Blender V5.0
workbench_private.hh File Reference
#include "BKE_context.hh"
#include "DNA_camera_types.h"
#include "DNA_material_types.h"
#include "DRW_render.hh"
#include "GPU_shader.hh"
#include "draw_manager.hh"
#include "draw_pass.hh"
#include "workbench_defines.hh"
#include "workbench_enums.hh"
#include "workbench_shader_shared.hh"
#include "GPU_capabilities.hh"

Go to the source code of this file.

Classes

class  blender::workbench::ShaderCache
struct  blender::workbench::Material
struct  blender::workbench::SceneState
struct  blender::workbench::MaterialTexture
struct  blender::workbench::ObjectState
class  blender::workbench::CavityEffect
struct  blender::workbench::SceneResources
class  blender::workbench::MeshPass
class  blender::workbench::OpaquePass
class  blender::workbench::TransparentPass
class  blender::workbench::TransparentDepthPass
class  blender::workbench::ShadowPass
class  blender::workbench::VolumePass
class  blender::workbench::OutlinePass
class  blender::workbench::DofPass
class  blender::workbench::AntiAliasingPass

Namespaces

namespace  blender
namespace  blender::workbench

Macros

#define DEBUG_SHADOW_VOLUME   0

Typedefs

using blender::workbench::StaticShader = gpu::StaticShader

Enumerations

enum class  blender::workbench::StencilBits : uint8_t { blender::workbench::BACKGROUND = 0 , blender::workbench::OBJECT = 1u << 0 , blender::workbench::OBJECT_IN_FRONT = 1u << 1 }

Functions

ImageGPUTextures blender::workbench::get_material_texture (GPUSamplerState &sampler_state)

Macro Definition Documentation

◆ DEBUG_SHADOW_VOLUME

#define DEBUG_SHADOW_VOLUME   0