39 for (
int i = 0; i < 2; i++) {
76 if (use_sculpt_pbvh) {
bool BKE_sculptsession_use_pbvh_draw(const struct Object *ob, const struct View3D *v3d)
MINLINE void srgb_to_linearrgb_v4(float linear[4], const float srgb[4])
@ V3D_SHADING_BACKGROUND_THEME
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_call(shgroup, geom, ob)
void ED_view3d_background_color_get(const struct Scene *scene, const struct View3D *v3d, float r_color[3])
struct GPUShader GPUShader
GPUBatch * DRW_cache_object_surface_get(Object *ob)
const DRWContextState * DRW_context_state_get(void)
bool DRW_state_is_image_render(void)
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuf *ubo)
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)
void OVERLAY_fade_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_fade_draw(OVERLAY_Data *vedata)
void OVERLAY_fade_infront_draw(OVERLAY_Data *vedata)
void OVERLAY_fade_init(OVERLAY_Data *UNUSED(vedata))
void OVERLAY_fade_cache_init(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_uniform_color(void)
struct GPUUniformBuf * block_ubo
OVERLAY_StorageList * stl
DRWShadingGroup * fade_grp[2]
struct OVERLAY_PrivateData * pd