Blender V5.0
blender::draw::overlay::Meshes Class Reference

#include <overlay_mesh.hh>

Inherits blender::draw::overlay::Overlay.

Public Member Functions

void begin_sync (Resources &res, const State &state) final
void edit_object_sync (Manager &manager, const ObjectRef &ob_ref, Resources &, const State &state) final
void draw_line (Framebuffer &framebuffer, Manager &manager, View &view) final
void draw_color_only (Framebuffer &framebuffer, Manager &manager, View &view) final

Static Public Member Functions

static bool mesh_has_edit_cage (const Object *ob)

Detailed Description

Draw edit mesh overlays.

Definition at line 45 of file overlay_mesh.hh.

Member Function Documentation

◆ begin_sync()

void blender::draw::overlay::Meshes::begin_sync ( Resources & ,
const State &  )
inlinefinalvirtual

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 95 of file overlay_mesh.hh.

References blender::draw::detail::PassBase< DrawCommandBufType >::bind_texture(), blender::draw::detail::PassBase< DrawCommandBufType >::bind_ubo(), DRW_CLIPPING_UBO_SLOT, DRW_STATE_BLEND_ALPHA, DRW_STATE_CULL_BACK, DRW_STATE_DEPTH_LESS_EQUAL, DRW_STATE_FIRST_VERTEX_CONVENTION, DRW_STATE_WRITE_COLOR, DRW_STATE_WRITE_DEPTH, blender::draw::overlay::Overlay::enabled_, GPU_use_hq_normals_workaround(), blender::draw::detail::Pass< DrawCommandBufType >::init(), name, blender::math::normalize(), OB_WIRE, OVERLAY_GLOBALS_SLOT, blender::draw::detail::PassBase< DrawCommandBufType >::push_constant(), RETOPOLOGY_OFFSET, SCE_PERF_HQ_NORMALS, SCE_SELECT_EDGE, SCE_SELECT_FACE, SCE_SELECT_VERTEX, ToolSettings::selectmode, blender::draw::detail::PassBase< DrawCommandBufType >::shader_set(), state, blender::draw::detail::PassBase< DrawCommandBufType >::state_set(), U, USER_GPU_FLAG_NO_EDIT_MODE_SMOOTH_WIRE, V3D_OVERLAY_EDIT_CONSTANT_SCREEN_SIZE_NORMALS, V3D_OVERLAY_EDIT_FACE_DOT, V3D_OVERLAY_EDIT_FACE_NORMALS, V3D_OVERLAY_EDIT_FACES, V3D_OVERLAY_EDIT_LOOP_NORMALS, V3D_OVERLAY_EDIT_RETOPOLOGY, V3D_OVERLAY_EDIT_STATVIS, V3D_OVERLAY_EDIT_VERT_NORMALS, and V3D_OVERLAY_EDIT_WEIGHT.

◆ draw_color_only()

void blender::draw::overlay::Meshes::draw_color_only ( Framebuffer & framebuffer,
Manager & manager,
View & view )
inlinefinalvirtual

◆ draw_line()

void blender::draw::overlay::Meshes::draw_line ( Framebuffer & framebuffer,
Manager & manager,
View & view )
inlinefinalvirtual

◆ edit_object_sync()

◆ mesh_has_edit_cage()

bool blender::draw::overlay::Meshes::mesh_has_edit_cage ( const Object * ob)
inlinestatic

The documentation for this class was generated from the following file: