0f);
immBegin(GPU_PRIM_LINES, 2);
immVertex2fv(pos, point_pos);
immVertex2fv(pos, handle_pos);
immEnd();
immUnbindProgram();
/* draw handle points */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", handle_size);
immUniform1f("outlineWidth", 1.5f);
float point_color[4] = {1.0f, 1.0f, 1.0f, 1.0f}; /* active color by default */
if (MASKPOINT_ISSEL_HANDLE(point, which_handle)) {
if (point != mask_layer->act_point) {
UI_GetThemeColor3fv(TH_HANDLE_VERTEX_SELECT, point_color);
}
}
else {
UI_GetThemeColor3fv(TH_HANDLE_VERTEX, point_color);
}
immUniform4fv("outlineColor", point_color);
immUniformColor3fvAlpha(point_color, 0.25f);
immBegin(GPU_PRIM_POINTS, 1);
immVertex2fv(pos, handle_pos);
immEnd();
immUnbindProgram();
}
/* return non-zero if spline is selected */
static void draw_spline_points(const bContext *C,
MaskLayer *mask_layer,
MaskSpline *spline,
const char draw_flag,
const char draw_type)
{
const bool is_spline_sel = (spline->flag & SELECT) &&
(mask_layer->visibility_flag & MASK_HIDE_SELECT) == 0;
const bool is_smooth = (draw_flag & MASK_DRAWFLAG_SMOOTH) != 0;
uchar rgb_spline[4];
MaskSplinePoint *points_array = BKE_mask_spline_point_array(spline);
SpaceClip *sc = CTX_wm_space_clip(C);
bool undistort = false;
int tot_feather_point;
float(*feather_points)[2], (*fp)[2];
float min[2], max[2];
if (!spline->tot_point) {
return;
}
if (sc) {
undistort = sc->clip && (sc->user.render_flag & MCLIP_PROXY_RENDER_UNDISTORT);
}
/* TODO: add this to sequence editor. */
float handle_size = 2.0f * UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) * U.pixelsize;
mask_spline_color_get(mask_layer, spline, is_spline_sel, rgb_spline);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", 0.7f * handle_size);
/* feather points */
feather_points = fp = BKE_mask_spline_feather_points(spline, &tot_feather_point);
for (int i = 0; i < spline->tot_point; i++) {
/* watch it! this is intentionally not the deform array, only check for sel */
MaskSplinePoint *point = &spline->points[i];
for (int j = 0; j <= point->tot_uw; j++) {
float feather_point[2];
bool sel = false;
copy_v2_v2(feather_point, *fp);
if (undistort) {
mask_point_undistort_pos(sc, feather_point, feather_point);
}
if (j == 0) {
sel = MASKPOINT_ISSEL_ANY(point);
}
else {
sel = (point->uw[j - 1].flag & SELECT) != 0;
}
if (sel) {
if (point == mask_layer->act_point) {
immUniformColor3f(1.0f, 1.0f, 1.0f);
}
else {
immUniformThemeColorShadeAlpha(TH_HANDLE_VERTEX_SELECT, 0, 255);
}
}
else {
immUniformThemeColorShadeAlpha(TH_HANDLE_VERTEX, 0, 255);
}
immBegin(GPU_PRIM_POINTS, 1);
immVertex2fv(pos, feather_point);
immEnd();
fp++;
}
}
MEM_freeN(feather_points);
immUnbindProgram();
if (is_smooth) {
GPU_line_smooth(true);
}
/* control points */
INIT_MINMAX2(min, max);
for (int i = 0; i < spline->tot_point; i++) {
/* watch it! this is intentionally not the deform array, only check for sel */
MaskSplinePoint *point = &spline->points[i];
MaskSplinePoint *point_deform = &points_array[i];
BezTriple *bezt = &point_deform->bezt;
float vert[2];
copy_v2_v2(vert, bezt->vec[1]);
if (undistort) {
mask_point_undistort_pos(sc, vert, vert);
}
/* draw handle segment */
if (BKE_mask_point_handles_mode_get(point) == MASK_HANDLE_MODE_STICK) {
float handle[2];
BKE_mask_point_handle(point_deform, MASK_WHICH_HANDLE_STICK, handle);
if (undistort) {
