101 bool do_color_management,
114 bool use_obedit_skip,
117 bool do_material_sub_selection,
118 const struct rcti *rect,
120 void *select_pass_user_data,
122 void *object_filter_user_data);
130 const bool use_gpencil,
131 const bool use_basic,
132 const bool use_overlay);
144 const struct rcti *rect);
169 #ifdef WITH_XR_OPENXR
171 void *DRW_xr_opengl_context_get(
void);
172 void *DRW_xr_gpu_context_get(
void);
173 void DRW_xr_drawing_begin(
void);
174 void DRW_xr_drawing_end(
void);
221 const char *base_name,
224 bool is_active_render,
225 bool is_active_layer);
struct Depsgraph Depsgraph
bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph)
bool DRW_opengl_context_release(void)
void DRW_cdlayer_attr_aliases_add(struct GPUVertFormat *format, const char *base_name, const struct CustomData *data, const struct CustomDataLayer *cl, bool is_active_render, bool is_active_layer)
void DRW_opengl_context_create(void)
void DRW_gpu_render_context_enable(void *re_gpu_context)
void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height)
void DRW_draw_render_loop(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, struct GPUViewport *viewport)
void DRW_subdiv_free(void)
void DRW_draw_view(const struct bContext *C)
void DRW_engines_free(void)
void DRW_opengl_context_enable(void)
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
void DRW_viewport_data_free(struct DRWData *drw_data)
void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph, struct RenderEngineType *engine_type, struct ARegion *region, struct View3D *v3d, struct GPUViewport *viewport, const struct bContext *evil_C)
void DRW_opengl_render_context_disable(void *re_gl_context)
void DRW_cache_free_old_subdiv(void)
void DRW_cache_free_old_batches(struct Main *bmain)
void DRW_engines_register(void)
void DRW_gpu_render_context_disable(void *re_gpu_context)
void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist)
void DRW_opengl_context_disable_ex(bool restore)
void DRW_drawdata_free(struct ID *id)
struct DrawDataList * DRW_drawdatalist_from_id(struct ID *id)
void DRW_deferred_shader_remove(struct GPUMaterial *mat)
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph)
void DRW_engine_register(struct DrawEngineType *draw_engine_type)
void DRW_draw_depth_object(struct Scene *scene, struct ARegion *region, struct View3D *v3d, struct GPUViewport *viewport, struct Object *object)
bool(* DRW_ObjectFilterFn)(struct Object *ob, void *user_data)
void DRW_uniform_attrs_pool_free(struct GHash *table)
bool(* DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data)
void DRW_draw_depth_loop(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, struct GPUViewport *viewport, const bool use_gpencil, const bool use_basic, const bool use_overlay)
void DRW_draw_select_id(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, const struct rcti *rect)
void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph, struct ARegion *region, struct GPUViewport *viewport, const struct bContext *evil_C)
void DRW_opengl_context_enable_ex(bool restore)
void DRW_opengl_render_context_enable(void *re_gl_context)
bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type)
void DRW_render_context_disable(struct Render *render)
void DRW_draw_select_loop(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, bool use_obedit_skip, bool draw_surface, bool use_nearest, bool do_material_sub_selection, const struct rcti *rect, DRW_SelectPassFn select_pass_fn, void *select_pass_user_data, DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data)
void DRW_opengl_context_activate(bool drw_state)
void DRW_draw_cursor_2d_ex(const struct ARegion *region, const float cursor[2])
struct DRWUpdateContext DRWUpdateContext
void DRW_render_context_enable(struct Render *render)
void DRW_opengl_context_disable(void)
struct DRWData * DRW_viewport_data_create(void)
void DRW_opengl_context_destroy(void)
void DRW_engines_register_experimental(void)
void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, struct RenderEngineType *engine_type, struct ARegion *region, struct View3D *v3d, bool is_image_render, bool draw_background, bool do_color_management, struct GPUOffScreen *ofs, struct GPUViewport *viewport)
struct DRWInstanceDataList * DRW_instance_data_list_create(void)
const Depsgraph * depsgraph
struct RenderEngineType * engine_type
struct ViewLayer * view_layer
struct Depsgraph * depsgraph
static void draw_background(const rcti *rect)