Cleanup: Split VSE timeline and preview drawing code

This commit is contained in:
Richard Antalik
2023-09-08 12:18:16 +02:00
parent 59c592f1de
commit e39cc78313
4 changed files with 841 additions and 777 deletions

View File

@@ -29,18 +29,19 @@ set(SRC
sequencer_channels_draw.cc
sequencer_channels_edit.cc
sequencer_drag_drop.cc
sequencer_draw.cc
sequencer_edit.cc
sequencer_gizmo_retime.cc
sequencer_gizmo_retime_type.cc
sequencer_modifier.cc
sequencer_ops.cc
sequencer_preview.cc
sequencer_preview_draw.cc
sequencer_proxy.cc
sequencer_retiming.cc
sequencer_scopes.cc
sequencer_select.cc
sequencer_thumbnails.cc
sequencer_timeline_draw.cc
sequencer_view.cc
space_sequencer.cc

View File

@@ -58,10 +58,17 @@ typedef struct SeqChannelDrawContext {
float scale;
} SeqChannelDrawContext;
/* `sequencer_draw.cc` */
/* `sequencer_timeline_draw.cc` */
void draw_timeline_seq(const struct bContext *C, struct ARegion *region);
void draw_timeline_seq_display(const struct bContext *C, struct ARegion *region);
void color3ubv_from_seq(const struct Scene *curscene,
const struct Sequence *seq,
bool show_strip_color_tag,
uchar r_col[3]);
/* `sequencer_preview_draw.cc` */
void sequencer_draw_preview(const struct bContext *C,
struct Scene *scene,
struct ARegion *region,
@@ -70,10 +77,8 @@ void sequencer_draw_preview(const struct bContext *C,
int offset,
bool draw_overlay,
bool draw_backdrop);
void color3ubv_from_seq(const struct Scene *curscene,
const struct Sequence *seq,
bool show_strip_color_tag,
uchar r_col[3]);
bool sequencer_draw_get_transform_preview(SpaceSeq *sseq, Scene *scene);
int sequencer_draw_get_transform_preview_frame(Scene *scene);
void sequencer_special_update_set(Sequence *seq);
/* Get handle width in 2d-View space. */

View File

@@ -0,0 +1,829 @@
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup spseq
*/
#include <cmath>
#include <cstring>
#include "BLI_blenlib.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 "BKE_context.h"
#include "BKE_global.h"
#include "BKE_scene.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_viewport.h"
#include "ED_gpencil_legacy.hh"
#include "ED_screen.hh"
#include "ED_sequencer.hh"
#include "ED_space_api.hh"
#include "ED_util.hh"
#include "BIF_glutil.hh"
#include "SEQ_channels.h"
#include "SEQ_iterator.h"
#include "SEQ_prefetch.h"
#include "SEQ_proxy.h"
#include "SEQ_render.h"
#include "SEQ_select.h"
#include "SEQ_sequencer.h"
#include "SEQ_time.h"
#include "SEQ_transform.h"
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "UI_view2d.hh"
#include "WM_api.hh"
#include "WM_types.hh"
/* Own include. */
#include "sequencer_intern.h"
static Sequence *special_seq_update = nullptr;
void sequencer_special_update_set(Sequence *seq)
{
special_seq_update = seq;
}
Sequence *ED_sequencer_special_preview_get()
{
return special_seq_update;
}
void ED_sequencer_special_preview_set(bContext *C, const int mval[2])
{
Scene *scene = CTX_data_scene(C);
ARegion *region = CTX_wm_region(C);
int hand;
Sequence *seq;
seq = find_nearest_seq(scene, &region->v2d, &hand, mval);
sequencer_special_update_set(seq);
}
void ED_sequencer_special_preview_clear()
{
sequencer_special_update_set(nullptr);
}
ImBuf *sequencer_ibuf_get(Main *bmain,
ARegion *region,
Depsgraph *depsgraph,
Scene *scene,
SpaceSeq *sseq,
int timeline_frame,
int frame_ofs,
const char *viewname)
{
SeqRenderData context = {nullptr};
ImBuf *ibuf;
int rectx, recty;
double render_size;
short is_break = G.is_break;
if (sseq->render_size == SEQ_RENDER_SIZE_NONE) {
return nullptr;
}
if (sseq->render_size == SEQ_RENDER_SIZE_SCENE) {
render_size = scene->r.size / 100.0;
}
else {
render_size = SEQ_rendersize_to_scale_factor(sseq->render_size);
}
rectx = roundf(render_size * scene->r.xsch);
recty = roundf(render_size * scene->r.ysch);
SEQ_render_new_render_data(
bmain, depsgraph, scene, rectx, recty, sseq->render_size, false, &context);
context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
context.use_proxies = (sseq->flag & SEQ_USE_PROXIES) != 0;
/* Sequencer could start rendering, in this case we need to be sure it wouldn't be canceled
* by Escape pressed somewhere in the past. */
G.is_break = false;
GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
if (viewport) {
/* Unbind viewport to release the DRW context. */
GPU_viewport_unbind(viewport);
}
else {
/* Rendering can change OGL context. Save & Restore frame-buffer. */
GPU_framebuffer_restore();
}
if (special_seq_update) {
ibuf = SEQ_render_give_ibuf_direct(&context, timeline_frame + frame_ofs, special_seq_update);
}
else {
ibuf = SEQ_render_give_ibuf(&context, timeline_frame + frame_ofs, sseq->chanshown);
}
if (viewport) {
/* Follows same logic as wm_draw_window_offscreen to make sure to restore the same
* viewport. */
int view = (sseq->multiview_eye == STEREO_RIGHT_ID) ? 1 : 0;
GPU_viewport_bind(viewport, view, &region->winrct);
}
else if (fb) {
GPU_framebuffer_bind(fb);
}
/* 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 = nullptr;
}
if (scopes->waveform_ibuf) {
IMB_freeImBuf(scopes->waveform_ibuf);
scopes->waveform_ibuf = nullptr;
}
if (scopes->sep_waveform_ibuf) {
IMB_freeImBuf(scopes->sep_waveform_ibuf);
scopes->sep_waveform_ibuf = nullptr;
}
if (scopes->vector_ibuf) {
IMB_freeImBuf(scopes->vector_ibuf);
scopes->vector_ibuf = nullptr;
}
if (scopes->histogram_ibuf) {
IMB_freeImBuf(scopes->histogram_ibuf);
scopes->histogram_ibuf = nullptr;
}
}
}
static ImBuf *sequencer_make_scope(Scene *scene, ImBuf *ibuf, ImBuf *(*make_scope_fn)(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_fn(display_ibuf);
IMB_freeImBuf(display_ibuf);
return scope;
}
static void sequencer_display_size(Scene *scene, float r_viewrect[2])
{
r_viewrect[0] = float(scene->r.xsch);
r_viewrect[1] = float(scene->r.ysch);
r_viewrect[0] *= scene->r.xasp / scene->r.yasp;
}
static void sequencer_draw_gpencil_overlay(const bContext *C)
{
/* Draw grease-pencil (image aligned). */
ED_annotation_draw_2dimage(C);
/* Orthographic at pixel level. */
UI_view2d_view_restore(C);
/* Draw grease-pencil (screen aligned). */
ED_annotation_draw_view2d(C, false);
}
/**
* Draw content and safety borders.
