73 for (
int i = 0; i < 2; i++) {
87 DRWPass *extra_ps = *p_extra_ps;
89 #define BUF_INSTANCE DRW_shgroup_call_buffer_instance
90 #define BUF_POINT(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_POINTS)
91 #define BUF_LINE(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_LINES)
226 const float start[3],
228 const float color[4])
235 const float start[3],
252 const float mat[4][4],
253 const float color[4])
255 float draw_mat[4][4];
262 const float mat[4][4],
263 const float color[4])
265 float draw_mat[4][4];
276 const float mat[4][4],
277 const float draw_size,
278 const char draw_type,
279 const float color[4])
281 float instdata[4][4];
348 float center[3],
size[3], tmp[4][4], final_mat[4][4];
357 const float min[3] = {-1.0f, -1.0f, -1.0f},
max[3] = {1.0f, 1.0f, 1.0f};
401 tmp[3][2] -=
size[2];
452 float *texcoloc =
NULL;
453 float *texcosize =
NULL;
455 switch (
GS(ob_data->
name)) {
463 texcosize = cu->
size;
469 texcosize = mb->
size;
484 if (texcoloc !=
NULL && texcosize !=
NULL) {
507 float _pad00[3], size_x;
508 float _pad01[3], size_y;
509 float _pad02[3], size_z;
510 float pos[3], _pad03[1];
515 instdata.size_x = instdata.size_y = instdata.size_z = ob->empty_drawsize;
517 switch (pd->forcefield) {
522 instdata.size_z = pd->f_strength;
526 instdata.size_y = (pd->f_strength < 0.0f) ? -instdata.size_y : instdata.size_y;
530 if (cu && (cu->flag &
CU_PATH) && ob->runtime.curve_cache->anim_path_accum_length) {
531 instdata.size_x = instdata.size_y = instdata.size_z = pd->f_strength;
550 instdata.size_z = (pd->flag &
PFIELD_USEMAX) ? pd->maxdist : 0.0f;
551 instdata.size_x = (pd->flag &
PFIELD_USEMAXR) ? pd->maxrad : 1.0f;
552 instdata.size_y = instdata.size_x;
556 instdata.size_z = (pd->flag &
PFIELD_USEMIN) ? pd->mindist : 0.0f;
557 instdata.size_x = (pd->flag &
PFIELD_USEMINR) ? pd->minrad : 1.0f;
558 instdata.size_y = instdata.size_x;
568 instdata.size_y = instdata.size_x;
576 instdata.size_y = instdata.size_x;
582 instdata.size_x = instdata.size_y = instdata.size_z = pd->maxdist;
586 instdata.size_x = instdata.size_y = instdata.size_z = pd->mindist;
623 float _pad02[3], clip_sta;
624 float pos[3], clip_end;
634 instdata.clip_sta = la->
clipsta;
639 instdata.area_size_x = instdata.area_size_y = la->
area_size;
648 rescale_m4(instdata.mat, (
float[3]){10.0f, 10.0f, 10.0f});
657 float c =
a *
b -
a -
b;
659 instdata.spot_blend =
sqrtf((-
a -
c *
a) / (
c -
c *
a));
660 instdata.spot_cosine =
a;
666 const float color_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f};
667 const float color_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f};
705 float _pad02[3], clip_sta;
706 float pos[3], clip_end;
714 instdata.clip_sta = show_clipping ? prb->
clipsta : -1.0;
715 instdata.clip_end = show_clipping ? prb->
clipend : -1.0;
719 if (show_influence) {
734 instdata.clip_sta = show_clipping ? prb->
clipsta : -1.0;
735 instdata.clip_end = show_clipping ? prb->
clipend : -1.0;
738 if (show_influence) {
751 instdata.mat[3][3] = 1.0;
754 instdata.mat[3][3] = 2.0;
770 if (show_influence) {
864 float bundle_color_custom[3];
867 uchar text_color_selected[4], text_color_unselected[4];
872 float camera_mat[4][4];
876 float tracking_object_mat[4][4];
885 float object_mat[4][4];
