37 #ifdef VIEW3D_CAMERA_BORDER_HACK
58 if (me_eval !=
NULL) {
81 const int vbo_len_capacity = looptris_len * 3;
98 for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) {
99 if (facemap_data[i] ==
facemap) {
100 for (
int j = 2; j < mp->
totloop; j++) {
115 for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) {
116 if (facemap_data[i] ==
facemap) {
118 const MLoop *ml_a = ml_start + 1;
119 const MLoop *ml_b = ml_start + 2;
120 for (
int j = 2; j < mp->
totloop; j++) {
133 if (vbo_len_capacity != vbo_len_used) {
CustomData interface, see also DNA_customdata_types.h.
void * CustomData_get_layer(const struct CustomData *data, int type)
General operations, lookup, etc. for blender objects.
struct Mesh * BKE_object_get_evaluated_mesh(const struct Object *object)
MINLINE int poly_to_tri_count(int poly_count, int corner_count)
MINLINE void copy_v3_v3(float r[3], const float a[3])
struct Depsgraph Depsgraph
struct Object * DEG_get_evaluated_object(const struct Depsgraph *depsgraph, struct Object *object)
Object is a sort of wrapper for general info.
void GPU_batch_discard(GPUBatch *)
#define GPU_batch_create(prim, verts, elem)
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)
@ GPU_SHADER_3D_UNIFORM_COLOR
void GPU_blend(eGPUBlend blend)
void GPU_front_facing(bool invert)
#define GPU_vertbuf_create_with_format(format)
void GPU_vertbuf_discard(GPUVertBuf *)
struct GPUVertBuf GPUVertBuf
void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len)
GPU_INLINE void * GPU_vertbuf_raw_step(GPUVertBufRaw *a)
void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *, uint a_idx, GPUVertBufRaw *access)
void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len)
const Depsgraph * depsgraph
void ED_draw_object_facemap(Depsgraph *depsgraph, Object *ob, const float col[4], const int facemap)
uchar view3d_camera_border_hack_col[3]
bool view3d_camera_border_hack_test
struct MLoopTri_Store looptris