*/
static void sequencer_draw_borders_overlay(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;
GPU_line_width(1.0f);
/* Draw border. */
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_SCALE_FAC, viewport_size[3] / UI_SCALE_FAC);
immUniformThemeColor(TH_BACK);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniform1f("dash_width", 6.0f);
immUniform1f("udash_factor", 0.5f);
imm_draw_box_wire_2d(shdr_pos, x1 - 0.5f, y1 - 0.5f, x2 + 0.5f, y2 + 0.5f);
/* Draw safety border. */
if (sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_SAFE_MARGINS) {
immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
rctf rect;
rect.xmin = x1;
rect.xmax = x2;
rect.ymin = y1;
rect.ymax = y2;
UI_draw_safe_areas(shdr_pos, &rect, scene->safe_areas.title, scene->safe_areas.action);
if (sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(
shdr_pos, &rect, scene->safe_areas.title_center, scene->safe_areas.action_center);
}
}
immUnbindProgram();
}
#if 0
void sequencer_draw_maskedit(const bContext *C, Scene *scene, ARegion *region, SpaceSeq *sseq)
{
/* NOTE: sequencer mask editing isn't 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 = SEQ_active_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);
BKE_render_resolution(&scene->r, false, &width, &height);
ED_mask_draw_region(mask,
region,
0,
0,
0, /* TODO */
width,
height,
aspx,
aspy,
false,
true,
nullptr,
C);
}
}
}
#endif
/* Force redraw, when prefetching and using cache view. */
static void seq_prefetch_wm_notify(const bContext *C, Scene *scene)
{
if (SEQ_prefetch_need_redraw(CTX_data_main(C), scene)) {
WM_event_add_notifier(C, NC_SCENE | ND_SEQUENCER, nullptr);
}
}
static void *sequencer_OCIO_transform_ibuf(const bContext *C,
ImBuf *ibuf,
bool *r_glsl_used,
eGPUTextureFormat *r_format,
eGPUDataFormat *r_data,
void **r_buffer_cache_handle)
{
void *display_buffer;
bool force_fallback = false;
*r_glsl_used = false;
force_fallback |= (ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL);
force_fallback |= (ibuf->dither != 0.0f);
/* Default */
*r_format = GPU_RGBA8;
*r_data = GPU_DATA_UBYTE;
/* Fallback to CPU based color space conversion. */
if (force_fallback) {
*r_glsl_used = false;
display_buffer = nullptr;
}
else if (ibuf->float_buffer.data) {
display_buffer = ibuf->float_buffer.data;
*r_data = GPU_DATA_FLOAT;
if (ibuf->channels == 4) {
*r_format = GPU_RGBA16F;
}
else if (ibuf->channels == 3) {
/* Alpha is implicitly 1. */
*r_format = GPU_RGB16F;
}
else {
BLI_assert_msg(0, "Incompatible number of channels for float buffer in sequencer");
*r_format = GPU_RGBA16F;
display_buffer = nullptr;
}
if (ibuf->float_buffer.colorspace) {
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->float_buffer.colorspace, ibuf->dither, true);
}
else {
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, ibuf->dither, true);
}
}
else if (ibuf->byte_buffer.data) {
display_buffer = ibuf->byte_buffer.data;
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->byte_buffer.colorspace, ibuf->dither, false);
}
else {
display_buffer = nullptr;
}
/* There is data to be displayed, but GLSL is not initialized
* properly, in this case we fallback to CPU-based display transform. */
if ((ibuf->byte_buffer.data || ibuf->float_buffer.data) && !*r_glsl_used) {
display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, r_buffer_cache_handle);
*r_format = GPU_RGBA8;
*r_data = GPU_DATA_UBYTE;
}
return display_buffer;
}
static void sequencer_stop_running_jobs(const bContext *C, Scene *scene)
{
if (G.is_rendering == false && (scene->r.seq_prev_type) == OB_RENDER) {
/* Stop all running jobs, except screen one. Currently previews frustrate Render.