887 tracking, tracking_object, framenr, object_mat);
889 float object_imat[4][4];
902 float bundle_mat[4][4];
904 translate_m4(bundle_mat, track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
906 const float *bundle_color;
911 bundle_color = bundle_color_custom;
913 else if (is_solid_bundle) {
914 bundle_color = bundle_color_solid;
916 else if (is_selected) {
917 bundle_color =
color;
920 bundle_color = bundle_color_unselected;
928 if (is_solid_bundle) {
933 const float bundle_color_v4[4] = {
957 is_selected ? text_color_selected : text_color_unselected);
993 const float delta_shiftx = shiftx - cam->
shiftx;
995 return delta_shiftx *
width;
1019 if (!is_stereo3d_cameras) {
1024 for (
int eye = 0; eye < 2; eye++) {
1034 if (is_stereo3d_cameras) {
1041 if (is_stereo3d_volume && !is_select) {
1042 float r = (eye == 1) ? 2.0f : 1.0f;
1060 if (is_stereo3d_plane && !is_select) {
1068 for (
int i = 0; i < 2; i++) {
1081 for (
int i = 0; i < 2; i++) {
1118 const bool is_active = (ob == camera_object);
1123 const bool is_stereo3d_display_extra = is_active && is_multiview && (!look_through) &&
1125 const bool is_selection_camera_stereo = is_select && look_through && is_multiview &&
1128 float vec[4][3], asp[2], shift[2], scale[3], drawsize,
center[2],
corner[2];
1137 if (is_selection_camera_stereo) {
1143 if (
ELEM(0.0f, scale[0], scale[1], scale[2])) {
1150 scene, cam, cam->
drawsize, look_through, scale, asp, shift, &drawsize, vec);
1154 for (
int i = 0; i < 4; i++) {
1167 instdata.
depth = vec[0][2];
1178 for (
int i = 0; i < 4; i++) {
1189 if (is_stereo3d_display_extra) {
1197 if (!look_through) {
1199 float tria_size = 0.7f * drawsize /
fabsf(instdata.
depth);
1200 float tria_margin = 0.1f * drawsize /
fabsf(instdata.
depth);
1223 instdata.
focus = 1.0f;
1303 for (curcon = list->
first; curcon; curcon = curcon->
next) {
1332 for (ct = targets.
first; ct; ct = ct->
next) {
1390 float voxel_cubemat[4][4] = {{0.0f}};
1392 voxel_cubemat[0][0] = fds->
cell_size[0] / 2.0f;
1393 voxel_cubemat[1][1] = fds->
cell_size[1] / 2.0f;
1394 voxel_cubemat[2][2] = fds->
cell_size[2] / 2.0f;
1395 voxel_cubemat[3][3] = 1.0f;
1405 int slice_axis = -1;
1408 float viewinv[4][4];
1416 if (draw_velocity) {
1430 line_count *= fds->
res[0] * fds->
res[1] * fds->
res[2];
1433 line_count /= fds->
res[slice_axis];
1461 if (show_gridlines) {
1471 if (color_with_flags || color_range) {
1485 const int line_count = 4 * fds->
res[0] * fds->
res[1] * fds->
res[2] / fds->
res[slice_axis];
1489 if (draw_velocity || show_gridlines) {
1504 if (ob ==
OBACT(view_layer)) {
1544 const bool is_paint_mode = (draw_ctx->
object_mode &
1548 const bool has_texspace = has_bounds &&
1552 const bool draw_obcenters = !is_paint_mode &&
1554 const bool draw_texspace = (ob->
dtx &
OB_TEXSPACE) && has_texspace;
1556 const bool draw_bounds = has_bounds && ((ob->
dt ==
OB_BOUNDBOX) ||
1562 const bool draw_volume = !from_dupli &&
1582 const float color_xform[4] = {0.15f, 0.15f, 0.15f, 0.7f};
1587 if (draw_obcenters) {
1590 if (draw_relations) {
1596 if (draw_texspace) {
bool BKE_where_on_path(const struct Object *ob, float ctime, float r_vec[4], float r_dir[3], float r_quat[4], float *r_radius, float *r_weight)
Camera data-block and utility functions.
