52 for (
int i = 0; i < vert_len; i++) {
59 float v0[3] = {0.0f, 0.0f, 0.0f};
60 float v1[3] = {1.0f, 0.0f, 0.0f};
61 float v2[3] = {0.0f, 1.0f, 0.0f};
62 float v3[3] = {0.0f, 0.0f, 1.0f};
95 const float min[3] = {-1.0f, -1.0f, -1.0f},
max[3] = {1.0f, 1.0f, 1.0f};
96 float project_matrix[4][4];
105 for (
int i = 0; i < 8; i++) {
113 float size_mat[4][4];
General operations, lookup, etc. for blender objects.
void BKE_boundbox_init_from_minmax(struct BoundBox *bb, const float min[3], const float max[3])
Single link-list utility macros. (header only api).
#define BLI_LINKS_PREPEND(list, link)
int BLI_linklist_count(const LinkNode *list) ATTR_WARN_UNUSED_RESULT
void mul_project_m4_v3(const float M[4][4], 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 mul_m4_v3(const float M[4][4], float r[3])
void scale_m4_fl(float R[4][4], float scale)
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])
Object is a sort of wrapper for general info.
NSNotificationCenter * center
#define GPU_batch_uniform_mat4(batch, name, val)
void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id)
void GPU_batch_draw(GPUBatch *batch)
#define GPU_batch_uniform_4fv(batch, name, val)
_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
@ GPU_SHADER_3D_UNIFORM_COLOR
@ GPU_SHADER_3D_FLAT_COLOR
Read Guarded memory(de)allocation.
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
ATTR_WARN_UNUSED_RESULT const BMVert * v2
ATTR_WARN_UNUSED_RESULT const BMVert * v
GPUBatch * DRW_cache_empty_sphere_get(void)
void DRW_debug_modelmat(const float modelmat[4][4])
static float g_modelmat[4][4]
void DRW_debug_m4_as_bbox(const float m[4][4], const float color[4], const bool invert)
void DRW_debug_polygon_v3(const float(*v)[3], const int vert_len, const float color[4])
void DRW_debug_m4(const float m[4][4])
void drw_debug_draw(void)
void DRW_debug_sphere(const float center[3], const float radius, const float color[4])
void DRW_debug_line_v3v3(const float v1[3], const float v2[3], const float color[4])
static void drw_debug_draw_spheres(void)
static void drw_debug_draw_lines(void)
void DRW_debug_bbox(const BoundBox *bbox, const float color[4])
void DRW_debug_modelmat_reset(void)
void drw_debug_init(void)
void DRW_view_persmat_get(const DRWView *view, float mat[4][4], bool inverse)
CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor)
void(* MEM_freeN)(void *vmemh)
void *(* MEM_mallocN)(size_t len, const char *str)
struct DRWDebugLine * next
struct DRWDebugSphere * next
struct DRWManager::@314 debug