* Need to make so sequencers rendering doesn't conflict with compositor. */
WM_jobs_kill_type(CTX_wm_manager(C), nullptr, 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), nullptr, WM_JOB_TYPE_RENDER_PREVIEW);
}
}
static void sequencer_preview_clear()
{
UI_ThemeClearColor(TH_SEQ_PREVIEW);
}
static void sequencer_preview_get_rect(rctf *preview,
Scene *scene,
ARegion *region,
SpaceSeq *sseq,
bool draw_overlay,
bool draw_backdrop)
{
View2D *v2d = &region->v2d;
float viewrect[2];
sequencer_display_size(scene, viewrect);
BLI_rctf_init(preview, -1.0f, 1.0f, -1.0f, 1.0f);
if (draw_overlay && (sseq->overlay_frame_type == SEQ_OVERLAY_FRAME_TYPE_RECT)) {
preview->xmax = v2d->tot.xmin +
(fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->overlay_frame_rect.xmax);
preview->xmin = v2d->tot.xmin +
(fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->overlay_frame_rect.xmin);
preview->ymax = v2d->tot.ymin +
(fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->overlay_frame_rect.ymax);
preview->ymin = v2d->tot.ymin +
(fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->overlay_frame_rect.ymin);
}
else if (draw_backdrop) {
float aspect = BLI_rcti_size_x(&region->winrct) / float(BLI_rcti_size_y(&region->winrct));
float image_aspect = viewrect[0] / viewrect[1];
if (aspect >= image_aspect) {
preview->xmax = image_aspect / aspect;
preview->xmin = -preview->xmax;
}
else {
preview->ymax = aspect / image_aspect;
preview->ymin = -preview->ymax;
}
}
else {
*preview = v2d->tot;
}
}
static void sequencer_draw_display_buffer(const bContext *C,
Scene *scene,
ARegion *region,
SpaceSeq *sseq,
ImBuf *ibuf,
ImBuf *scope,
bool draw_overlay,
bool draw_backdrop)
{
void *display_buffer;
void *buffer_cache_handle = nullptr;
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
GPU_blend(GPU_BLEND_ALPHA);
}
/* Format needs to be created prior to any #immBindShader call.
* Do it here because OCIO binds its own shader. */
eGPUTextureFormat format;
eGPUDataFormat data;
bool glsl_used = false;
GPUVertFormat *imm_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(imm_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint texCoord = GPU_vertformat_attr_add(
imm_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (scope) {
ibuf = scope;
if (ibuf->float_buffer.data && ibuf->byte_buffer.data == nullptr) {
IMB_rect_from_float(ibuf);
}
display_buffer = ibuf->byte_buffer.data;
format = GPU_RGBA8;
data = GPU_DATA_UBYTE;
}
else {
display_buffer = sequencer_OCIO_transform_ibuf(
C, ibuf, &glsl_used, &format, &data, &buffer_cache_handle);
}
if (draw_backdrop) {
GPU_matrix_push();
GPU_matrix_identity_set();
GPU_matrix_push_projection();
GPU_matrix_identity_projection_set();
}
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT;
GPUTexture *texture = GPU_texture_create_2d(
"seq_display_buf", ibuf->x, ibuf->y, 1, format, usage, nullptr);
GPU_texture_update(texture, data, display_buffer);
GPU_texture_filter_mode(texture, false);
GPU_texture_bind(texture, 0);
if (!glsl_used) {
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_COLOR);
immUniformColor3f(1.0f, 1.0f, 1.0f);
}
immBegin(GPU_PRIM_TRI_FAN, 4);
rctf preview;
rctf canvas;
sequencer_preview_get_rect(&preview, scene, region, sseq, draw_overlay, draw_backdrop);
if (draw_overlay && (sseq->overlay_frame_type == SEQ_OVERLAY_FRAME_TYPE_RECT)) {
canvas = scene->ed->overlay_frame_rect;
}
else {
BLI_rctf_init(&canvas, 0.0f, 1.0f, 0.0f, 1.0f);
}
immAttr2f(texCoord, canvas.xmin, canvas.ymin);
immVertex2f(pos, preview.xmin, preview.ymin);
immAttr2f(texCoord, canvas.xmin, canvas.ymax);
immVertex2f(pos, preview.xmin, preview.ymax);
immAttr2f(texCoord, canvas.xmax, canvas.ymax);
immVertex2f(pos, preview.xmax, preview.ymax);
immAttr2f(texCoord, canvas.xmax, canvas.ymin);
immVertex2f(pos, preview.xmax, preview.ymin);
immEnd();
GPU_texture_unbind(texture);
GPU_texture_free(texture);
if (!glsl_used) {
immUnbindProgram();
}
else {
IMB_colormanagement_finish_glsl_draw();
}
if (buffer_cache_handle) {
IMB_display_buffer_release(buffer_cache_handle);
}
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
GPU_blend(GPU_BLEND_NONE);
}
if (draw_backdrop) {
GPU_matrix_pop();
GPU_matrix_pop_projection();
}
}
static ImBuf *sequencer_get_scope(Scene *scene, SpaceSeq *sseq, ImBuf *ibuf, bool draw_backdrop)
{
ImBuf *scope = nullptr;
SequencerScopes *scopes = &sseq->scopes;
if (!draw_backdrop && (sseq->mainb != SEQ_DRAW_IMG_IMBUF || sseq->zebra != 0)) {
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->float_buffer.data) {
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;
}
}
return scope;
}
bool sequencer_draw_get_transform_preview(SpaceSeq *sseq, Scene *scene)
{
Sequence *last_seq = SEQ_select_active_get(scene);
if (last_seq == nullptr) {
return false;
}
return (G.moving & G_TRANSFORM_SEQ) && (last_seq->flag & SELECT) &&
((last_seq->flag & SEQ_LEFTSEL) || (last_seq->flag & SEQ_RIGHTSEL)) &&
(sseq->draw_flag & SEQ_DRAW_TRANSFORM_PREVIEW);
}
