tornavis/source/blender/editors/space_sequencer/sequencer_draw.c

1188 lines
33 KiB
C

/*
* ***** 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 <string.h>
#include <math.h>
#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, Don't use SEQ_BEGIN/SEQ_END while drawing!
* it messes up transform, - Campbell */
static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2);
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_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_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:
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);
break;
case SEQ_TYPE_COLOR:
if (colvars->col) {
rgb_float_to_uchar(col, colvars->col);
}
else {
col[0] = col[1] = col[2] = 128;
}
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;
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->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 value;
SoundWaveform *waveform;
if (!seq->sound->waveform)
sound_read_waveform(seq->sound);
if (!seq->sound->waveform)
return; /* zero length sound */
waveform = seq->sound->waveform;
if (!waveform)
return;
startsample = floor((seq->startofs + seq->anim_startofs) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
samplestep = (endsample - startsample) * stepsize / (x2 - x1);
if (length > floor((waveform->length - startsample) / samplestep))
length = floor((waveform->length - startsample) / samplestep);
glBegin(GL_LINE_STRIP);
for (i = 0; i < length; i++) {
pos = startsample + i * samplestep;
value = waveform->data[pos * 3];
for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) {
if (value > waveform->data[j * 3])
value = waveform->data[j * 3];
}
glVertex2f(x1 + i * stepsize, ymid + value * yscale);
}
glEnd();
glBegin(GL_LINE_STRIP);
for (i = 0; i < length; i++) {
pos = startsample + i * samplestep;
value = waveform->data[pos * 3 + 1];
for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) {
if (value < waveform->data[j * 3 + 1])
value = waveform->data[j * 3 + 1];
}
glVertex2f(x1 + i * stepsize, ymid + value * yscale);
}
glEnd();
}
}
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 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;
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_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);
}
/* 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 numstr[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_TYPE_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) {
BLI_snprintf(numstr, sizeof(numstr), "%d", seq->startdisp);
x1 = rx1;
y1 -= 0.45f;
}
else {
BLI_snprintf(numstr, sizeof(numstr), "%d", seq->enddisp - 1);
x1 = x2 - handsize * 0.75f;
y1 = y2 + 0.05f;
}
UI_view2d_text_cache_add(v2d, x1, y1, numstr, 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_TYPE_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_GetColorPtrShade3ubv(col, col, -16);
glColor3ubv((GLubyte *)col);
for (a = y1; a < y2; a += pixely * 2.0f) {
fdrawline(x1, a, (float)(seq->start), a);
}
}
if (seq->endstill) {
get_seq_color3ubv(scene, seq, col);
UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
glColor3ubv((GLubyte *)col);
draw_shadedstrip(seq, col, (float)(seq->start + seq->len), y1, x2, y2);
/* feint pinstripes, helps see exactly which is extended and which isn't,
* especially when the extension is very small */
if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24);
else UI_GetColorPtrShade3ubv(col, col, -16);
glColor3ubv((GLubyte *)col);
for (a = y1; a < y2; a += pixely * 2.0f) {
fdrawline((float)(seq->start + seq->len), a, x2, a);
}
}
}
/* draw info text on a sequence strip */
static void draw_seq_text(View2D *v2d, Sequence *seq, float x1, float x2, float y1, float y2, const unsigned char background_col[3])
{
rctf rect;
char str[32 + FILE_MAX];
const char *name = seq->name + 2;
char col[4];
/* note, all strings should include 'name' */
if (name[0] == '\0')
name = give_seqname(seq);
if (seq->type == SEQ_TYPE_META || seq->type == SEQ_TYPE_ADJUSTMENT) {
BLI_snprintf(str, sizeof(str), "%d | %s", seq->len, name);
}
else if (seq->type == SEQ_TYPE_SCENE) {
if (seq->scene) {
if (seq->scene_camera) {
BLI_snprintf(str, sizeof(str), "%d | %s: %s (%s)",
seq->len, name, seq->scene->id.name + 2, ((ID *)seq->scene_camera)->name + 2);
}
else {
BLI_snprintf(str, sizeof(str), "%d | %s: %s",
seq->len, name, seq->scene->id.name + 2);
}
}
else {
BLI_snprintf(str, sizeof(str), "%d | %s",
seq->len, name);
}
}
else if (seq->type == SEQ_TYPE_MOVIECLIP) {
if (seq->clip && strcmp(name, seq->clip->id.name + 2) != 0) {
BLI_snprintf(str, sizeof(str), "%d | %s: %s",
seq->len, name, seq->clip->id.name + 2);
}
else {
BLI_snprintf(str, sizeof(str), "%d | %s",
seq->len, name);
}
}
else if (seq->type == SEQ_TYPE_MULTICAM) {
BLI_snprintf(str, sizeof(str), "Cam | %s: %d",
name, seq->multicam_source);
}
else if (seq->type == SEQ_TYPE_IMAGE) {
BLI_snprintf(str, sizeof(str), "%d | %s: %s%s",
seq->len, name, seq->strip->dir, seq->strip->stripdata->name);
}
else if (seq->type & SEQ_TYPE_EFFECT) {
BLI_snprintf(str, sizeof(str), "%d | %s",
seq->len, name);
}
else if (seq->type == SEQ_TYPE_SOUND_RAM) {
if (seq->sound)
BLI_snprintf(str, sizeof(str), "%d | %s: %s",
seq->len, name, seq->sound->name);
else
BLI_snprintf(str, sizeof(str), "%d | %s",
seq->len, name);
}
else if (seq->type == SEQ_TYPE_MOVIE) {
BLI_snprintf(str, sizeof(str), "%d | %s: %s%s",
seq->len, name, 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 & 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) {
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 */
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*/
//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_TYPE_SOUND_RAM) {
drawseqwave(scene, seq, x1, y1, x2, y2, (ar->v2d.cur.xmax - ar->v2d.cur.xmin) / ar->winx);
}
/* draw lock */
if (seq->flag & SEQ_LOCK) {
glEnable(GL_POLYGON_STIPPLE);
glEnable(GL_BLEND);
/* light stripes */
glColor4ub(255, 255, 255, 32);
glPolygonStipple(stipple_diag_stripes_pos);
glRectf(x1, y1, x2, y2);
/* dark stripes */
glColor4ub(0, 0, 0, 32);
glPolygonStipple(stipple_diag_stripes_neg);
glRectf(x1, y1, x2, y2);
glDisable(GL_POLYGON_STIPPLE);
glDisable(GL_BLEND);
}
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_GetColorPtrShade3ubv(col, col, 120 + outline_tint);
}
else
UI_GetColorPtrShade3ubv(col, col, 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_TYPE_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 (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, seq, x1, x2, y1, y2, background_col);
}
}
static Sequence *special_seq_update = NULL;
static void UNUSED_FUNCTION(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 = NULL;
}
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 = NULL;
struct ImBuf *scope = NULL;
struct View2D *v2d = &ar->v2d;
int rectx, recty;
float viewrectx, viewrecty;
float render_size = 0.0;
float proxy_size = 100.0;
float col[3];
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) {
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);
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 = give_ibuf_seq(context, cfra + frame_ofs, sseq->chanshown);
else
ibuf = 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_SEPARATED) != 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(UI_CNR_ALL);
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 (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 = 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 = BKE_sequencer_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 = 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);
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 */
unit = (sseq->flag & SEQ_DRAWFRAMES) ? V2D_UNIT_FRAMES : V2D_UNIT_SECONDSSEQ;
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);
}