19 GPUFrameBuffer *framebuffer_ref_ =
nullptr;
25 float4 color_override(0.0f, 0.0f, 0.0f, 0.0f);
30 color_override[3] = 1.0f;
72 bg_ps_.framebuffer_set(&framebuffer_ref_);
76 bg_ps_.clear_color(
float4(0.0f));
79 if ((
state.clipping_plane_count != 0) && (
state.rv3d) && (
state.rv3d->clipbb)) {
83 bg_ps_.push_constant(
"boundbox", &
state.rv3d->clipbb->vec[0][0], 8);
87 bg_ps_.state_set(pass_state);
91 bg_ps_.bind_texture(
"depthBuffer", &res.
depth_tx);
92 bg_ps_.push_constant(
"colorOverride", color_override);
93 bg_ps_.push_constant(
"bgType", background_type);
99 framebuffer_ref_ = framebuffer;
@ TH_BACKGROUND_GRADIENT_RADIAL
@ TH_BACKGROUND_SINGLE_COLOR
@ TH_BACKGROUND_GRADIENT_LINEAR
@ V3D_SHADING_BACKGROUND_VIEWPORT
@ V3D_SHADING_BACKGROUND_WORLD
int UI_GetThemeValue(int colorid)
void submit(PassSimple &pass, View &view)
void begin_sync(Resources &res, const State &state)
void draw(Framebuffer &framebuffer, Manager &manager, View &)
ShaderPtr background_clip_bound
ShaderPtr background_fill
blender::gpu::Batch * DRW_cache_cube_get()
bool DRW_state_draw_background()
bool DRW_state_is_viewport_image_render()
@ DRW_STATE_BLEND_BACKGROUND
detail::Pass< command::DrawCommandBuf > PassSimple
VecBase< float, 4 > float4
float4 color_clipping_border
GPUUniformBuf * globals_buf
TextureRef color_render_tx
GlobalsUboStorage theme_settings