int sequencer_draw_get_transform_preview_frame(Scene *scene)
{
Sequence *last_seq = SEQ_select_active_get(scene);
/* #sequencer_draw_get_transform_preview must already have been called. */
BLI_assert(last_seq != nullptr);
int preview_frame;
if (last_seq->flag & SEQ_RIGHTSEL) {
preview_frame = SEQ_time_right_handle_frame_get(scene, last_seq) - 1;
}
else {
preview_frame = SEQ_time_left_handle_frame_get(scene, last_seq);
}
return preview_frame;
}
static void seq_draw_image_origin_and_outline(const bContext *C, Sequence *seq, bool is_active_seq)
{
SpaceSeq *sseq = CTX_wm_space_seq(C);
const ARegion *region = CTX_wm_region(C);
if (region->regiontype == RGN_TYPE_PREVIEW && !sequencer_view_preview_only_poll(C)) {
return;
}
if ((seq->flag & SELECT) == 0) {
return;
}
if (ED_screen_animation_no_scrub(CTX_wm_manager(C))) {
return;
}
if ((sseq->flag & SEQ_SHOW_OVERLAY) == 0 ||
(sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_OUTLINE_SELECTED) == 0)
{
return;
}
if (ELEM(sseq->mainb, SEQ_DRAW_IMG_WAVEFORM, SEQ_DRAW_IMG_VECTORSCOPE, SEQ_DRAW_IMG_HISTOGRAM)) {
return;
}
float origin[2];
SEQ_image_transform_origin_offset_pixelspace_get(CTX_data_scene(C), seq, origin);
/* Origin. */
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_OUTLINE_AA);
immUniform1f("outlineWidth", 1.5f);
immUniformColor3f(1.0f, 1.0f, 1.0f);
immUniform4f("outlineColor", 0.0f, 0.0f, 0.0f, 1.0f);
immUniform1f("size", 15.0f * U.pixelsize);
immBegin(GPU_PRIM_POINTS, 1);
immVertex2f(pos, origin[0], origin[1]);
immEnd();
immUnbindProgram();
/* Outline. */
float seq_image_quad[4][2];
SEQ_image_transform_final_quad_get(CTX_data_scene(C), seq, seq_image_quad);
GPU_line_smooth(true);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_width(2);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
float col[3];
if (is_active_seq) {
UI_GetThemeColor3fv(TH_SEQ_ACTIVE, col);
}
else {
UI_GetThemeColor3fv(TH_SEQ_SELECTED, col);
}
immUniformColor3fv(col);
immUniform1f("lineWidth", U.pixelsize);
immBegin(GPU_PRIM_LINE_LOOP, 4);
immVertex2f(pos, seq_image_quad[0][0], seq_image_quad[0][1]);
immVertex2f(pos, seq_image_quad[1][0], seq_image_quad[1][1]);
immVertex2f(pos, seq_image_quad[2][0], seq_image_quad[2][1]);
immVertex2f(pos, seq_image_quad[3][0], seq_image_quad[3][1]);
immEnd();
immUnbindProgram();
GPU_line_width(1);
GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
}
void sequencer_draw_preview(const bContext *C,
Scene *scene,
ARegion *region,
SpaceSeq *sseq,
int timeline_frame,
int offset,
bool draw_overlay,
bool draw_backdrop)
{
Main *bmain = CTX_data_main(C);
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
View2D *v2d = &region->v2d;
ImBuf *ibuf = nullptr;
ImBuf *scope = nullptr;
float viewrect[2];
const bool show_imbuf = ED_space_sequencer_check_show_imbuf(sseq);
const bool draw_gpencil = ((sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_GPENCIL) && sseq->gpd);
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
sequencer_stop_running_jobs(C, scene);
if (G.is_rendering) {
return;
}
int preview_frame = timeline_frame;
if (sequencer_draw_get_transform_preview(sseq, scene)) {
preview_frame = sequencer_draw_get_transform_preview_frame(scene);
}
/* Get image. */
ibuf = sequencer_ibuf_get(
bmain, region, depsgraph, scene, sseq, preview_frame, offset, names[sseq->multiview_eye]);
/* Setup off-screen buffers. */
GPUViewport *viewport = WM_draw_region_get_viewport(region);
GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
GPU_depth_test(GPU_DEPTH_NONE);
if (sseq->render_size == SEQ_RENDER_SIZE_NONE) {
sequencer_preview_clear();
return;
}
/* Setup view. */
sequencer_display_size(scene, viewrect);
UI_view2d_totRect_set(v2d, roundf(viewrect[0] + 0.5f), roundf(viewrect[1] + 0.5f));
UI_view2d_curRect_validate(v2d);
UI_view2d_view_ortho(v2d);
/* Draw background. */
if (!draw_backdrop &&
(!draw_overlay || (sseq->overlay_frame_type == SEQ_OVERLAY_FRAME_TYPE_REFERENCE)))
{
sequencer_preview_clear();
if (sseq->flag & SEQ_USE_ALPHA) {
imm_draw_box_checker_2d(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
}
}
if (ibuf) {
scope = sequencer_get_scope(scene, sseq, ibuf, draw_backdrop);
/* Draw image. */
sequencer_draw_display_buffer(
C, scene, region, sseq, ibuf, scope, draw_overlay, draw_backdrop);
/* Draw over image. */
if (sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_METADATA && sseq->flag & SEQ_SHOW_OVERLAY) {
ED_region_image_metadata_draw(0.0, 0.0, ibuf, &v2d->tot, 1.0, 1.0);
}
}
if (show_imbuf && (sseq->flag & SEQ_SHOW_OVERLAY)) {
sequencer_draw_borders_overlay(sseq, v2d, scene);
}
if (!draw_backdrop && scene->ed != nullptr) {
Editing *ed = SEQ_editing_get(scene);
ListBase *channels = SEQ_channels_displayed_get(ed);
SeqCollection *collection = SEQ_query_rendered_strips(
scene, channels, ed->seqbasep, timeline_frame, 0);
Sequence *seq;
Sequence *active_seq = SEQ_select_active_get(scene);
SEQ_ITERATOR_FOREACH (seq, collection) {
seq_draw_image_origin_and_outline(C, seq, seq == active_seq);
