31 for (
int i = 0; i < 2; i++) {
79 float final_mat[4][4], box[4][2];
98 if (sb->
rot == 0.0f) {
139 for (
int i = 0; i < cu->
totbox; i++) {
141 const bool is_active = (i == (cu->
actbox - 1));
144 if ((tb->
w != 0.0f) || (tb->
h != 0.0f)) {
146 vecs[0][0] = vecs[1][0] = vecs[2][0] = vecs[3][0] = cu->
xof + tb->
x;
147 vecs[0][1] = vecs[1][1] = vecs[2][1] = vecs[3][1] = cu->
yof + tb->
y + cu->
fsize_realtime;
148 vecs[0][2] = vecs[1][2] = vecs[2][2] = vecs[3][2] = 0.001;
155 for (
int j = 0; j < 4; j++) {
158 for (
int j = 0; j < 4; j++) {
typedef float(TangentPoint)[2]
void mul_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4])
void unit_m4(float m[4][4])
void mul_v3_m4v3(float r[3], const float M[4][4], const float v[3])
void angle_to_mat2(float R[2][2], float angle)
MINLINE void copy_v2_fl2(float v[2], float x, float y)
MINLINE void copy_v4_fl4(float v[4], float x, float y, float z, float w)
MINLINE void mul_v2_fl(float r[2], float f)
MINLINE void copy_v2_v2(float r[2], const float a[2])
MINLINE void add_v2_v2(float r[2], const float a[2])
MINLINE void sub_v2_v2v2(float r[2], const float a[2], const float b[2])
MINLINE void mul_v2_v2fl(float r[2], const float a[2], float f)
#define DRW_PASS_INSTANCE_CREATE(pass, original, state)
@ DRW_STATE_DEPTH_GREATER_EQUAL
@ DRW_STATE_DEPTH_LESS_EQUAL
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_call_obmat(shgroup, geom, obmat)
#define DRW_shgroup_call(shgroup, geom, 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_quad_get(void)
GPUBatch * DRW_cache_text_edge_wire_get(Object *ob)
DRWView * DRW_view_create_with_zoffset(const DRWView *parent_view, const RegionView3D *rv3d, float offset)
bool DRW_state_is_fbo(void)
const DRWContextState * DRW_context_state_get(void)
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
const DRWView * DRW_view_default_get(void)
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)
void DRW_view_set_active(const DRWView *view)
ccl_gpu_kernel_postfix ccl_global float int int int int sh
static void edit_text_cache_populate_boxes(OVERLAY_Data *vedata, Object *ob)
static void edit_text_cache_populate_select(OVERLAY_Data *vedata, Object *ob)
static void edit_text_cache_populate_cursor(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata)
void OVERLAY_edit_text_cache_populate(OVERLAY_Data *vedata, Object *ob)
static void v2_quad_corners_to_mat4(const float corners[4][2], float r_mat[4][4])
void OVERLAY_edit_text_draw(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_uniform_color(void)
struct EditFont * editfont
struct RegionView3D * rv3d
EditFontSelBox * selboxes
OVERLAY_StorageList * stl
OVERLAY_FramebufferList * fbl
struct GPUFrameBuffer * overlay_default_fb
DRWPass * edit_text_darken_ps
DRWPass * edit_text_overlay_ps
DRWPass * edit_text_wire_ps[2]
struct OVERLAY_PrivateData::@251 edit_text
OVERLAY_ShadingData shdata
DRWShadingGroup * edit_text_wire_grp[2]
DRWShadingGroup * edit_text_overlay_grp
struct OVERLAY_PrivateData::@250 edit_curve
float edit_curve_normal_length
struct OVERLAY_PrivateData * pd