Blender V4.3
overlay_edit_mode_info.hh File Reference

Go to the source code of this file.

Functions

GPU_SHADER_INTERFACE_INFO(overlay_edit_flat_color_iface, "").flat(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_smooth_color_iface, "").smooth(Type no_perspective (Type::VEC4, "finalColor")
 
Edit Curves
flat(Type::UINT, "flag") .flat(Type pos vertex_in (1, Type::UINT, "data") .vertex_in(2
 
Edit Lattice
pos fragColor vertex_source ("overlay_edit_lattice_point_vert.glsl") .fragment_source("overlay_point_varying_color_frag.glsl") .additional_info("draw_mesh"
 
pos weightTex vertex_out (overlay_edit_smooth_color_iface) .fragment_out(0
 
pos weightTex fragColor vertex_source ("overlay_edit_lattice_wire_vert.glsl") .fragment_source("overlay_varying_color.glsl") .additional_info("draw_mesh"
 
Edit Particle
pos vertex_in (1, Type::FLOAT, "selection") .sampler(0
 
Edit GPencil
 typedef_source ("overlay_shader_shared.h") .vertex_in(0
 
pos vertex_in (1, Type::INT, "ma") .vertex_in(2
 

Edit Mesh

 drw_clipped
 
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, "geometry_noperspective_out") .no_perspective(Type pos vnor push_constant(Type::BOOL, "do_smooth_wire") .vertex_source("overlay_edit_mesh_vert.glsl") .vertex_out(overlay_edit_mesh_edge_iface) .geometry_out(overlay_edit_mesh_edge_geom_iface) .geometry_out(overlay_edit_mesh_edge_geom_flat_iface) .geometry_out(overlay_edit_mesh_edge_geom_noperspective_iface) .geometry_layout(PrimitiveIn float
 
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, "geometry_noperspective_out") .no_perspective(Type pos vnor push_constant(Type::BOOL, "do_smooth_wire") .vertex_source("overlay_edit_mesh_vert.glsl") .vertex_out(overlay_edit_mesh_edge_iface) .geometry_out(overlay_edit_mesh_edge_geom_iface) .geometry_out(overlay_edit_mesh_edge_geom_flat_iface) .geometry_out(overlay_edit_mesh_edge_geom_noperspective_iface) .geometry_layout(PrimitiveIn pos []
 
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, "geometry_noperspective_out") .no_perspective(Type pos vnor push_constant(Type::BOOL, "do_smooth_wire") .vertex_source("overlay_edit_mesh_vert.glsl") .vertex_out(overlay_edit_mesh_edge_iface) .geometry_out(overlay_edit_mesh_edge_geom_iface) .geometry_out(overlay_edit_mesh_edge_geom_flat_iface) .geometry_out(overlay_edit_mesh_edge_geom_noperspective_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY uint
 
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, "geometry_noperspective_out") .no_perspective(Type pos vnor push_constant(Type::BOOL, "do_smooth_wire") .vertex_source("overlay_edit_mesh_vert.glsl") .vertex_out(overlay_edit_mesh_edge_iface) .geometry_out(overlay_edit_mesh_edge_geom_iface) .geometry_out(overlay_edit_mesh_edge_geom_flat_iface) .geometry_out(overlay_edit_mesh_edge_geom_noperspective_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY data []
 
pos overlay_edit_mesh_common
 
pos draw_modelmat_new
 
pos draw_resource_handle_new
 
pos local_pos fragColor draw_globals
 
 define ("blender_srgb_to_framebuffer_space(a)", "a") .sampler(0
 
depthTex fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type do_static_compilation (true) .vertex_in(0
 
depthTex fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type pos push_constant (Type::FLOAT, "retopologyOffset") .vertex_source("overlay_edit_mesh_depth_vert.glsl") .fragment_source("overlay_depth_only_frag.glsl") .additional_info("draw_mesh")
 
smooth(Type::VEC4, "finalColor") .smooth(Type do_static_compilation(true) .builtins(BuiltinBits do_static_compilation(true) .builtins(BuiltinBits smooth(Type::VEC4, "finalColor_") .smooth(Type smooth (Type::VEC4, "finalColor")
 
 flat (Type::VEC4, "finalColorOuter")
 