mask_point_undistort_pos(sc, handle, handle);
}
draw_single_handle(
mask_layer, point, MASK_WHICH_HANDLE_STICK, draw_type, handle_size, vert, handle);
}
else {
float handle_left[2], handle_right[2];
BKE_mask_point_handle(point_deform, MASK_WHICH_HANDLE_LEFT, handle_left);
BKE_mask_point_handle(point_deform, MASK_WHICH_HANDLE_RIGHT, handle_right);
if (undistort) {
mask_point_undistort_pos(sc, handle_left, handle_left);
mask_point_undistort_pos(sc, handle_left, handle_left);
}
draw_single_handle(
mask_layer, point, MASK_WHICH_HANDLE_LEFT, draw_type, handle_size, vert, handle_left);
draw_single_handle(
mask_layer, point, MASK_WHICH_HANDLE_RIGHT, draw_type, handle_size, vert, handle_right);
}
/* bind program in loop so it does not interfere with draw_single_handle */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
/* draw CV point */
if (MASKPOINT_ISSEL_KNOT(point)) {
if (point == mask_layer->act_point) {
immUniformColor3f(1.0f, 1.0f, 1.0f);
}
else {
immUniformThemeColorShadeAlpha(TH_HANDLE_VERTEX_SELECT, 0, 255);
}
}
else {
immUniformThemeColorShadeAlpha(TH_HANDLE_VERTEX, 0, 255);
}
immBegin(GPU_PRIM_POINTS, 1);
immVertex2fv(pos, vert);
immEnd();
immUnbindProgram();
minmax_v2v2_v2(min, max, vert);
}
if (is_smooth) {
GPU_line_smooth(false);
}
if (is_spline_sel) {
float x = (min[0] + max[0]) * 0.5f;
float y = (min[1] + max[1]) * 0.5f;
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("outlineWidth", 1.5f);
if (mask_layer->act_spline == spline) {
immUniformColor3f(1.0f, 1.0f, 1.0f);
}
else {
immUniformColor3f(1.0f, 1.0f, 0.0f);
}
immUniform4f("outlineColor", 0.0f, 0.0f, 0.0f, 1.0f);
immUniform1f("size", 12.0f);
immBegin(GPU_PRIM_POINTS, 1);
immVertex2f(pos, x, y);
immEnd();
immUnbindProgram();
}
}
static void mask_color_active_tint(uchar r_rgb[4], const uchar rgb[4], const bool is_active)
{
if (!is_active) {
r_rgb[0] = (uchar)((((int)(rgb[0])) + 128) / 2);
r_rgb[1] = (uchar)((((int)(rgb[1])) + 128) / 2);
r_rgb[2] = (uchar)((((int)(rgb[2])) + 128) / 2);
r_rgb[3] = rgb[3];
}
else {
*(uint *)r_rgb = *(const uint *)rgb;
}
}
static void mask_draw_array(uint pos,
GPUPrimType prim_type,
const float (*points)[2],
uint vertex_len)
{
immBegin(prim_type, vertex_len);
for (uint i = 0; i < vertex_len; i++) {
immVertex2fv(pos, points[i]);
}
immEnd();
}
static void mask_draw_curve_type(const bContext *C,
MaskSpline *spline,
float (*orig_points)[2],
int tot_point,
const bool is_feather,
const bool is_active,
const uchar rgb_spline[4],
const char draw_type)
{
const GPUPrimType draw_method = (spline->flag & MASK_SPLINE_CYCLIC) ? GPU_PRIM_LINE_LOOP :
GPU_PRIM_LINE_STRIP;
const uchar rgb_black[4] = {0x00, 0x00, 0x00, 0xff};
uchar rgb_tmp[4];
SpaceClip *sc = CTX_wm_space_clip(C);
float(*points)[2] = orig_points;
if (sc) {
const bool undistort = sc->clip && (sc->user.render_flag & MCLIP_PROXY_RENDER_UNDISTORT);
if (undistort) {
points = MEM_callocN(2 * tot_point * sizeof(float), "undistorthed mask curve");
for (int i = 0; i < tot_point; i++) {
mask_point_undistort_pos(sc, points[i], orig_points[i]);
}
}
}
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
switch (draw_type) {
case MASK_DT_OUTLINE:
/* TODO(merwin): use fancy line shader here
* probably better with geometry shader (after core profile switch)
*/
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_line_width(3.0f);
