24 for (
int i = 0; i < 2; i++) {
60 if (use_sculpt_pbvh) {
bool BKE_sculptsession_use_pbvh_draw(const struct Object *ob, const struct RegionView3D *rv3d)
MINLINE void srgb_to_linearrgb_v4(float linear[4], const float srgb[4])
@ V3D_SHADING_BACKGROUND_THEME
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_call(shgroup, geom, ob)
void ED_view3d_background_color_get(const struct Scene *scene, const struct View3D *v3d, float r_color[3])
struct GPUShader GPUShader
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a color
GPUBatch * DRW_cache_object_surface_get(Object *ob)
const DRWContextState * DRW_context_state_get(void)
bool DRW_state_is_image_render(void)
void DRW_shgroup_call_sculpt(DRWShadingGroup *shgroup, Object *ob, bool use_wire, bool use_mask)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_draw_pass(DRWPass *pass)
ccl_gpu_kernel_postfix ccl_global float int int int int sh
void OVERLAY_fade_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_fade_draw(OVERLAY_Data *vedata)
void OVERLAY_fade_infront_draw(OVERLAY_Data *vedata)
void OVERLAY_fade_init(OVERLAY_Data *UNUSED(vedata))
void OVERLAY_fade_cache_init(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_uniform_color(void)
struct RegionView3D * rv3d
OVERLAY_StorageList * stl
DRWShadingGroup * fade_grp[2]
struct OVERLAY_PrivateData * pd