}
SEQ_collection_free(collection);
}
if (draw_gpencil && show_imbuf && (sseq->flag & SEQ_SHOW_OVERLAY)) {
sequencer_draw_gpencil_overlay(C);
}
#if 0
sequencer_draw_maskedit(C, scene, region, sseq);
#endif
/* Draw registered callbacks. */
GPU_framebuffer_bind(framebuffer_overlay);
ED_region_draw_cb_draw(C, region, REGION_DRAW_POST_VIEW);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
/* Scope is freed in sequencer_check_scopes when `ibuf` changes and redraw is needed. */
if (ibuf) {
IMB_freeImBuf(ibuf);
}
UI_view2d_view_restore(C);
seq_prefetch_wm_notify(C, scene);
}

View File

@@ -14,11 +14,6 @@
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "IMB_imbuf_types.h"
#include "DNA_anim_types.h"
#include "DNA_mask_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sound_types.h"
@@ -34,16 +29,12 @@
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_vertex_buffer.h"
#include "GPU_viewport.h"
#include "ED_anim_api.hh"
#include "ED_gpencil_legacy.hh"
#include "ED_markers.hh"
#include "ED_mask.hh"
#include "ED_screen.hh"
@@ -52,15 +43,12 @@
#include "ED_time_scrub_ui.hh"
#include "ED_util.hh"
#include "BIF_glutil.hh"
#include "RNA_prototypes.h"
#include "SEQ_channels.h"
#include "SEQ_effects.h"
#include "SEQ_iterator.h"
#include "SEQ_prefetch.h"
#include "SEQ_proxy.h"
#include "SEQ_relations.h"
#include "SEQ_render.h"
#include "SEQ_select.h"
@@ -1540,255 +1528,6 @@ static void draw_effect_inputs_highlight(const Scene *scene, Sequence *seq)
GPU_blend(GPU_BLEND_NONE);
}
void sequencer_special_update_set(Sequence *seq)
{
special_seq_update = seq;
}
Sequence *ED_sequencer_special_preview_get()
{
return special_seq_update;
}
void ED_sequencer_special_preview_set(bContext *C, const int mval[2])
{
Scene *scene = CTX_data_scene(C);
ARegion *region = CTX_wm_region(C);
int hand;
Sequence *seq;
seq = find_nearest_seq(scene, &region->v2d, &hand, mval);
sequencer_special_update_set(seq);
}
void ED_sequencer_special_preview_clear()
{
sequencer_special_update_set(nullptr);
}
ImBuf *sequencer_ibuf_get(Main *bmain,
ARegion *region,
Depsgraph *depsgraph,
Scene *scene,
SpaceSeq *sseq,
int timeline_frame,
int frame_ofs,
const char *viewname)
{
SeqRenderData context = {nullptr};
ImBuf *ibuf;
int rectx, recty;
double render_size;
short is_break = G.is_break;
if (sseq->render_size == SEQ_RENDER_SIZE_NONE) {
return nullptr;
}
if (sseq->render_size == SEQ_RENDER_SIZE_SCENE) {
render_size = scene->r.size / 100.0;
}
else {
render_size = SEQ_rendersize_to_scale_factor(sseq->render_size);
}
rectx = roundf(render_size * scene->r.xsch);
recty = roundf(render_size * scene->r.ysch);
SEQ_render_new_render_data(
bmain, depsgraph, scene, rectx, recty, sseq->render_size, false, &context);
context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
context.use_proxies = (sseq->flag & SEQ_USE_PROXIES) != 0;
/* Sequencer could start rendering, in this case we need to be sure it wouldn't be canceled
* by Escape pressed somewhere in the past. */
G.is_break = false;
GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
if (viewport) {
/* Unbind viewport to release the DRW context. */
GPU_viewport_unbind(viewport);
}
else {
/* Rendering can change OGL context. Save & Restore frame-buffer. */
GPU_framebuffer_restore();
}
if (special_seq_update) {
ibuf = SEQ_render_give_ibuf_direct(&context, timeline_frame + frame_ofs, special_seq_update);
}
else {
ibuf = SEQ_render_give_ibuf(&context, timeline_frame + frame_ofs, sseq->chanshown);
}
if (viewport) {
/* Follows same logic as wm_draw_window_offscreen to make sure to restore the same
* viewport. */
int view = (sseq->multiview_eye == STEREO_RIGHT_ID) ? 1 : 0;
GPU_viewport_bind(viewport, view, &region->winrct);
}
else if (fb) {
GPU_framebuffer_bind(fb);
}
/* 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 = nullptr;
}
if (scopes->waveform_ibuf) {
IMB_freeImBuf(scopes->waveform_ibuf);
scopes->waveform_ibuf = nullptr;
}
if (scopes->sep_waveform_ibuf) {
IMB_freeImBuf(scopes->sep_waveform_ibuf);
scopes->sep_waveform_ibuf = nullptr;
}
if (scopes->vector_ibuf) {
IMB_freeImBuf(scopes->vector_ibuf);
scopes->vector_ibuf = nullptr;
}
if (scopes->histogram_ibuf) {
IMB_freeImBuf(scopes->histogram_ibuf);
scopes->histogram_ibuf = nullptr;
}
}
}
static ImBuf *sequencer_make_scope(Scene *scene, ImBuf *ibuf, ImBuf *(*make_scope_fn)(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_fn(display_ibuf);
IMB_freeImBuf(display_ibuf);
return scope;
}
static void sequencer_display_size(Scene *scene, float r_viewrect[2])
{
r_viewrect[0] = float(scene->r.xsch);
r_viewrect[1] = float(scene->r.ysch);
r_viewrect[0] *= scene->r.xasp / scene->r.yasp;
}
static void sequencer_draw_gpencil_overlay(const bContext *C)
{
/* Draw grease-pencil (image aligned). */
ED_annotation_draw_2dimage(C);
/* Orthographic at pixel level. */
UI_view2d_view_restore(C);
/* Draw grease-pencil (screen aligned). */
ED_annotation_draw_view2d(C, false);
}
/**
* Draw content and safety borders.