mask_color_active_tint(rgb_tmp, rgb_black, is_active);
immUniformColor4ubv(rgb_tmp);
mask_draw_array(pos, draw_method, points, tot_point);
GPU_line_width(1.0f);
mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
immUniformColor4ubv(rgb_tmp);
mask_draw_array(pos, draw_method, points, tot_point);
immUnbindProgram();
break;
case MASK_DT_BLACK:
case MASK_DT_WHITE:
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_line_width(1.0f);
if (draw_type == MASK_DT_BLACK) {
rgb_tmp[0] = rgb_tmp[1] = rgb_tmp[2] = 0;
}
else {
rgb_tmp[0] = rgb_tmp[1] = rgb_tmp[2] = 255;
}
/* alpha values seem too low but gl draws many points that compensate for it */
if (is_feather) {
rgb_tmp[3] = 64;
}
else {
rgb_tmp[3] = 128;
}
if (is_feather) {
rgb_tmp[0] = (uchar)(((short)rgb_tmp[0] + (short)rgb_spline[0]) / 2);
rgb_tmp[1] = (uchar)(((short)rgb_tmp[1] + (short)rgb_spline[1]) / 2);
rgb_tmp[2] = (uchar)(((short)rgb_tmp[2] + (short)rgb_spline[2]) / 2);
}
mask_color_active_tint(rgb_tmp, rgb_tmp, is_active);
immUniformColor4ubv(rgb_tmp);
mask_draw_array(pos, draw_method, points, tot_point);
immUnbindProgram();
break;
case MASK_DT_DASH: {
float colors[2][4];
mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
rgba_uchar_to_float(colors[0], rgb_tmp);
mask_color_active_tint(rgb_tmp, rgb_black, is_active);
rgba_uchar_to_float(colors[1], rgb_tmp);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 2); /* "advanced" mode */
immUniform4fv("color", colors[0]);
immUniform4fv("color2", colors[1]);
immUniform1f("dash_width", 4.0f);
immUniform1f("dash_factor", 0.5f);
GPU_line_width(1.0f);
mask_draw_array(pos, draw_method, points, tot_point);
immUnbindProgram();
break;
}
default:
BLI_assert(false);
}
if (points != orig_points) {
MEM_freeN(points);
}
}
static void draw_spline_curve(const bContext *C,
MaskLayer *mask_layer,
MaskSpline *spline,
const char draw_flag,
const char draw_type,
const bool is_active,
const int width,
const int height)
{
const uint resol = max_ii(BKE_mask_spline_feather_resolution(spline, width, height),
BKE_mask_spline_resolution(spline, width, height));
uchar rgb_tmp[4];
const bool is_spline_sel = (spline->flag & SELECT) &&
(mask_layer->visibility_flag & MASK_HIDE_SELECT) == 0;
const bool is_smooth = (draw_flag & MASK_DRAWFLAG_SMOOTH) != 0;
const bool is_fill = (spline->flag & MASK_SPLINE_NOFILL) == 0;
uint tot_diff_point;
float(*diff_points)[2];
uint tot_feather_point;
float(*feather_points)[2];
diff_points = BKE_mask_spline_differentiate_with_resolution(spline, resol, &tot_diff_point);
if (!diff_points) {
return;
}
if (is_smooth) {
GPU_line_smooth(true);
}
feather_points = BKE_mask_spline_feather_differentiated_points_with_resolution(
spline, resol, (is_fill != false), &tot_feather_point);
/* draw feather */
mask_spline_feather_color_get(mask_layer, spline, is_spline_sel, rgb_tmp);
mask_draw_curve_type(
C, spline, feather_points, tot_feather_point, true, is_active, rgb_tmp, draw_type);
if (!is_fill) {
const float *fp = &diff_points[0][0];
float *fp_feather = &feather_points[0][0];
BLI_assert(tot_diff_point == tot_feather_point);
for (int i = 0; i < tot_diff_point; i++, fp += 2, fp_feather += 2) {
float tvec[2];
sub_v2_v2v2(tvec, fp, fp_feather);
add_v2_v2v2(fp_feather, fp, tvec);
}
/* same as above */
mask_draw_curve_type(
C, spline, feather_points, tot_feather_point, true, is_active, rgb_tmp, draw_type);
