27 return rgba[0] | (rgba[1] << 8u) | (rgba[2] << 16u) | (rgba[3] << 24u);
32 float height_pixels = 1.0f / pixely;
33 if (height_pixels < 16.0f) {
36 if (height_pixels < 64.0f) {
39 if (height_pixels < 128.0f) {
51 view_cur_inv_size_ = 1.0f / view_cur_size;
53 float pixely = view_cur_size.y / view_mask_size_.y;
55 context_.pixelsize =
U.pixelsize;
99 memset(&res, 0,
sizeof(res));
116 if (strips_count_ == 0) {
BLI_INLINE int BLI_rcti_size_y(const struct rcti *rct)
BLI_INLINE int BLI_rcti_size_x(const struct rcti *rct)
BLI_INLINE float BLI_rctf_size_x(const struct rctf *rct)
BLI_INLINE float BLI_rctf_size_y(const struct rctf *rct)
void GPU_batch_draw_instance_range(blender::gpu::Batch *batch, int instance_first, int instance_count)
void GPU_batch_set_shader(blender::gpu::Batch *batch, GPUShader *shader)
blender::gpu::Batch * GPU_batch_preset_quad()
int GPU_shader_get_ubo_binding(GPUShader *shader, const char *name)
void GPU_shader_bind(GPUShader *shader)
GPUShader * GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
@ GPU_SHADER_SEQUENCER_STRIPS
@ GPU_SEQ_FLAG_SINGLE_IMAGE
#define GPU_SEQ_STRIP_DRAW_DATA_LEN
void UI_GetThemeColorShade3ubv(int colorid, int offset, unsigned char col[3])
StripsDrawBatch(const View2D *v2d)
float pos_to_pixel_space_x(float x) const
float pos_to_pixel_space_y(float y) const
float size_to_pixel_space_x(float x) const
SeqStripDrawData & add_strip(float content_start, float content_end, float top, float bottom, float content_top, float left_handle, float right_handle, float handle_width, bool single_image)
uint color_pack(const uchar rgba[4])
float calc_strip_round_radius(float pixely)
VecBase< float, 2 > float2