*/
static void sequencer_draw_borders_overlay(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;
GPU_line_width(1.0f);
/* Draw border. */
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_SCALE_FAC, viewport_size[3] / UI_SCALE_FAC);
immUniformThemeColor(TH_BACK);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniform1f("dash_width", 6.0f);
immUniform1f("udash_factor", 0.5f);
imm_draw_box_wire_2d(shdr_pos, x1 - 0.5f, y1 - 0.5f, x2 + 0.5f, y2 + 0.5f);
/* Draw safety border. */
if (sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_SAFE_MARGINS) {
immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
rctf rect;
rect.xmin = x1;
rect.xmax = x2;
rect.ymin = y1;
rect.ymax = y2;
UI_draw_safe_areas(shdr_pos, &rect, scene->safe_areas.title, scene->safe_areas.action);
if (sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(
shdr_pos, &rect, scene->safe_areas.title_center, scene->safe_areas.action_center);
}
}
immUnbindProgram();
}
#if 0
void sequencer_draw_maskedit(const bContext *C, Scene *scene, ARegion *region, SpaceSeq *sseq)
{
/* NOTE: sequencer mask editing isn't 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 = SEQ_active_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);
BKE_render_resolution(&scene->r, false, &width, &height);
ED_mask_draw_region(mask,
region,
0,
0,
0, /* TODO */
width,
height,
aspx,
aspy,
false,
true,
nullptr,
C);
}
}
}
#endif
/* Force redraw, when prefetching and using cache view. */
static void seq_prefetch_wm_notify(const bContext *C, Scene *scene)
{
@@ -1797,516 +1536,6 @@ static void seq_prefetch_wm_notify(const bContext *C, Scene *scene)
}
}
static void *sequencer_OCIO_transform_ibuf(const bContext *C,
ImBuf *ibuf,
bool *r_glsl_used,
eGPUTextureFormat *r_format,
eGPUDataFormat *r_data,
void **r_buffer_cache_handle)
{
void *display_buffer;
bool force_fallback = false;
*r_glsl_used = false;
force_fallback |= (ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL);
force_fallback |= (ibuf->dither != 0.0f);
/* Default */
*r_format = GPU_RGBA8;
*r_data = GPU_DATA_UBYTE;
/* Fallback to CPU based color space conversion. */
if (force_fallback) {
*r_glsl_used = false;
display_buffer = nullptr;
}
else if (ibuf->float_buffer.data) {
display_buffer = ibuf->float_buffer.data;
*r_data = GPU_DATA_FLOAT;
if (ibuf->channels == 4) {
*r_format = GPU_RGBA16F;
}
else if (ibuf->channels == 3) {
/* Alpha is implicitly 1. */
*r_format = GPU_RGB16F;
}
else {
BLI_assert_msg(0, "Incompatible number of channels for float buffer in sequencer");
*r_format = GPU_RGBA16F;
display_buffer = nullptr;
}
if (ibuf->float_buffer.colorspace) {
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->float_buffer.colorspace, ibuf->dither, true);
}
else {
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, ibuf->dither, true);
}
}
else if (ibuf->byte_buffer.data) {
display_buffer = ibuf->byte_buffer.data;
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->byte_buffer.colorspace, ibuf->dither, false);
}
else {
display_buffer = nullptr;
}
/* There is data to be displayed, but GLSL is not initialized
* properly, in this case we fallback to CPU-based display transform. */
if ((ibuf->byte_buffer.data || ibuf->float_buffer.data) && !*r_glsl_used) {
display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, r_buffer_cache_handle);
*r_format = GPU_RGBA8;
*r_data = GPU_DATA_UBYTE;
}
return display_buffer;
}
static void sequencer_stop_running_jobs(const bContext *C, Scene *scene)
{
if (G.is_rendering == false && (scene->r.seq_prev_type) == OB_RENDER) {
/* Stop all running jobs, except screen one. Currently previews frustrate Render.
* Need to make so sequencers rendering doesn't conflict with compositor. */
WM_jobs_kill_type(CTX_wm_manager(C), nullptr, 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), nullptr, WM_JOB_TYPE_RENDER_PREVIEW);
}
}
static void sequencer_preview_clear()
{
UI_ThemeClearColor(TH_SEQ_PREVIEW);
}
static void sequencer_preview_get_rect(rctf *preview,
Scene *scene,
ARegion *region,
SpaceSeq *sseq,
bool draw_overlay,
bool draw_backdrop)
{
View2D *v2d = &region->v2d;
float viewrect[2];
sequencer_display_size(scene, viewrect);
BLI_rctf_init(preview, -1.0f, 1.0f, -1.0f, 1.0f);
if (draw_overlay && (sseq->overlay_frame_type == SEQ_OVERLAY_FRAME_TYPE_RECT)) {
preview->xmax = v2d->tot.xmin +
(fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->overlay_frame_rect.xmax);
preview->xmin = v2d->tot.xmin +
(fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->overlay_frame_rect.xmin);
preview->ymax = v2d->tot.ymin +
(fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->overlay_frame_rect.ymax);
preview->ymin = v2d->tot.ymin +
(fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->overlay_frame_rect.ymin);
}
else if (draw_backdrop) {
float aspect = BLI_rcti_size_x(&region->winrct) / float(BLI_rcti_size_y(&region->winrct));
float image_aspect = viewrect[0] / viewrect[1];
if (aspect >= image_aspect) {
preview->xmax = image_aspect / aspect;
preview->xmin = -preview->xmax;
}
else {
preview->ymax = aspect / image_aspect;
preview->ymin = -preview->ymax;
}
}
else {
*preview = v2d->tot;
}
}
static void sequencer_draw_display_buffer(const bContext *C,
Scene *scene,
ARegion *region,
SpaceSeq *sseq,
ImBuf *ibuf,
ImBuf *scope,
bool draw_overlay,
bool draw_backdrop)
{
void *display_buffer;
void *buffer_cache_handle = nullptr;
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
GPU_blend(GPU_BLEND_ALPHA);
}
/* Format needs to be created prior to any #immBindShader call.
