99 printf(
"Error getting evaluated particle system for edit.\n");
190 float color[4] = {0.6f, 0.6f, 0.6f, part->
draw_size};
struct Material * BKE_object_material_get(struct Object *ob, short act)
#define LISTBASE_FOREACH(type, var, list)
MINLINE void copy_v3_v3(float r[3], const float a[3])
struct Object * DEG_get_original_object(struct Object *object)
struct ID * DEG_get_original_id(struct ID *id)
@ DRW_STATE_DEPTH_LESS_EQUAL
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_call(shgroup, geom, ob)
struct PTCacheEdit * PE_get_current_from_psys(struct ParticleSystem *psys)
struct ParticleEditSettings * PE_settings(struct Scene *scene)
struct PTCacheEdit * PE_create_current(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob)
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
struct GPUShader GPUShader
GPUBatch * DRW_cache_particles_get_edit_inner_points(Object *object, ParticleSystem *psys, struct PTCacheEdit *edit)
GPUBatch * DRW_cache_particles_get_dots(Object *object, ParticleSystem *psys)
GPUBatch * DRW_cache_particles_get_prim(int type)
GPUBatch * DRW_cache_particles_get_edit_tip_points(Object *object, ParticleSystem *psys, struct PTCacheEdit *edit)
GPUBatch * DRW_cache_particles_get_edit_strands(Object *object, ParticleSystem *psys, struct PTCacheEdit *edit, bool use_weight)
bool DRW_state_is_fbo(void)
bool DRW_object_is_visible_psys_in_active_context(const Object *object, const ParticleSystem *psys)
const DRWContextState * DRW_context_state_get(void)
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuf *ubo)
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
void DRW_shgroup_call_instances_with_attrs(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, struct GPUBatch *inst_attributes)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
DRWShadingGroup * DRW_shgroup_create_sub(DRWShadingGroup *shgroup)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value)
void DRW_draw_pass(DRWPass *pass)
void OVERLAY_particle_draw(OVERLAY_Data *vedata)
void OVERLAY_edit_particle_cache_init(OVERLAY_Data *vedata)
void OVERLAY_particle_cache_init(OVERLAY_Data *vedata)
void OVERLAY_edit_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_particle_dot(void)
GPUShader * OVERLAY_shader_particle_shape(void)
GPUShader * OVERLAY_shader_edit_particle_strand(void)
GPUShader * OVERLAY_shader_edit_particle_point(void)
struct Depsgraph * depsgraph
struct GPUUniformBuf * block_ubo
struct GPUTexture * weight_ramp
OVERLAY_StorageList * stl
OVERLAY_FramebufferList * fbl
struct GPUFrameBuffer * overlay_default_fb
DRWPass * edit_particle_ps
struct OVERLAY_PrivateData::@243 edit_particle
DRWShadingGroup * edit_particle_point_grp
DRWShadingGroup * edit_particle_strand_grp
DRWShadingGroup * particle_dots_grp
DRWShadingGroup * particle_shapes_grp
struct OVERLAY_PrivateData * pd
struct ParticleSystem * next