27 #define BUF_INSTANCE DRW_shgroup_call_buffer_instance
29 for (
int i = 0; i < 2; i++) {
74 const bool is_selected = (ml->flag &
SELECT) != 0;
75 const bool is_scale_radius = (ml->flag &
MB_SCALE_RAD) != 0;
82 color = (is_selected && is_scale_radius) ? col_radius_select : col_radius;
89 color = (is_selected && !is_scale_radius) ? col_stiffness_select : col_stiffness;
typedef float(TangentPoint)[2]
General operations, lookup, etc. for blender objects.
#define LISTBASE_FOREACH(type, var, list)
void mul_v3_m4v3(float r[3], const float M[4][4], const float v[3])
MINLINE void mul_v3_v3fl(float r[3], const float a[3], float f)
@ DRW_STATE_IN_FRONT_SELECT
@ DRW_STATE_DEPTH_LESS_EQUAL
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
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_bone_point_wire_outline_get(void)
int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
bool DRW_state_is_select(void)
const DRWContextState * DRW_context_state_get(void)
void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
void DRW_draw_pass(DRWPass *pass)
void DRW_select_load_id(uint id)
ccl_gpu_kernel_postfix ccl_global float int int int int sh
void OVERLAY_bone_instance_data_set_color(BoneInstanceData *data, const float bone_color[4])
GPUShader * OVERLAY_shader_armature_sphere(bool use_outline)
OVERLAY_InstanceFormats * OVERLAY_shader_instance_formats_get(void)
struct ViewLayer * view_layer
struct GPUUniformBuf * block_ubo
float4 color_mball_radius
float4 color_mball_stiffness
float4 color_mball_stiffness_select
float4 color_mball_radius_select
OVERLAY_StorageList * stl
DRWCallBuffer * handle[2]
struct OVERLAY_PrivateData::@258 mball
struct OVERLAY_PrivateData * pd