32 !
state.xray_enabled && (selection_type_ == SelectionType::DISABLED);
46 state.clipping_plane_count);
66 if (use_sculpt_pbvh) {
bool BKE_sculptsession_use_pbvh_draw(const Object *ob, const RegionView3D *rv3d)
@ V3D_OVERLAY_FACE_ORIENTATION
@ V3D_SHADING_BACKFACE_CULLING
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
ResourceHandle unique_handle(const ObjectRef &ref)
ResourceHandle resource_handle_for_sculpt(const ObjectRef &ref)
void submit(PassSimple &pass, View &view)
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 state_set(DRWState state, int clip_plane_count=0)
void bind_ubo(const char *name, GPUUniformBuf *buffer)
void shader_set(GPUShader *shader)
Facing(const SelectionType selection_type_)
void draw(Framebuffer &framebuffer, Manager &manager, View &view)
void object_sync(Manager &manager, const ObjectRef &ob_ref, const State &state)
void begin_sync(Resources &res, const State &state)
blender::gpu::Batch * DRW_cache_object_surface_get(Object *ob)
bool DRW_object_is_renderable(const Object *ob)
bool DRW_state_is_image_render()
@ DRW_STATE_DEPTH_LESS_EQUAL
Vector< SculptBatch > sculpt_batches_get(const Object *ob, SculptBatchFeature features)
GPUUniformBuf * globals_buf