30 for (
int i = 0; i < 2; i++) {
37#define MODE_TRANSFER_FLASH_LENGTH 0.55f
39#define MODE_TRANSFER_FLASH_FADE 0.0f
40#define MODE_TRANSFER_FLASH_MAX_ALPHA 0.25f
53 if (anim_time < 0.0f) {
65 if (anim_time < flash_fade_in_time) {
66 alpha = anim_time / flash_fade_in_time;
69 const float fade_out_anim_time = anim_time - flash_fade_in_time;
70 alpha = 1.0f - (fade_out_anim_time / flash_fade_out_time);
86 ob->
runtime->overlay_mode_transfer_start_time;
99 for (
int i = 0; i < 2; i++) {
119 if (use_sculpt_pbvh) {
bool BKE_sculptsession_use_pbvh_draw(const Object *ob, const RegionView3D *rv3d)
MINLINE void srgb_to_linearrgb_v4(float linear[4], const float srgb[4])
MINLINE void mul_v3_fl(float r[3], float f)
Platform independent time functions.
double BLI_time_now_seconds(void)
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
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
void UI_GetThemeColor3fv(int colorid, float col[3])
struct GPUShader GPUShader
blender::gpu::Batch * DRW_cache_object_surface_get(Object *ob)
bool DRW_state_is_image_render()
const DRWContextState * DRW_context_state_get()
void DRW_viewport_request_redraw()
DRWShadingGroup * DRW_shgroup_create(GPUShader *shader, DRWPass *pass)
void DRW_shgroup_call_sculpt(DRWShadingGroup *shgroup, Object *ob, bool use_wire, bool use_mask, bool use_fset, bool use_color, bool use_uv)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_draw_pass(DRWPass *pass)
@ DRW_STATE_DEPTH_LESS_EQUAL
void OVERLAY_mode_transfer_cache_init(OVERLAY_Data *vedata)
#define MODE_TRANSFER_FLASH_LENGTH
static bool mode_transfer_is_animation_running(const float anim_time)
static float mode_transfer_alpha_for_action_slot_time_get(const float anim_time)
#define MODE_TRANSFER_FLASH_FADE
void OVERLAY_mode_transfer_cache_finish(OVERLAY_Data *vedata)
#define MODE_TRANSFER_FLASH_MAX_ALPHA
void OVERLAY_mode_transfer_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_mode_transfer_infront_draw(OVERLAY_Data *vedata)
void OVERLAY_mode_transfer_draw(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_uniform_color()
OVERLAY_StorageList * stl
DRWPass * mode_transfer_ps[2]
struct OVERLAY_PrivateData::@302134015166353136115217061342247117056032154062 mode_transfer
ObjectRuntimeHandle * runtime