float BKE_camera_multiview_shift_x(const struct RenderData *rd, const struct Object *camera, const char *viewname)
float BKE_camera_object_dof_distance(const struct Object *ob)
struct Object * BKE_camera_multiview_render(const struct Scene *scene, struct Object *camera, const char *viewname)
void BKE_camera_multiview_model_matrix(const struct RenderData *rd, const struct Object *camera, const char *viewname, float r_modelmat[4][4])
void BKE_camera_multiview_model_matrix_scaled(const struct RenderData *rd, const struct Object *camera, const char *viewname, float r_modelmat[4][4])
void BKE_camera_view_frame_ex(const struct Scene *scene, const struct Camera *camera, float drawsize, bool do_clip, const float scale[3], float r_asp[2], float r_shift[2], float *r_drawsize, float r_vec[4][3])
void BKE_constraint_targets_flush(struct bConstraint *con, struct ListBase *targets, bool no_copy)
int BKE_constraint_targets_get(struct bConstraint *con, struct ListBase *r_targets)
struct bConstraintOb * BKE_constraints_make_evalob(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob, void *subdata, short datatype)
void BKE_constraint_custom_object_space_init(struct bConstraintOb *cob, struct bConstraint *con)
const bConstraintTypeInfo * BKE_constraint_typeinfo_get(struct bConstraint *con)
void BKE_curve_texspace_ensure(struct Curve *cu)
bool BKE_mball_is_basis(const struct Object *ob)
void BKE_mesh_texspace_get_reference(struct Mesh *me, char **r_texflag, float **r_loc, float **r_size)
bool BKE_modifier_is_enabled(const struct Scene *scene, struct ModifierData *md, int required_mode)
struct ModifierData * BKE_modifiers_findby_type(const struct Object *ob, ModifierType type)
float BKE_movieclip_remap_scene_to_clip_frame(const struct MovieClip *clip, float framenr)
General operations, lookup, etc. for blender objects.
struct MovieClip * BKE_object_movieclip_get(struct Scene *scene, struct Object *ob, bool use_default)
void BKE_boundbox_calc_size_aabb(const struct BoundBox *bb, float r_size[3])
void BKE_boundbox_init_from_minmax(struct BoundBox *bb, const float min[3], const float max[3])
void BKE_boundbox_calc_center_aabb(const struct BoundBox *bb, float r_cent[3])
const struct BoundBox * BKE_object_boundbox_get(struct Object *ob)
struct MovieTrackingReconstruction * BKE_tracking_object_get_reconstruction(struct MovieTracking *tracking, struct MovieTrackingObject *object)
void BKE_tracking_get_camera_object_matrix(struct Object *camera_object, float mat[4][4])
void BKE_tracking_camera_get_reconstructed_interpolate(struct MovieTracking *tracking, struct MovieTrackingObject *object, float framenr, float mat[4][4])
#define TRACK_SELECTED(track)
struct ListBase * BKE_tracking_object_get_tracks(struct MovieTracking *tracking, struct MovieTrackingObject *object)
BLI_INLINE bool BLI_listbase_is_empty(const struct ListBase *lb)
#define LISTBASE_FOREACH(type, var, list)
MINLINE float max_fff(float a, float b, float c)
MINLINE float max_ff(float a, float b)
MINLINE void srgb_to_linearrgb_v3_v3(float linear[3], const float srgb[3])
