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Blender V5.0
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#include <overlay_fade.hh>
Inherits blender::draw::overlay::Overlay.
Public Member Functions | |
| void | begin_sync (Resources &res, const State &state) final |
| void | object_sync (Manager &manager, const ObjectRef &ob_ref, Resources &, const State &state) final |
| void | pre_draw (Manager &manager, View &view) final |
| void | draw (Framebuffer &framebuffer, Manager &manager, View &view) final |
Fades surfaces not currently in the active edit mode. Can be toggle in (Viewport Overlays > Geometry > Fade Inactive Geometry)
Definition at line 23 of file overlay_fade.hh.
Synchronization creates and fill render passes based on context state and scene state.
It runs for every scene update, so keep computation overhead low. If it is triggered, everything in the scene is considered updated. Note that this only concerns the render passes, the mesh batch caches are updated on a per object-data basis.
IMPORTANT: Synchronization must be view agnostic. That is, not rely on view position, projection matrix or frame-buffer size to do conditional pass creation. This is because, by design, syncing can happen once and rendered multiple time (multi view rendering, stereo rendering, orbiting view ...). Conditional pass creation, must be done in the drawing callbacks, but they should remain the exception. Also there will be no access to object data at this point. Creates passes used for object sync and enabling / disabling internal overlay types (e.g. vertices, edges, faces in edit mode). Runs once at the start of the sync cycle. Should also contain passes setup for overlays that are not per object overlays (e.g. Grid).
This method must be implemented.
Implements blender::draw::overlay::Overlay.
Definition at line 33 of file overlay_fade.hh.
References DRW_STATE_BLEND_ALPHA, DRW_STATE_DEPTH_LESS_EQUAL, DRW_STATE_WRITE_COLOR, blender::draw::overlay::Overlay::enabled_, powf, blender::draw::detail::PassBase< DrawCommandBufType >::push_constant(), srgb_to_linearrgb_v4(), state, and V3D_SHADING_BACKGROUND_THEME.
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inlinefinalvirtual |
Reimplemented from blender::draw::overlay::Overlay.
Definition at line 136 of file overlay_fade.hh.
References blender::draw::overlay::Overlay::enabled_, GPU_framebuffer_bind(), and view.
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inlinefinalvirtual |
Fills passes or buffers for each object. Runs for each individual object state. IMPORTANT: Can run only once for instances using the same state (ObjectRef might contains instancing data).
Reimplemented from blender::draw::overlay::Overlay.
Definition at line 78 of file overlay_fade.hh.
References batch, BKE_sculptsession_use_pbvh_draw(), blender::draw::DRW_cache_object_surface_get(), DRW_object_is_renderable(), Object::dt, blender::draw::overlay::Overlay::enabled_, OB_MESH, OB_WIRE, blender::draw::SCULPT_BATCH_DEFAULT, blender::draw::sculpt_batches_get(), state, blender::draw::Manager::unique_handle(), and blender::draw::Manager::unique_handle_for_sculpt().
Referenced by blender::draw::overlay::Instance::object_sync().
Warms PassMain and PassSortable to avoid overhead of pipeline switching. Should only contains calls to generate_commands. NOTE: view is guaranteed to be the same view that will be passed to the draw functions.
Reimplemented from blender::draw::overlay::Overlay.
Definition at line 127 of file overlay_fade.hh.
References blender::draw::overlay::Overlay::enabled_, and view.