@ DRW_STATE_DEPTH_LESS_EQUAL
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_call(shgroup, geom, ob)
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
struct GPUShader GPUShader
GPUBatch * DRW_cache_lattice_vert_overlay_get(Object *ob)
GPUBatch * DRW_cache_lattice_wire_get(Object *ob, bool use_weight)
int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
bool DRW_state_is_fbo(void)
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)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
void DRW_draw_pass(DRWPass *pass)
void OVERLAY_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_edit_lattice_draw(OVERLAY_Data *vedata)
void OVERLAY_edit_lattice_cache_init(OVERLAY_Data *vedata)
void OVERLAY_edit_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob)
GPUShader * OVERLAY_shader_edit_lattice_wire(void)
GPUShader * OVERLAY_shader_edit_lattice_point(void)
struct ViewLayer * view_layer
struct GPUUniformBuf * block_ubo
struct GPUTexture * weight_ramp
OVERLAY_StorageList * stl
OVERLAY_FramebufferList * fbl
struct GPUFrameBuffer * overlay_default_fb
DRWPass * edit_lattice_ps
DRWShadingGroup * edit_lattice_wires_grp
DRWShadingGroup * edit_lattice_points_grp
struct OVERLAY_PrivateData * pd