}
MEM_freeN(feather_points);
/* draw main curve */
mask_spline_color_get(mask_layer, spline, is_spline_sel, rgb_tmp);
mask_draw_curve_type(
C, spline, diff_points, tot_diff_point, false, is_active, rgb_tmp, draw_type);
MEM_freeN(diff_points);
if (is_smooth) {
GPU_line_smooth(false);
}
}
static void draw_layer_splines(const bContext *C,
MaskLayer *layer,
const char draw_flag,
const char draw_type,
const int width,
const int height,
const bool is_active)
{
LISTBASE_FOREACH (MaskSpline *, spline, &layer->splines) {
/* draw curve itself first... */
draw_spline_curve(C, layer, spline, draw_flag, draw_type, is_active, width, height);
if (!(layer->visibility_flag & MASK_HIDE_SELECT)) {
/* ...and then handles over the curve so they're nicely visible */
draw_spline_points(C, layer, spline, draw_flag, draw_type);
}
/* show undeform for testing */
if (0) {
void *back = spline->points_deform;
spline->points_deform = NULL;
draw_spline_curve(C, layer, spline, draw_flag, draw_type, is_active, width, height);
draw_spline_points(C, layer, spline, draw_flag, draw_type);
spline->points_deform = back;
}
}
}
static void draw_mask_layers(const bContext *C,
Mask *mask,
const char draw_flag,
const char draw_type,
const int width,
const int height)
{
GPU_blend(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
MaskLayer *mask_layer;
int i;
MaskLayer *active = NULL;
for (mask_layer = mask->masklayers.first, i = 0; mask_layer != NULL;
mask_layer = mask_layer->next, i++) {
const bool is_active = (i == mask->masklay_act);
if (mask_layer->visibility_flag & MASK_HIDE_VIEW) {
continue;
}
if (is_active) {
active = mask_layer;
continue;
}
draw_layer_splines(C, mask_layer, draw_flag, draw_type, width, height, is_active);
}
if (active != NULL) {
draw_layer_splines(C, active, draw_flag, draw_type, width, height, true);
}
GPU_program_point_size(false);
GPU_blend(GPU_BLEND_NONE);
}
static float *mask_rasterize(Mask *mask, const int width, const int height)
{
MaskRasterHandle *handle;
float *buffer = MEM_mallocN(sizeof(float) * height * width, "rasterized mask buffer");
/* Initialize rasterization handle. */
handle = BKE_maskrasterize_handle_new();
BKE_maskrasterize_handle_init(handle, mask, width, height, true, true, true);
BKE_maskrasterize_buffer(handle, width, height, buffer);
/* Free memory. */
BKE_maskrasterize_handle_free(handle);
return buffer;
}
void ED_mask_draw_region(
Depsgraph *depsgraph,
Mask *mask_,
ARegion *region,
const char draw_flag,
const char draw_type,
const eMaskOverlayMode overlay_mode,
const float blend_factor,
/* convert directly into aspect corrected vars */
const int width_i,
const int height_i,
const float aspx,
const float aspy,
const bool do_scale_applied,
const bool do_draw_cb,
/* optional - only used by clip */
float stabmat[4][4],
/* optional - only used when do_post_draw is set or called from clip editor */
const bContext *C)
{
struct View2D *v2d = ®ion->v2d;
Mask *mask_eval = (Mask *)DEG_get_evaluated_id(depsgraph, &mask_->id);
/* aspect always scales vertically in movie and image spaces */
const float width = width_i, height = (float)height_i * (aspy / aspx);
int x, y;
/* int w, h; */
float zoomx, zoomy;
/* frame image */
float maxdim;
float xofs, yofs;
/* find window pixel coordinates of origin */
UI_view2d_view_to_region(®ion->v2d, 0.0f, 0.0f, &x, &y);
