예제 #1
0
/* draw grease pencil */
void clip_draw_grease_pencil(bContext *C, int onlyv2d)
{
	SpaceClip *sc = CTX_wm_space_clip(C);
	MovieClip *clip = ED_space_clip_get_clip(sc);

	if (!clip)
		return;

	if (onlyv2d) {
		/* if manual calibration is used then grease pencil data is already
		 * drawn in draw_distortion */
		if ((sc->flag & SC_MANUAL_CALIBRATION) == 0) {
			glPushMatrix();
			glMultMatrixf(sc->unistabmat);

			if (sc->gpencil_src == SC_GPENCIL_SRC_TRACK) {
				MovieTrackingTrack *track = BKE_tracking_track_get_active(&sc->clip->tracking);

				if (track) {
					int framenr = ED_space_clip_get_clip_frame_number(sc);
					MovieTrackingMarker *marker = BKE_tracking_marker_get(track, framenr);

					glTranslatef(marker->pos[0], marker->pos[1], 0.0f);
				}
			}

			draw_gpencil_2dimage(C);

			glPopMatrix();
		}
	}
	else {
		draw_gpencil_view2d(C, 0);
	}
}
예제 #2
0
/* draw grease pencil */
void draw_image_grease_pencil(bContext *C, short onlyv2d)
{
	/* draw in View2D space? */
	if (onlyv2d) {
		/* draw grease-pencil ('image' strokes) */
		draw_gpencil_2dimage(C);
	}
	else {
		/* assume that UI_view2d_restore(C) has been called... */
		//SpaceImage *sima = (SpaceImage *)CTX_wm_space_data(C);
		
		/* draw grease-pencil ('screen' strokes) */
		draw_gpencil_view2d(C, 0);
	}
}
예제 #3
0
파일: image_draw.c 프로젝트: BHCLL/blendocv
/* draw grease pencil */
void draw_image_grease_pencil(bContext *C, short onlyv2d)
{
	/* draw in View2D space? */
	if (onlyv2d) {
		/* assume that UI_view2d_ortho(C) has been called... */
		SpaceImage *sima= (SpaceImage *)CTX_wm_space_data(C);
		void *lock;
		ImBuf *ibuf= ED_space_image_acquire_buffer(sima, &lock);
		
		/* draw grease-pencil ('image' strokes) */
		//if (sima->flag & SI_DISPGP)
			draw_gpencil_2dimage(C, ibuf);

		ED_space_image_release_buffer(sima, lock);
	}
	else {
		/* assume that UI_view2d_restore(C) has been called... */
		//SpaceImage *sima= (SpaceImage *)CTX_wm_space_data(C);
		
		/* draw grease-pencil ('screen' strokes) */
		//if (sima->flag & SI_DISPGP)
			draw_gpencil_view2d(C, 0);
	}
}
예제 #4
0
void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs, int draw_overlay)
{
	struct Main *bmain = CTX_data_main(C);
	struct ImBuf *ibuf = NULL;
	struct ImBuf *scope = NULL;
	struct View2D *v2d = &ar->v2d;
	/* int rectx, recty; */ /* UNUSED */
	float viewrectx, viewrecty;
	float render_size = 0.0;
	float proxy_size = 100.0;
	float col[3];
	GLuint texid;
	GLuint last_texid;
	void *display_buffer;
	void *cache_handle = NULL;
	const int is_imbuf = ED_space_sequencer_check_show_imbuf(sseq);
	int format, type;
	bool glsl_used = false;

	if (G.is_rendering == FALSE && (scene->r.seq_flag & R_SEQ_GL_PREV) == 0) {
		/* stop all running jobs, except screen one. currently previews frustrate Render
		 * needed to make so sequencer's rendering doesn't conflict with compositor
		 */
		WM_jobs_kill_type(CTX_wm_manager(C), WM_JOB_TYPE_COMPOSITE);

		if ((scene->r.seq_flag & R_SEQ_GL_PREV) == 0) {
			/* 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), WM_JOB_TYPE_RENDER_PREVIEW);
		}
	}

	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; */ /* UNUSED */
	/* recty = viewrecty + 0.5f; */ /* UNUSED */

