25 for (
int i = 0; i < 2; i++) {
32 #define MODE_TRANSFER_FLASH_LENGTH 0.55f
34 #define MODE_TRANSFER_FLASH_FADE 0.0f
35 #define MODE_TRANSFER_FLASH_MAX_ALPHA 0.25f
48 if (anim_time < 0.0f) {
60 if (anim_time < flash_fade_in_time) {
61 alpha = anim_time / flash_fade_in_time;
64 const float fade_out_anim_time = anim_time - flash_fade_in_time;
65 alpha = 1.0f - (fade_out_anim_time / flash_fade_out_time);
94 for (
int i = 0; i < 2; i++) {
112 if (use_sculpt_pbvh) {
bool BKE_sculptsession_use_pbvh_draw(const struct Object *ob, const struct RegionView3D *rv3d)
MINLINE void srgb_to_linearrgb_v4(float linear[4], const float srgb[4])
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
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
Platform independent time functions.
void UI_GetThemeColor3fv(int colorid, float col[3])
GPUBatch * DRW_cache_object_surface_get(Object *ob)
const DRWContextState * DRW_context_state_get(void)
bool DRW_state_is_image_render(void)
void DRW_viewport_request_redraw(void)
void DRW_shgroup_call_sculpt(DRWShadingGroup *shgroup, Object *ob, bool use_wire, bool use_mask)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_draw_pass(DRWPass *pass)
ccl_gpu_kernel_postfix ccl_global float int int int int sh
void OVERLAY_mode_transfer_cache_init(OVERLAY_Data *vedata)
#define MODE_TRANSFER_FLASH_LENGTH
static bool mode_transfer_is_animation_running(const float anim_time)
#define MODE_TRANSFER_FLASH_FADE
void OVERLAY_mode_transfer_cache_finish(OVERLAY_Data *vedata)
static float mode_transfer_alpha_for_animation_time_get(const float anim_time)
#define MODE_TRANSFER_FLASH_MAX_ALPHA
void OVERLAY_mode_transfer_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_mode_transfer_infront_draw(OVERLAY_Data *vedata)
void OVERLAY_mode_transfer_draw(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_uniform_color(void)
struct RegionView3D * rv3d
struct GPUUniformBuf * block_ubo
OVERLAY_StorageList * stl
DRWPass * mode_transfer_ps[2]
struct OVERLAY_PrivateData::@259 mode_transfer
struct OVERLAY_PrivateData * pd
double overlay_mode_transfer_start_time
double PIL_check_seconds_timer(void)