* Do it here because OCIO binds its own shader. */
eGPUTextureFormat format;
eGPUDataFormat data;
bool glsl_used = false;
GPUVertFormat *imm_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(imm_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint texCoord = GPU_vertformat_attr_add(
imm_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (scope) {
ibuf = scope;
if (ibuf->float_buffer.data && ibuf->byte_buffer.data == nullptr) {
IMB_rect_from_float(ibuf);
}
display_buffer = ibuf->byte_buffer.data;
format = GPU_RGBA8;
data = GPU_DATA_UBYTE;
}
else {
display_buffer = sequencer_OCIO_transform_ibuf(
C, ibuf, &glsl_used, &format, &data, &buffer_cache_handle);
}
if (draw_backdrop) {
GPU_matrix_push();
GPU_matrix_identity_set();
GPU_matrix_push_projection();
GPU_matrix_identity_projection_set();
}
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT;
GPUTexture *texture = GPU_texture_create_2d(
"seq_display_buf", ibuf->x, ibuf->y, 1, format, usage, nullptr);
GPU_texture_update(texture, data, display_buffer);
GPU_texture_filter_mode(texture, false);
GPU_texture_bind(texture, 0);
if (!glsl_used) {
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_COLOR);
immUniformColor3f(1.0f, 1.0f, 1.0f);
}
immBegin(GPU_PRIM_TRI_FAN, 4);
rctf preview;
rctf canvas;
sequencer_preview_get_rect(&preview, scene, region, sseq, draw_overlay, draw_backdrop);
if (draw_overlay && (sseq->overlay_frame_type == SEQ_OVERLAY_FRAME_TYPE_RECT)) {
canvas = scene->ed->overlay_frame_rect;
}
else {
BLI_rctf_init(&canvas, 0.0f, 1.0f, 0.0f, 1.0f);
}
immAttr2f(texCoord, canvas.xmin, canvas.ymin);
immVertex2f(pos, preview.xmin, preview.ymin);
immAttr2f(texCoord, canvas.xmin, canvas.ymax);
immVertex2f(pos, preview.xmin, preview.ymax);
immAttr2f(texCoord, canvas.xmax, canvas.ymax);
immVertex2f(pos, preview.xmax, preview.ymax);
immAttr2f(texCoord, canvas.xmax, canvas.ymin);
immVertex2f(pos, preview.xmax, preview.ymin);
immEnd();
GPU_texture_unbind(texture);
GPU_texture_free(texture);
if (!glsl_used) {
immUnbindProgram();
}
else {
IMB_colormanagement_finish_glsl_draw();
}
if (buffer_cache_handle) {
IMB_display_buffer_release(buffer_cache_handle);
}
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
GPU_blend(GPU_BLEND_NONE);
}
if (draw_backdrop) {
GPU_matrix_pop();
GPU_matrix_pop_projection();
}
}
static ImBuf *sequencer_get_scope(Scene *scene, SpaceSeq *sseq, ImBuf *ibuf, bool draw_backdrop)
{
ImBuf *scope = nullptr;
SequencerScopes *scopes = &sseq->scopes;
if (!draw_backdrop && (sseq->mainb != SEQ_DRAW_IMG_IMBUF || sseq->zebra != 0)) {
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->float_buffer.data) {
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;
}
}
return scope;
}
static bool sequencer_draw_get_transform_preview(SpaceSeq *sseq, Scene *scene)
{
Sequence *last_seq = SEQ_select_active_get(scene);
if (last_seq == nullptr) {
return false;
}
return (G.moving & G_TRANSFORM_SEQ) && (last_seq->flag & SELECT) &&
((last_seq->flag & SEQ_LEFTSEL) || (last_seq->flag & SEQ_RIGHTSEL)) &&
(sseq->draw_flag & SEQ_DRAW_TRANSFORM_PREVIEW);
}
static int sequencer_draw_get_transform_preview_frame(Scene *scene)
{
Sequence *last_seq = SEQ_select_active_get(scene);
/* #sequencer_draw_get_transform_preview must already have been called. */
BLI_assert(last_seq != nullptr);
int preview_frame;
if (last_seq->flag & SEQ_RIGHTSEL) {
preview_frame = SEQ_time_right_handle_frame_get(scene, last_seq) - 1;
}
else {
preview_frame = SEQ_time_left_handle_frame_get(scene, last_seq);
}
return preview_frame;
}
static void seq_draw_image_origin_and_outline(const bContext *C, Sequence *seq, bool is_active_seq)
{
SpaceSeq *sseq = CTX_wm_space_seq(C);
const ARegion *region = CTX_wm_region(C);
if (region->regiontype == RGN_TYPE_PREVIEW && !sequencer_view_preview_only_poll(C)) {
return;
}
if ((seq->flag & SELECT) == 0) {
return;
}
if (ED_screen_animation_no_scrub(CTX_wm_manager(C))) {
return;
}
if ((sseq->flag & SEQ_SHOW_OVERLAY) == 0 ||
(sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_OUTLINE_SELECTED) == 0)
{
return;
}
if (ELEM(sseq->mainb, SEQ_DRAW_IMG_WAVEFORM, SEQ_DRAW_IMG_VECTORSCOPE, SEQ_DRAW_IMG_HISTOGRAM)) {
return;
}
float origin[2];
SEQ_image_transform_origin_offset_pixelspace_get(CTX_data_scene(C), seq, origin);
/* Origin. */
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_OUTLINE_AA);
immUniform1f("outlineWidth", 1.5f);
