Blender  V3.3
overlay_volume.c
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1 /* SPDX-License-Identifier: GPL-2.0-or-later */
2 
7 #include "DNA_volume_types.h"
8 
9 #include "DRW_render.h"
10 #include "GPU_shader.h"
11 
12 #include "overlay_private.h"
13 
15 {
16  OVERLAY_PassList *psl = vedata->psl;
17  OVERLAY_PrivateData *pd = vedata->stl->pd;
18  const bool is_select = DRW_state_is_select();
19 
20  if (is_select) {
26  }
27  else {
28  psl->volume_ps = NULL;
30  }
31 }
32 
34 {
35  OVERLAY_PrivateData *pd = vedata->stl->pd;
36  const bool is_select = DRW_state_is_select();
37 
38  if (is_select) {
40  if (geom != NULL) {
42  }
43  }
44 }
45 
47 {
48  OVERLAY_PassList *psl = vedata->psl;
49 
50  if (psl->volume_ps) {
52  }
53 }
DRWState
Definition: DRW_render.h:298
@ DRW_STATE_WRITE_DEPTH
Definition: DRW_render.h:302
@ DRW_STATE_DEPTH_LESS_EQUAL
Definition: DRW_render.h:311
#define DRW_PASS_CREATE(pass, state)
Definition: DRW_render.h:690
#define DRW_shgroup_call(shgroup, geom, ob)
Definition: DRW_render.h:414
GPUBatch
Definition: GPU_batch.h:78
struct GPUShader GPUShader
Definition: GPU_shader.h:20
GPUBatch * DRW_cache_volume_selection_surface_get(Object *ob)
Definition: draw_cache.c:3081
bool DRW_state_is_select(void)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
void DRW_draw_pass(DRWPass *pass)
const int state
ccl_gpu_kernel_postfix ccl_global float int int int int sh
GPUShader * OVERLAY_shader_depth_only(void)
void OVERLAY_volume_draw(OVERLAY_Data *vedata)
void OVERLAY_volume_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_volume_cache_init(OVERLAY_Data *vedata)
OVERLAY_PassList * psl
OVERLAY_StorageList * stl
DRWShadingGroup * volume_selection_surface_grp
struct OVERLAY_PrivateData * pd