// w = BLI_rctf_size_x(&v2d->tot);
// h = BLI_rctf_size_y(&v2d->tot);
zoomx = (float)(BLI_rcti_size_x(®ion->winrct) + 1) / BLI_rctf_size_x(®ion->v2d.cur);
zoomy = (float)(BLI_rcti_size_y(®ion->winrct) + 1) / BLI_rctf_size_y(®ion->v2d.cur);
if (do_scale_applied) {
zoomx /= width;
zoomy /= height;
}
x += v2d->tot.xmin * zoomx;
y += v2d->tot.ymin * zoomy;
/* frame the image */
maxdim = max_ff(width, height);
if (width == height) {
xofs = yofs = 0;
}
else if (width < height) {
xofs = ((height - width) / -2.0f) * zoomx;
yofs = 0.0f;
}
else { /* (width > height) */
xofs = 0.0f;
yofs = ((width - height) / -2.0f) * zoomy;
}
if (draw_flag & MASK_DRAWFLAG_OVERLAY) {
float buf_col[4] = {1.0f, 0.0f, 0.0f, 0.0f};
float *buffer = mask_rasterize(mask_eval, width, height);
if (overlay_mode != MASK_OVERLAY_ALPHACHANNEL) {
/* More blending types could be supported in the future. */
GPU_blend(GPU_BLEND_ALPHA);
buf_col[0] = -1.0f;
buf_col[3] = 1.0f;
}
GPU_matrix_push();
GPU_matrix_translate_2f(x, y);
GPU_matrix_scale_2f(zoomx, zoomy);
if (stabmat) {
GPU_matrix_mul(stabmat);
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, buf_col);
if (overlay_mode == MASK_OVERLAY_COMBINED) {
const float blend_col[4] = {0.0f, 0.0f, 0.0f, blend_factor};
immDrawPixelsTexTiled(
&state, 0.0f, 0.0f, width, height, GPU_R16F, false, buffer, 1.0f, 1.0f, blend_col);
}
else {
immDrawPixelsTexTiled(
&state, 0.0f, 0.0f, width, height, GPU_R16F, false, buffer, 1.0f, 1.0f, NULL);
}
GPU_matrix_pop();
if (overlay_mode != MASK_OVERLAY_ALPHACHANNEL) {
GPU_blend(GPU_BLEND_NONE);
}
MEM_freeN(buffer);
}
/* apply transformation so mask editing tools will assume drawing from the
* origin in normalized space */
GPU_matrix_push();
GPU_matrix_translate_2f(x + xofs, y + yofs);
GPU_matrix_scale_2f(zoomx, zoomy);
if (stabmat) {
GPU_matrix_mul(stabmat);
}
GPU_matrix_scale_2f(maxdim, maxdim);
if (do_draw_cb) {
ED_region_draw_cb_draw(C, region, REGION_DRAW_PRE_VIEW);
}
/* draw! */
if (draw_flag & MASK_DRAWFLAG_SPLINE) {
draw_mask_layers(C, mask_eval, draw_flag, draw_type, width, height);
}
if (do_draw_cb) {
ED_region_draw_cb_draw(C, region, REGION_DRAW_POST_VIEW);
}
GPU_matrix_pop();
}
void ED_mask_draw_frames(
Mask *mask, ARegion *region, const int cfra, const int sfra, const int efra)
{
const float framelen = region->winx / (float)(efra - sfra + 1);
MaskLayer *mask_layer = BKE_mask_layer_active(mask);
if (mask_layer == NULL) {
return;
}
uint num_lines = BLI_listbase_count(&mask_layer->splines_shapes);
if (num_lines == 0) {
return;
}
/* Local coordinate visible rect inside region, to accommodate overlapping ui. */
const rcti *rect_visible = ED_region_visible_rect(region);
const int region_bottom = rect_visible->ymin;
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 175, 0, 255);
immBegin(GPU_PRIM_LINES, 2 * num_lines);
for (MaskLayerShape *mask_layer_shape = mask_layer->splines_shapes.first;
mask_layer_shape != NULL;
mask_layer_shape = mask_layer_shape->next) {
int frame = mask_layer_shape->frame;
// draw_keyframe(i, CFRA, sfra, framelen, 1);
int height = (frame == cfra) ? 22 : 10;
int x = (frame - sfra) * framelen;
immVertex2i(pos, x, region_bottom);
immVertex2i(pos, x, region_bottom + height * UI_DPI_FAC);
}
immEnd();
immUnbindProgram();
}
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