34 #define BG_SOLID_CHECKER 4
51 float color_override[4] = {0.0f, 0.0f, 0.0f, 0.0f};
56 color_override[3] = 1.0f;
73 color_override[3] = 1.0f;
79 color_override[3] = 1.0f;
108 if (draw_clipping_bounds) {
MINLINE void copy_v3_v3(float r[3], const float a[3])
@ TH_BACKGROUND_GRADIENT_RADIAL
@ TH_BACKGROUND_SINGLE_COLOR
@ TH_BACKGROUND_GRADIENT_LINEAR
@ V3D_SHADING_BACKGROUND_VIEWPORT
@ V3D_SHADING_BACKGROUND_WORLD
@ DRW_STATE_BLEND_BACKGROUND
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_call(shgroup, geom, ob)
struct GPUShader GPUShader
int UI_GetThemeValue(int colorid)
GPUBatch * DRW_cache_cube_get(void)
bool DRW_state_is_opengl_render(void)
bool DRW_state_is_fbo(void)
const DRWContextState * DRW_context_state_get(void)
bool DRW_state_draw_background(void)
DefaultTextureList * DRW_viewport_texture_list_get(void)
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuf *ubo)
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *shgroup, Object *ob, uint tri_count)
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value)
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_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
void DRW_draw_pass(DRWPass *pass)
void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
void OVERLAY_background_draw(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_background(void)
GPUShader * OVERLAY_shader_clipbound(void)
struct RegionView3D * rv3d
struct GPUUniformBuf * block_ubo
struct GPUTexture * depth
struct GPUTexture * color
float colorClippingBorder[4]
OVERLAY_StorageList * stl
DRWPass * clipping_frustum_ps
struct OVERLAY_PrivateData * pd
float background_color[3]