	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 (!draw_overlay || sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
		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.is_rendering)
		return;

	ibuf = sequencer_ibuf_get(bmain, scene, sseq, cfra, frame_ofs);
	
	if (ibuf == NULL)
		return;

	if (ibuf->rect == NULL && ibuf->rect_float == NULL)
		return;

	if (sseq->mainb != SEQ_DRAW_IMG_IMBUF || sseq->zebra != 0) {
		SequencerScopes *scopes = &sseq->scopes;

		sequencer_check_scopes(scopes, ibuf);

		switch (sseq->mainb) {
			case SEQ_DRAW_IMG_IMBUF:
				if (!scopes->zebra_ibuf) {
					ImBuf *display_ibuf = IMB_dupImBuf(ibuf);

					if (display_ibuf->rect_float) {
						IMB_colormanagement_imbuf_make_display_space(display_ibuf, &scene->view_settings,
						                                             &scene->display_settings);
					}
					scopes->zebra_ibuf = make_zebra_view_from_ibuf(display_ibuf, sseq->zebra);
					IMB_freeImBuf(display_ibuf);
				}
				scope = scopes->zebra_ibuf;
				break;
			case SEQ_DRAW_IMG_WAVEFORM:
				if ((sseq->flag & SEQ_DRAW_COLOR_SEPARATED) != 0) {
					if (!scopes->sep_waveform_ibuf)
						scopes->sep_waveform_ibuf = sequencer_make_scope(scene, ibuf, make_sep_waveform_view_from_ibuf);
					scope = scopes->sep_waveform_ibuf;
				}
				else {
					if (!scopes->waveform_ibuf)
						scopes->waveform_ibuf = sequencer_make_scope(scene, ibuf, make_waveform_view_from_ibuf);
					scope = scopes->waveform_ibuf;
				}
				break;
			case SEQ_DRAW_IMG_VECTORSCOPE:
				if (!scopes->vector_ibuf)
					scopes->vector_ibuf = sequencer_make_scope(scene, ibuf, make_vectorscope_view_from_ibuf);
				scope = scopes->vector_ibuf;
				break;
			case SEQ_DRAW_IMG_HISTOGRAM:
				if (!scopes->histogram_ibuf)
					scopes->histogram_ibuf = sequencer_make_scope(scene, ibuf, make_histogram_view_from_ibuf);
				scope = scopes->histogram_ibuf;
				break;
		}

		scopes->reference_ibuf = ibuf;
	}

	/* setting up the view - actual drawing starts here */
	UI_view2d_view_ortho(v2d);

	/* only draw alpha for main buffer */
	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
		if (sseq->flag & SEQ_USE_ALPHA) {
			glEnable(GL_BLEND);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

			fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
			glColor4f(1.0, 1.0, 1.0, 1.0);
		}
	}

	if (scope) {
		IMB_freeImBuf(ibuf);
		ibuf = scope;

		if (ibuf->rect_float && ibuf->rect == NULL) {
			IMB_rect_from_float(ibuf);
		}

		display_buffer = (unsigned char *)ibuf->rect;
		format = GL_RGBA;
		type = GL_UNSIGNED_BYTE;
	}
	else {
		bool force_fallback = false;

		force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
		force_fallback |= (ibuf->dither != 0.0f);

		if (force_fallback) {
			/* Fallback to CPU based color space conversion */
			glsl_used = false;
			format = GL_RGBA;
			type = GL_UNSIGNED_BYTE;
			display_buffer = NULL;
		}
		else if (ibuf->rect_float) {
			display_buffer = ibuf->rect_float;

			if (ibuf->channels == 4) {
				format = GL_RGBA;
			}
			else if (ibuf->channels == 3) {
				format = GL_RGB;
			}
			else {
				BLI_assert(!"Incompatible number of channels for float buffer in sequencer");
				format = GL_RGBA;
				display_buffer = NULL;
			}

			type = GL_FLOAT;

			if (ibuf->float_colorspace) {
				glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->float_colorspace, true);
			}
			else {
				glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, true);
			}
		}
		else if (ibuf->rect) {
			display_buffer = ibuf->rect;
			format = GL_RGBA;
			type = GL_UNSIGNED_BYTE;

			glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->rect_colorspace, false);
		}
		else {
			format = GL_RGBA;
			type = GL_UNSIGNED_BYTE;
			display_buffer = NULL;
		}

