19 GPUFrameBuffer *framebuffer_ref_ =
nullptr;
25 float4 color_override(0.0f, 0.0f, 0.0f, 0.0f);
30 color_override[3] = 1.0f;
79 if ((
state.clipping_plane_count != 0) && (
state.rv3d) && (
state.rv3d->clipbb)) {
99 framebuffer_ref_ = framebuffer;
@ TH_BACKGROUND_GRADIENT_RADIAL
@ TH_BACKGROUND_SINGLE_COLOR
@ TH_BACKGROUND_GRADIENT_LINEAR
@ V3D_SHADING_BACKGROUND_VIEWPORT
@ V3D_SHADING_BACKGROUND_WORLD
int UI_GetThemeValue(int colorid)
void submit(PassSimple &pass, View &view)
void bind_texture(const char *name, GPUTexture *texture, GPUSamplerState state=sampler_auto)
void draw(gpu::Batch *batch, uint instance_len=-1, uint vertex_len=-1, uint vertex_first=-1, ResourceHandle handle={0}, uint custom_id=0)
void clear_color(float4 color)
void draw_procedural(GPUPrimType primitive, uint instance_len, uint vertex_len, uint vertex_first=-1, ResourceHandle handle={0}, uint custom_id=0)
void state_set(DRWState state, int clip_plane_count=0)
void bind_ubo(const char *name, GPUUniformBuf *buffer)
void framebuffer_set(GPUFrameBuffer **framebuffer)
void push_constant(const char *name, const float &data)
void shader_set(GPUShader *shader)
void begin_sync(Resources &res, const State &state)
void draw(Framebuffer &framebuffer, Manager &manager, View &)
ShaderPtr background_clip_bound
ShaderPtr background_fill
blender::gpu::Batch * DRW_cache_cube_get()
bool DRW_state_draw_background()
bool DRW_state_is_viewport_image_render()
@ DRW_STATE_BLEND_BACKGROUND
VecBase< float, 4 > float4
float4 color_clipping_border
GPUUniformBuf * globals_buf
TextureRef color_render_tx
GlobalsUboStorage theme_settings