MINLINE int axis_dominant_v3_single(const float vec[3])
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 translate_m4(float mat[4][4], float tx, float ty, float tz)
bool invert_m4_m4(float R[4][4], const float A[4][4])
void rescale_m4(float mat[4][4], const float scale[3])
void size_to_mat4(float R[4][4], const float size[3])
void mul_m4_v3(const float M[4][4], float r[3])
void scale_m4_fl(float R[4][4], float scale)
void normalize_m4_m4(float R[4][4], const float M[4][4]) ATTR_NONNULL()
void copy_m4_m4(float m1[4][4], const float m2[4][4])
void mul_v3_m4v3(float r[3], const float M[4][4], const float v[3])
MINLINE void copy_v4_v4(float r[4], const float a[4])
MINLINE void madd_v3_v3fl(float r[3], const float a[3], float f)
MINLINE void copy_v2_fl2(float v[2], float x, float y)
MINLINE void madd_v3fl_v3fl_v3fl_v3i(float r[3], const float a[3], const float b[3], const int c[3])
MINLINE float normalize_v3(float r[3])
MINLINE void mul_v3_v3(float r[3], const float a[3])
MINLINE void mul_v2_fl(float r[2], float f)
MINLINE void copy_v2_v2(float r[2], const float a[2])
MINLINE void mul_v3_fl(float r[3], float f)
MINLINE void copy_v3_v3(float r[3], const float a[3])
MINLINE void copy_v3_fl3(float v[3], float x, float y, float z)
MINLINE void cross_v3_v3v3(float r[3], const float a[3], const float b[3])
MINLINE void negate_v3(float r[3])
MINLINE void invert_v3(float r[3])
void mid_v2_v2v2(float r[2], const float a[2], const float b[2])
MINLINE float normalize_v3_length(float r[3], float unit_scale)
MINLINE void sub_v2_v2v2(float r[2], const float a[2], const float b[2])
MINLINE void swap_v3_v3(float a[3], float b[3])
MINLINE void copy_v3_fl(float r[3], float f)
MINLINE void zero_v3(float r[3])
MINLINE void add_v3_v3(float r[3], const float a[3])
MINLINE float len_v3(const float a[3]) ATTR_WARN_UNUSED_RESULT
struct Depsgraph Depsgraph
float DEG_get_ctime(const Depsgraph *graph)
struct Object * DEG_get_evaluated_object(const struct Depsgraph *depsgraph, struct Object *object)
#define ID_IS_LINKED(_id)
#define ID_REAL_USERS(id)
@ CONSTRAINT_TAR_CUSTOM_SPACE
@ CONSTRAINT_TYPE_FOLLOWTRACK
@ CONSTRAINT_TYPE_OBJECTSOLVER
@ CONSTRAINT_OBTYPE_OBJECT
@ FLUID_GRIDLINE_COLOR_TYPE_FLAGS
@ FLUID_GRIDLINE_COLOR_TYPE_RANGE
@ FLUID_DISPLAY_INTERP_CLOSEST
@ FLUID_DOMAIN_FIELD_FLAGS
@ FLUID_DOMAIN_VECTOR_FIELD_FORCE
@ eGpencilModifierType_Hook
@ LIGHTPROBE_FLAG_SHOW_PARALLAX
@ LIGHTPROBE_FLAG_SHOW_CLIP_DIST
@ LIGHTPROBE_FLAG_SHOW_INFLUENCE
@ LIGHTPROBE_FLAG_SHOW_DATA
@ LIGHTPROBE_FLAG_CUSTOM_PARALLAX
#define OB_MODE_ALL_PAINT
#define OB_MODE_ALL_PAINT_GPENCIL
#define PFIELD_FALL_SPHERE
Types and defines for representing Rigid Body entities.
#define OBACT(_view_layer)
#define STEREO_RIGHT_NAME
@ SCE_VIEWS_FORMAT_STEREO_3D
@ V3D_OVERLAY_HIDE_OBJECT_ORIGINS
#define V3D_S3D_DISPCAMERAS
#define V3D_HIDE_HELPLINES
#define V3D_SHOW_BUNDLENAME
#define V3D_SHOW_CAMERAPATH
#define V3D_SHOW_RECONSTRUCTION
#define V3D_S3D_DISPVOLUME
#define V3D_S3D_DISPPLANE
#define DRW_buffer_add_entry(buffer,...)
