28 for (
int i = 0; i < quads_count; i++) {
29 const uint i0 = i * 4 + 0;
30 const uint i1 = i * 4 + 1;
31 const uint i2 = i * 4 + 2;
32 const uint i3 = i * 4 + 3;
65 "SeqQuadsBatch is being destroyed without drawing quads/lines it contains");
77 verts_quads =
nullptr;
84 verts_lines =
nullptr;
96 const uchar color1[4],
97 const uchar color2[4],
98 const uchar color3[4],
99 const uchar color4[4])
101 if (quads_num >= MAX_QUADS) {
104 if (quads_num == 0) {
124 if (lines_num + 4 > MAX_LINES) {
127 if (lines_num == 0) {
154 float x1,
float y1,
float x2,
float y2,
const uchar color1[4],
const uchar color2[4])
156 if (lines_num + 1 > MAX_LINES) {
159 if (lines_num == 0) {
#define BLI_assert_msg(a, msg)
blender::gpu::Batch * GPU_batch_create_ex(GPUPrimType primitive_type, blender::gpu::VertBuf *vertex_buf, blender::gpu::IndexBuf *index_buf, eGPUBatchFlag owns_flag)
void GPU_batch_discard(blender::gpu::Batch *batch)
void GPU_batch_program_set_builtin(blender::gpu::Batch *batch, eGPUBuiltinShader shader_id)
void GPU_batch_draw_range(blender::gpu::Batch *batch, int vertex_first, int vertex_count)
void GPU_indexbuf_init(GPUIndexBufBuilder *, GPUPrimType, uint prim_len, uint vertex_len)
blender::gpu::IndexBuf * GPU_indexbuf_build(GPUIndexBufBuilder *)
void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3)
@ GPU_SHADER_3D_SMOOTH_COLOR
void GPU_vertbuf_use(blender::gpu::VertBuf *)
blender::gpu::VertBuf * GPU_vertbuf_create_with_format_ex(const GPUVertFormat &format, GPUUsageType usage)
void GPU_vertbuf_tag_dirty(blender::gpu::VertBuf *verts)
void GPU_vertbuf_data_alloc(blender::gpu::VertBuf &verts, uint v_len)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color
ATTR_WARN_UNUSED_RESULT const BMVert * v2
void add_line(float x1, float y1, float x2, float y2, const uchar color[4])
void add_wire_quad(float x1, float y1, float x2, float y2, const uchar color[4])
void add_quad(float x1, float y1, float x2, float y2, const uchar color[4])
ColorTheme4< uint8_t > ColorTheme4b
VecBase< float, 2 > float2
static blender::gpu::IndexBuf * create_quads_index_buffer(int quads_count)
blender::ColorTheme4b color