		/* there's a data to be displayed, but GLSL is not initialized
		 * properly, in this case we fallback to CPU-based display transform
		 */
		if ((ibuf->rect || ibuf->rect_float) && !glsl_used) {
			display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
			format = GL_RGBA;
			type = GL_UNSIGNED_BYTE;
		}
	}

	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	glColor4f(1.0, 1.0, 1.0, 1.0);

	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);

	if (type == GL_FLOAT)
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, ibuf->x, ibuf->y, 0, format, type, display_buffer);
	else
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, format, type, display_buffer);

	glBegin(GL_QUADS);

	if (draw_overlay) {
		if (sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) {
			rctf tot_clip;
			tot_clip.xmin = v2d->tot.xmin + (fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmin);
			tot_clip.ymin = v2d->tot.ymin + (fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymin);
			tot_clip.xmax = v2d->tot.xmin + (fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmax);
			tot_clip.ymax = v2d->tot.ymin + (fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymax);

			glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmin, tot_clip.ymin);
			glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmin, tot_clip.ymax);
			glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmax, tot_clip.ymax);
			glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmax, tot_clip.ymin);
		}
		else if (sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
			glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
			glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
			glTexCoord2f(1.0f, 1.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
			glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
		}
	}
	else {
		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);
	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA)
		glDisable(GL_BLEND);
	glDeleteTextures(1, &texid);

	if (glsl_used)
		IMB_colormanagement_finish_glsl_draw();

	if (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);
	}
	
	if (sseq->flag & SEQ_SHOW_GPENCIL) {
		if (is_imbuf) {
			/* draw grease-pencil (image aligned) */
			draw_gpencil_2dimage(C);
		}
	}

	if (!scope)
		IMB_freeImBuf(ibuf);
	
	/* ortho at pixel level */
	UI_view2d_view_restore(C);
	
	if (sseq->flag & SEQ_SHOW_GPENCIL) {
		if (is_imbuf) {
			/* draw grease-pencil (screen aligned) */
			draw_gpencil_view2d(C, 0);
		}
	}


	/* NOTE: sequencer mask editing isnt finished, the draw code is working but editing not,
	 * for now just disable drawing since the strip frame will likely be offset */

	//if (sc->mode == SC_MODE_MASKEDIT) {
	if (0 && sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
		Mask *mask = BKE_sequencer_mask_get(scene);

		if (mask) {
			int width, height;
			float aspx = 1.0f, aspy = 1.0f;
			// ED_mask_get_size(C, &width, &height);

			//Scene *scene = CTX_data_scene(C);
			width = (scene->r.size * scene->r.xsch) / 100;
			height = (scene->r.size * scene->r.ysch) / 100;

			ED_mask_draw_region(mask, ar,
			                    0, 0,  /* TODO */
			                    width, height,
			                    aspx, aspy,
			                    FALSE, TRUE,
			                    NULL, C);
		}
	}

	if (cache_handle)
		IMB_display_buffer_release(cache_handle);
}
예제 #5
0
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) */
	draw_gpencil_2dimage(C);

	IMB_freeImBuf(ibuf);
	
	/* ortho at pixel level */
	UI_view2d_view_restore(C);
	
	/* draw grease-pencil (screen aligned) */
	draw_gpencil_view2d(C, 0);

	//if (sc->mode == SC_MODE_MASKEDIT) {
	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
		Mask *mask = BKE_sequencer_mask_get(scene);

		if (mask) {
			int width, height;
			// ED_mask_get_size(C, &width, &height);

			//Scene *scene = CTX_data_scene(C);
			width = (scene->r.size * scene->r.xsch) / 100;
			height = (scene->r.size * scene->r.ysch) / 100;

			ED_mask_draw_region(mask, ar,
			                    0, 0,  /* TODO */
			                    width, height,
			                    FALSE, TRUE,
			                    NULL, C);
		}
	}

}