@ DRW_STATE_IN_FRONT_SELECT
@ DRW_STATE_DEPTH_LESS_EQUAL
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call_obmat(shgroup, geom, obmat)
#define XRAY_FLAG_ENABLED(v3d)
NSNotificationCenter * center
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble GLdouble r _GL_VOID_RET _GL_VOID GLfloat GLfloat r _GL_VOID_RET _GL_VOID GLint GLint r _GL_VOID_RET _GL_VOID GLshort GLshort r _GL_VOID_RET _GL_VOID GLdouble GLdouble r
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei width
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble v1
struct GPUShader GPUShader
struct GPUTexture GPUTexture
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between camera
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
void UI_GetThemeColor4ubv(int colorid, unsigned char col[4])
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
const Depsgraph * depsgraph
GPUBatch * DRW_cache_camera_frame_get(void)
GPUBatch * DRW_cache_empty_capsule_body_get(void)
GPUBatch * DRW_cache_groundline_get(void)
GPUBatch * DRW_cache_circle_get(void)
GPUBatch * DRW_cache_plain_axes_get(void)
GPUBatch * DRW_cache_empty_sphere_get(void)
GPUBatch * DRW_cache_quad_get(void)
GPUBatch * DRW_cache_lightprobe_grid_get(void)
GPUBatch * DRW_cache_light_area_disk_lines_get(void)
GPUBatch * DRW_cache_empty_cylinder_get(void)
GPUBatch * DRW_cache_field_force_get(void)
GPUBatch * DRW_cache_field_tube_limit_get(void)
GPUBatch * DRW_cache_field_cone_limit_get(void)
GPUBatch * DRW_cache_field_sphere_limit_get(void)
GPUBatch * DRW_cache_field_vortex_get(void)
GPUBatch * DRW_cache_light_area_square_lines_get(void)
GPUBatch * DRW_cache_light_spot_lines_get(void)
GPUBatch * DRW_cache_speaker_get(void)
GPUBatch * DRW_cache_camera_volume_wire_get(void)
GPUBatch * DRW_cache_light_spot_volume_get(void)
GPUBatch * DRW_cache_field_wind_get(void)
GPUBatch * DRW_cache_lightprobe_planar_get(void)
GPUBatch * DRW_cache_field_curve_get(void)
GPUBatch * DRW_cache_camera_tria_get(void)
GPUBatch * DRW_cache_camera_volume_get(void)
GPUBatch * DRW_cache_sphere_get(const eDRWLevelOfDetail level_of_detail)
GPUBatch * DRW_cache_light_sun_lines_get(void)
GPUBatch * DRW_cache_lightprobe_cube_get(void)
GPUBatch * DRW_cache_camera_tria_wire_get(void)
GPUBatch * DRW_cache_quad_wires_get(void)
GPUBatch * DRW_cache_empty_capsule_cap_get(void)
GPUBatch * DRW_cache_single_arrow_get(void)
GPUBatch * DRW_cache_camera_distances_get(void)
GPUBatch * DRW_cache_empty_cone_get(void)
GPUBatch * DRW_cache_light_point_lines_get(void)
GPUBatch * DRW_cache_bone_arrows_get(void)
GPUBatch * DRW_cache_empty_cube_get(void)
float * DRW_color_background_blend_get(int theme_id)
int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
void DRW_fluid_ensure_flags(struct FluidModifierData *fmd)
void DRW_smoke_ensure_velocity(struct FluidModifierData *fmd)
void DRW_fluid_ensure_range_field(struct FluidModifierData *fmd)
bool DRW_state_is_select(void)
bool DRW_state_show_text(void)
int DRW_object_visibility_in_active_context(const Object *ob)
bool DRW_state_is_fbo(void)
const DRWContextState * DRW_context_state_get(void)
bool DRW_state_is_image_render(void)
struct DRWTextStore * DRW_text_cache_ensure(void)
DefaultTextureList * DRW_viewport_texture_list_get(void)
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value)
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state)
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
void DRW_shgroup_uniform_ivec3_copy(DRWShadingGroup *shgroup, const char *name, const int *value)
