42 #define BUF_INSTANCE DRW_shgroup_call_buffer_instance
44 for (
int i = 0; i < 2; i++) {
89 const bool is_selected = (ml->flag &
SELECT) != 0;
90 const bool is_scale_radius = (ml->flag &
MB_SCALE_RAD) != 0;
97 color = (is_selected && is_scale_radius) ? col_radius_select : col_radius;
104 color = (is_selected && !is_scale_radius) ? col_stiffness_select : col_stiffness;
108 select_id += 0x10000;
typedef float(TangentPoint)[2]
General operations, lookup, etc. for blender objects.
#define LISTBASE_FOREACH(type, var, list)
void mul_v3_m4v3(float r[3], const float M[4][4], const float v[3])
MINLINE void mul_v3_v3fl(float r[3], const float a[3], float f)
@ DRW_STATE_IN_FRONT_SELECT
@ DRW_STATE_DEPTH_LESS_EQUAL
#define DRW_PASS_CREATE(pass, state)
struct GPUShader GPUShader
GPUBatch * DRW_cache_bone_point_wire_outline_get(void)
int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
bool DRW_state_is_select(void)
const DRWContextState * DRW_context_state_get(void)
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuf *ubo)
void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
void DRW_draw_pass(DRWPass *pass)
void DRW_select_load_id(uint id)
void OVERLAY_bone_instance_data_set_color(BoneInstanceData *data, const float bone_color[4])
GPUShader * OVERLAY_shader_armature_sphere(bool use_outline)
OVERLAY_InstanceFormats * OVERLAY_shader_instance_formats_get(void)
struct ViewLayer * view_layer
struct GPUUniformBuf * block_ubo
float colorMballRadius[4]
float colorMballRadiusSelect[4]
float colorMballStiffness[4]
float colorMballStiffnessSelect[4]
OVERLAY_StorageList * stl
struct OVERLAY_PrivateData::@247 mball
DRWCallBuffer * handle[2]
struct OVERLAY_PrivateData * pd