91#define VERT_GPENCIL_BEZT_HANDLE (1u << 30)
93#define FACE_ACTIVE (1u << 0)
94#define FACE_SELECTED (1u << 1)
95#define FACE_FREESTYLE (1u << 2)
96#define VERT_UV_SELECT (1u << 3)
97#define VERT_UV_PINNED (1u << 4)
98#define EDGE_UV_SELECT (1u << 5)
99#define FACE_UV_ACTIVE (1u << 6)
100#define FACE_UV_SELECT (1u << 7)
102#define VERT_ACTIVE (1u << 0)
103#define VERT_SELECTED (1u << 1)
104#define VERT_SELECTED_BEZT_HANDLE (1u << 2)
105#define EDGE_ACTIVE (1u << 3)
106#define EDGE_SELECTED (1u << 4)
107#define EDGE_SEAM (1u << 5)
108#define EDGE_SHARP (1u << 6)
109#define EDGE_FREESTYLE (1u << 7)
116 return (outline_id << 14u) | ((object_id << 18u) >> 18u);
120#define OVERLAY_GRID_STEPS_LEN 8
123#define WIRE_WIDTH_COMPRESSION 16.0
137# define EDIT_CURVES_NURBS_CONTROL_POINT (1u)
138# define EDIT_CURVES_BEZIER_HANDLE (1u << 1)
139# define EDIT_CURVES_ACTIVE_HANDLE (1u << 2)
140# define EDIT_CURVES_BEZIER_KNOT (1u << 3)
141# define EDIT_CURVES_HANDLE_TYPES_SHIFT (4u)
143# define ACTIVE_NURB (1u << 2)
144# define BEZIER_HANDLE (1u << 3)
145# define EVEN_U_BIT (1u << 4)
146# define COLOR_SHIFT 5u
149# define CURVE_HANDLE_SELECTED 0u
150# define CURVE_HANDLE_ALL 1u
151# define CURVE_HANDLE_NONE 2u
153# define GP_EDIT_POINT_SELECTED 1u
154# define GP_EDIT_STROKE_SELECTED 2u
155# define GP_EDIT_MULTIFRAME 4u
156# define GP_EDIT_STROKE_START 8u
157# define GP_EDIT_STROKE_END 16u
158# define GP_EDIT_POINT_DIMMED 32u
160# define MOTIONPATH_VERT_SEL (1u << 0)
161# define MOTIONPATH_VERT_KEY (1u << 1)
320# define theme uniform_buf
330 this->color_ = color;
332 this->object_to_world[3][3] = draw_size;
350 this->color_ = color;
352 this->object_to_world[0][3] = angle_min_x;
353 this->object_to_world[1][3] = angle_min_z;
354 this->object_to_world[2][3] = angle_max_x;
355 this->object_to_world[3][3] = angle_max_z;
369#define PARTICLE_SHAPE_CIRCLE_RESOLUTION 7
412 float4 &color_and_wire_width,
465#define M_1_SQRTPI 0.5641895835477563f
466#define DISC_RADIUS (M_1_SQRTPI * 1.05f)
467#define LINE_SMOOTH_START (0.5f - DISC_RADIUS)
468#define LINE_SMOOTH_END (0.5f + DISC_RADIUS)
470#define LINE_STEP(dist) smoothstep(LINE_SMOOTH_START, LINE_SMOOTH_END, dist)
#define BLI_STATIC_ASSERT(a, msg)
#define BLI_STATIC_ASSERT_ALIGN(st, align)
#define ENUM_OPERATORS(_type, _max)
#define VCLASS_LIGHT_AREA_SHAPE
#define VCLASS_CAMERA_DIST
#define VCLASS_EMPTY_AXES_NAME
#define VCLASS_LIGHT_SPOT_BLEND
#define VCLASS_EMPTY_AXES
#define VCLASS_EMPTY_AXES_SHADOW
#define VCLASS_EMPTY_SCALED
#define VCLASS_LIGHT_DIST
#define VCLASS_LIGHT_SPOT_SHAPE
#define VCLASS_CAMERA_FRAME
#define VCLASS_CAMERA_VOLUME
#define VCLASS_LIGHT_SPOT_CONE
#define VCLASS_SCREENALIGNED
#define VCLASS_SCREENSPACE
#define VCLASS_EMPTY_SIZE
MatBase< float, 4, 4 > float4x4
VecBase< float, 4 > float4
VecBase< float, 2 > float2
VecBase< float, 3 > float3
static void copy(bNodeTree *dest_ntree, bNode *dest_node, const bNode *src_node)
static uint outline_id_pack(uint outline_id, uint object_id)
@ OVERLAY_UV_LINE_STYLE_DASH
@ OVERLAY_UV_LINE_STYLE_SHADOW
@ OVERLAY_UV_LINE_STYLE_WHITE
@ OVERLAY_UV_LINE_STYLE_OUTLINE
@ OVERLAY_UV_LINE_STYLE_BLACK
#define OVERLAY_GRID_STEPS_LEN
BoneEnvelopeData()=default
BoneEnvelopeData(float4 &head_sphere, float4 &tail_sphere, float3 &bone_color, float3 &state_color, float3 &x_axis)
BoneEnvelopeData(float4 &head_sphere, float4 &tail_sphere, float3 &x_axis)
BoneEnvelopeData(float4 &head_sphere, float4 &tail_sphere, float4 &color_and_wire_width, float3 &x_axis)
float4 bone_color_and_wire_width
BoneStickData(const float3 &bone_start, const float3 &bone_end, const float4 &wire_color, const float4 &bone_color, const float4 &head_color, const float4 &tail_color)
float4 steps[OVERLAY_GRID_STEPS_LEN]
float4 bone_pose_no_target
float4 mball_stiffness_select
float4 handle_sel_autoclamp
float4 bone_ik_line_spline
float4 bone_pose_active_unsel
float4 background_gradient
float4 bone_ik_line_no_target
float4 bone_pose_constraint
float4 bone_pose_spline_ik
float4 gpencil_vertex_select
float4 mball_radius_select
float light_circle_shadow