void DRW_shgroup_call_procedural_lines(DRWShadingGroup *shgroup, Object *ob, uint line_count)
void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data)
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state)
void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_shgroup_call_procedural_points(DRWShadingGroup *shgroup, Object *ob, uint point_count)
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value)
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_shgroup_uniform_mat4_copy(DRWShadingGroup *shgroup, const char *name, const float(*value)[4])
void DRW_view_viewmat_get(const DRWView *view, float mat[4][4], bool inverse)
void DRW_draw_pass(DRWPass *pass)
void DRW_select_load_id(uint id)
void DRW_text_cache_add(DRWTextStore *dt, const float co[3], const char *str, const int str_len, short xoffs, short yoffs, short flag, const uchar col[4])
@ DRW_TEXT_CACHE_GLOBALSPACE
@ DRW_TEXT_CACHE_STRING_PTR
const ProjectiveReconstruction & reconstruction
ccl_gpu_kernel_postfix ccl_global float int int int int sh
void(* MEM_freeN)(void *vmemh)
T distance(const T &a, const T &b)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
void OVERLAY_image_camera_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob)
GPUShader * OVERLAY_shader_extra_groundline(void)
GPUShader * OVERLAY_shader_extra_loose_point(void)
GPUShader * OVERLAY_shader_extra_grid(void)
GPUShader * OVERLAY_shader_extra(bool is_select)
GPUShader * OVERLAY_shader_volume_velocity(bool use_needle, bool use_mac)
GPUShader * OVERLAY_shader_extra_wire(bool use_object, bool is_select)
BLI_INLINE void pack_v4_in_mat4(float rmat[4][4], const float mat[4][4], const float v[4])
GPUShader * OVERLAY_shader_extra_point(void)
OVERLAY_InstanceFormats * OVERLAY_shader_instance_formats_get(void)
GPUShader * OVERLAY_shader_volume_gridlines(bool color_with_flags, bool color_range)
BLI_INLINE void pack_fl_in_mat4(float rmat[4][4], const float mat[4][4], float a)
float convergence_distance
struct ListBase bg_images
struct CameraStereoSettings stereo
struct Depsgraph * depsgraph
struct ViewLayer * view_layer
struct RegionView3D * rv3d
struct GPUUniformBuf * block_ubo
struct GPUTexture * depth
float gridlines_upper_bound
float gridlines_lower_bound
struct GPUTexture * tex_range_field
struct GPUTexture * tex_velocity_x
struct GPUTexture * tex_velocity_y
char gridlines_cell_filter
struct GPUTexture * tex_velocity_z
struct PointCache * point_cache[2]
struct GPUTexture * tex_flags
float gridlines_range_color[4]
char vector_scale_with_magnitude
char vector_draw_mac_components
char gridlines_color_field
struct FluidDomainSettings * domain
float4 color_bundle_solid
float4 color_library_select
struct MovieTracking tracking
OVERLAY_StorageList * stl
OVERLAY_TextureList * txl
DRWPass * extra_centers_ps
OVERLAY_ExtraCallBuffers extra_call_buffers[2]
DRWShadingGroup * extra_grid_grp
struct OVERLAY_PrivateData * pd
struct GPUTexture * dummy_depth_tx
float parent_display_origin[3]
struct Collection * instance_collection
struct RigidBodyOb * rigidbody_object
ListBase greasepencil_modifiers
struct RigidBodyCon * rigidbody_constraint
struct ToolSettings * toolsettings
float stereo3d_volume_alpha
float stereo3d_convergence_alpha
float space_obj_world_matrix[4][4]
struct bConstraintTarget * next
void(* get_target_matrix)(struct Depsgraph *depsgraph, struct bConstraint *con, struct bConstraintOb *cob, struct bConstraintTarget *ct, float ctime)
struct bConstraint * next
ccl_device_inline float sqr(float a)