84 printf(
"Error getting evaluated particle system for edit.\n");
struct Material * BKE_object_material_get_eval(struct Object *ob, short act)
#define LISTBASE_FOREACH(type, var, list)
MINLINE void copy_v3_v3(float r[3], const float a[3])
struct Object * DEG_get_original_object(struct Object *object)
struct ID * DEG_get_original_id(struct ID *id)
@ DRW_STATE_DEPTH_LESS_EQUAL
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
struct PTCacheEdit * PE_get_current_from_psys(struct ParticleSystem *psys)
struct ParticleEditSettings * PE_settings(struct Scene *scene)
struct PTCacheEdit * PE_create_current(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob)
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
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_particles_get_edit_inner_points(Object *object, ParticleSystem *psys, struct PTCacheEdit *edit)
GPUBatch * DRW_cache_particles_get_dots(Object *object, ParticleSystem *psys)
GPUBatch * DRW_cache_particles_get_prim(int type)
GPUBatch * DRW_cache_particles_get_edit_tip_points(Object *object, ParticleSystem *psys, struct PTCacheEdit *edit)
GPUBatch * DRW_cache_particles_get_edit_strands(Object *object, ParticleSystem *psys, struct PTCacheEdit *edit, bool use_weight)
bool DRW_state_is_fbo(void)
bool DRW_object_is_visible_psys_in_active_context(const Object *object, const ParticleSystem *psys)
const DRWContextState * DRW_context_state_get(void)
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
void DRW_shgroup_call_instances_with_attrs(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, struct GPUBatch *inst_attributes)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
DRWShadingGroup * DRW_shgroup_create_sub(DRWShadingGroup *shgroup)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value)
void DRW_draw_pass(DRWPass *pass)
ccl_gpu_kernel_postfix ccl_global float int int int int sh
void OVERLAY_particle_draw(OVERLAY_Data *vedata)
void OVERLAY_edit_particle_cache_init(OVERLAY_Data *vedata)
void OVERLAY_particle_cache_init(OVERLAY_Data *vedata)
void OVERLAY_edit_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_particle_dot(void)
GPUShader * OVERLAY_shader_particle_shape(void)
GPUShader * OVERLAY_shader_edit_particle_strand(void)
GPUShader * OVERLAY_shader_edit_particle_point(void)
struct Depsgraph * depsgraph
struct GPUUniformBuf * block_ubo
struct GPUTexture * weight_ramp
OVERLAY_StorageList * stl
OVERLAY_FramebufferList * fbl
struct GPUFrameBuffer * overlay_default_fb
DRWPass * edit_particle_ps
DRWShadingGroup * edit_particle_point_grp
DRWShadingGroup * edit_particle_strand_grp
struct OVERLAY_PrivateData::@254 edit_particle
DRWShadingGroup * particle_dots_grp
DRWShadingGroup * particle_shapes_grp
struct OVERLAY_PrivateData * pd
struct ParticleSystem * next