31 return ob->
color[3] < 1.0f;
41 for (
int i = 0; i < mesh->
totcol; i++) {
43 if (mat && mat->
a < 1.0f) {
80 const bool draw_contours = !is_edit_mode &&
129 if (opacity > 0.0f) {
148 if (opacity > 0.0f) {
172 if (opacity <= 0.0f) {
206 blender::gpu::Batch *geom =
nullptr;
225 blender::gpu::Batch *geom =
nullptr;
244 if (use_face_sel || use_wire) {
GPUTexture * BKE_image_get_gpu_texture(Image *image, ImageUser *iuser)
bool BKE_object_is_visible_in_viewport(const View3D *v3d, const Object *ob)
struct Material * BKE_object_material_get_eval(struct Object *ob, short act)
bool BKE_scene_uses_blender_workbench(const Scene *scene)
MINLINE void copy_v3_fl3(float v[3], float x, float y, float z)
MINLINE float normalize_v3(float n[3])
Object * DEG_get_original_object(Object *object)
@ IMAGEPAINT_PROJECT_LAYER_STENCIL_INV
@ IMAGEPAINT_PROJECT_LAYER_STENCIL
@ V3D_SHADING_MATERIAL_COLOR
@ V3D_SHADING_OBJECT_COLOR
@ V3D_OVERLAY_WPAINT_CONTOURS
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
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
struct GPUShader GPUShader
blender::gpu::Batch * DRW_cache_mesh_surface_weights_get(Object *ob)
blender::gpu::Batch * DRW_cache_mesh_surface_edges_get(Object *ob)
blender::gpu::Batch * DRW_cache_mesh_surface_get(Object *ob)
blender::gpu::Batch * DRW_cache_mesh_all_verts_get(Object *ob)
blender::gpu::Batch * DRW_cache_mesh_surface_texpaint_single_get(Object *ob)
const DRWContextState * DRW_context_state_get()
DRWShadingGroup * DRW_shgroup_create(GPUShader *shader, DRWPass *pass)
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value)
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state)
void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value)
void DRW_draw_pass(DRWPass *pass)
@ DRW_STATE_DEPTH_LESS_EQUAL
VecBase< float, 4 > float4
void OVERLAY_paint_texture_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_paint_init(OVERLAY_Data *vedata)
static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob)
void OVERLAY_paint_cache_init(OVERLAY_Data *vedata)
void OVERLAY_paint_draw(OVERLAY_Data *vedata)
void OVERLAY_paint_weight_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_paint_vertex_cache_populate(OVERLAY_Data *vedata, Object *ob)
GPUShader * OVERLAY_shader_paint_texture()
GPUShader * OVERLAY_shader_paint_wire()
GPUShader * OVERLAY_shader_paint_face()
GPUShader * OVERLAY_shader_paint_weight(bool shading)
GPUShader * OVERLAY_shader_paint_vertcol()
GPUShader * OVERLAY_shader_depth_only()
GPUShader * OVERLAY_shader_paint_point()
OVERLAY_StorageList * stl
OVERLAY_FramebufferList * fbl
GPUFrameBuffer * overlay_default_fb
GPUFrameBuffer * overlay_in_front_fb
DRWPass * paint_overlay_ps
DRWShadingGroup * paint_surf_grp
eContextObjectMode ctx_mode
DRWShadingGroup * paint_depth_grp
DRWShadingGroup * paint_wire_selected_grp
DRWShadingGroup * paint_face_grp
DRWShadingGroup * paint_point_grp
struct OVERLAY_PrivateData::@260205116167031223165231021112203171237304040251 painting
DRWShadingGroup * paint_wire_grp
struct ToolSettings * toolsettings
float texture_paint_mode_opacity
float vertex_paint_mode_opacity
float weight_paint_mode_opacity