immUniformColor3f(1.0f, 1.0f, 1.0f);
immUniform4f("outlineColor", 0.0f, 0.0f, 0.0f, 1.0f);
immUniform1f("size", 15.0f * U.pixelsize);
immBegin(GPU_PRIM_POINTS, 1);
immVertex2f(pos, origin[0], origin[1]);
immEnd();
immUnbindProgram();
/* Outline. */
float seq_image_quad[4][2];
SEQ_image_transform_final_quad_get(CTX_data_scene(C), seq, seq_image_quad);
GPU_line_smooth(true);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_width(2);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
float col[3];
if (is_active_seq) {
UI_GetThemeColor3fv(TH_SEQ_ACTIVE, col);
}
else {
UI_GetThemeColor3fv(TH_SEQ_SELECTED, col);
}
immUniformColor3fv(col);
immUniform1f("lineWidth", U.pixelsize);
immBegin(GPU_PRIM_LINE_LOOP, 4);
immVertex2f(pos, seq_image_quad[0][0], seq_image_quad[0][1]);
immVertex2f(pos, seq_image_quad[1][0], seq_image_quad[1][1]);
immVertex2f(pos, seq_image_quad[2][0], seq_image_quad[2][1]);
immVertex2f(pos, seq_image_quad[3][0], seq_image_quad[3][1]);
immEnd();
immUnbindProgram();
GPU_line_width(1);
GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
}
void sequencer_draw_preview(const bContext *C,
Scene *scene,
ARegion *region,
SpaceSeq *sseq,
int timeline_frame,
int offset,
bool draw_overlay,
bool draw_backdrop)
{
Main *bmain = CTX_data_main(C);
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
View2D *v2d = &region->v2d;
ImBuf *ibuf = nullptr;
ImBuf *scope = nullptr;
float viewrect[2];
const bool show_imbuf = ED_space_sequencer_check_show_imbuf(sseq);
const bool draw_gpencil = ((sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_GPENCIL) && sseq->gpd);
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
sequencer_stop_running_jobs(C, scene);
if (G.is_rendering) {
return;
}
int preview_frame = timeline_frame;
if (sequencer_draw_get_transform_preview(sseq, scene)) {
preview_frame = sequencer_draw_get_transform_preview_frame(scene);
}
/* Get image. */
ibuf = sequencer_ibuf_get(
bmain, region, depsgraph, scene, sseq, preview_frame, offset, names[sseq->multiview_eye]);
/* Setup off-screen buffers. */
GPUViewport *viewport = WM_draw_region_get_viewport(region);
GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
GPU_depth_test(GPU_DEPTH_NONE);
if (sseq->render_size == SEQ_RENDER_SIZE_NONE) {
sequencer_preview_clear();
return;
}
/* Setup view. */
sequencer_display_size(scene, viewrect);
UI_view2d_totRect_set(v2d, roundf(viewrect[0] + 0.5f), roundf(viewrect[1] + 0.5f));
UI_view2d_curRect_validate(v2d);
UI_view2d_view_ortho(v2d);
/* Draw background. */
if (!draw_backdrop &&
(!draw_overlay || (sseq->overlay_frame_type == SEQ_OVERLAY_FRAME_TYPE_REFERENCE)))
{
sequencer_preview_clear();
if (sseq->flag & SEQ_USE_ALPHA) {
imm_draw_box_checker_2d(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
}
}
if (ibuf) {
scope = sequencer_get_scope(scene, sseq, ibuf, draw_backdrop);
/* Draw image. */
sequencer_draw_display_buffer(
C, scene, region, sseq, ibuf, scope, draw_overlay, draw_backdrop);
/* Draw over image. */
if (sseq->preview_overlay.flag & SEQ_PREVIEW_SHOW_METADATA && sseq->flag & SEQ_SHOW_OVERLAY) {
ED_region_image_metadata_draw(0.0, 0.0, ibuf, &v2d->tot, 1.0, 1.0);
}
}
if (show_imbuf && (sseq->flag & SEQ_SHOW_OVERLAY)) {
sequencer_draw_borders_overlay(sseq, v2d, scene);
}
if (!draw_backdrop && scene->ed != nullptr) {
Editing *ed = SEQ_editing_get(scene);
ListBase *channels = SEQ_channels_displayed_get(ed);
SeqCollection *collection = SEQ_query_rendered_strips(
scene, channels, ed->seqbasep, timeline_frame, 0);
Sequence *seq;
Sequence *active_seq = SEQ_select_active_get(scene);
SEQ_ITERATOR_FOREACH (seq, collection) {
seq_draw_image_origin_and_outline(C, seq, seq == active_seq);
}
SEQ_collection_free(collection);
}
if (draw_gpencil && show_imbuf && (sseq->flag & SEQ_SHOW_OVERLAY)) {
sequencer_draw_gpencil_overlay(C);
}
#if 0
sequencer_draw_maskedit(C, scene, region, sseq);
#endif
/* Draw registered callbacks. */
GPU_framebuffer_bind(framebuffer_overlay);
ED_region_draw_cb_draw(C, region, REGION_DRAW_POST_VIEW);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
/* Scope is freed in sequencer_check_scopes when `ibuf` changes and redraw is needed. */
if (ibuf) {
IMB_freeImBuf(ibuf);
}
UI_view2d_view_restore(C);
seq_prefetch_wm_notify(C, scene);
}
static void draw_seq_timeline_channels(View2D *v2d)
{
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);