38 blender::gpu::Batch *geom;
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color
struct GPUShader GPUShader
blender::gpu::Batch * DRW_cache_lattice_vert_overlay_get(Object *ob)
blender::gpu::Batch * DRW_cache_lattice_wire_get(Object *ob, bool use_weight)
int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
const DRWContextState * DRW_context_state_get()
DRWShadingGroup * DRW_shgroup_create(GPUShader *shader, DRWPass *pass)
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
void DRW_draw_pass(DRWPass *pass)
@ DRW_STATE_DEPTH_LESS_EQUAL
void OVERLAY_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_edit_lattice_draw(OVERLAY_Data *vedata)
void OVERLAY_edit_lattice_cache_init(OVERLAY_Data *vedata)
void OVERLAY_edit_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob)
GPUShader * OVERLAY_shader_edit_lattice_point()
GPUShader * OVERLAY_shader_edit_lattice_wire()
GPUUniformBuf * block_ubo
OVERLAY_StorageList * stl
OVERLAY_FramebufferList * fbl
GPUFrameBuffer * overlay_default_fb
DRWPass * edit_lattice_ps
DRWShadingGroup * edit_lattice_wires_grp
DRWShadingGroup * edit_lattice_points_grp