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, "geometry_noperspective_out") .no_perspective(Type pos vertex_in (1, Type::UVEC4, "data") .vertex_in(2
 
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, "geometry_noperspective_out") .no_perspective(Type pos vnor push_constant(Type::BOOL, "do_smooth_wire") .vertex_source("overlay_edit_mesh_vert.glsl") .vertex_out(overlay_edit_mesh_edge_iface) .geometry_out(overlay_edit_mesh_edge_geom_iface) .geometry_out(overlay_edit_mesh_edge_geom_flat_iface) .geometry_out(overlay_edit_mesh_edge_geom_noperspective_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf (1, Qualifier::READ, "uint", "vnor[]", Frequency::GEOMETRY) .storage_buf(2
 
 vec3 (0.0)") .vertex_in(0
 
pos norAndFlag define ("vnor", "norAndFlag.xyz") .vertex_source("overlay_edit_mesh_vert.glsl") .vertex_out(overlay_edit_flat_color_iface) .fragment_source("overlay_point_varying_color_frag.glsl") .additional_info("draw_modelmat"
 
do_static_compilation(true) .define("WORKAROUND_INDEX_LOAD_INCLUDE") .push_constant(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type pos vertex_in (1, Type::FLOAT, "weight") .sampler(0
 
do_static_compilation(true) .define("WORKAROUND_INDEX_LOAD_INCLUDE") .push_constant(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type pos weightTex fragment_out (0, Type::VEC4, "fragColor") .vertex_out(overlay_edit_mesh_analysis_iface) .vertex_source("overlay_edit_mesh_analysis_vert.glsl") .fragment_source("overlay_edit_mesh_analysis_frag.glsl") .additional_info("draw_modelmat")
 
pos vertex_in (1, Type::FLOAT, "size") .vertex_in(2
 
pos local_pos vertex_out (overlay_edit_flat_color_iface) .fragment_out(0
 
pos local_pos fragColor vertex_source ("overlay_edit_mesh_skin_root_vert.glsl") .fragment_source("overlay_varying_color.glsl") .additional_info("draw_modelmat_instanced_attr"
 

Edit UV

smooth(Type::FLOAT, "selectionFac") .flat(Type au []
 
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_iface, "geom_in").smooth(Type flat (Type::VEC2, "stippleStart")
 
 no_perspective (Type::VEC2, "stipplePos")
 
 smooth (Type::FLOAT, "selectionFac")
 
no_perspective(Type::FLOAT, "edgeCoord") .no_perspective(Type vertex_in (0, Type::VEC2, "au") .vertex_in(1
 
smooth(Type::FLOAT, "selectionFac") .flat(Type Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type au vertex_in(1, Type::UINT, "flag") .push_constant(Type au vertex_in(1, Type::UINT, "flag") .push_constant(Type smooth(Type::VEC4, "fillColor") .smooth(Type au vertex_in(1, Type::UINT, "flag") .push_constant(Type pos push_constant (Type::VEC4, "ucolor") .fragment_out(0
 
smooth(Type::FLOAT, "selectionFac") .flat(Type Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type au vertex_in(1, Type::UINT, "flag") .push_constant(Type au vertex_in(1, Type::UINT, "flag") .push_constant(Type smooth(Type::VEC4, "fillColor") .smooth(Type au vertex_in(1, Type::UINT, "flag") .push_constant(Type pos fragColor vertex_source ("overlay_edit_uv_tiled_image_borders_vert.glsl") .fragment_source("overlay_uniform_color_frag.glsl") .additional_info("draw_mesh")
 
GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type pos vertex_out (edit_uv_image_iface) .vertex_source("overlay_edit_uv_image_vert.glsl") .sampler(0
 

UV Stretching

vertex_in(0, Type::VEC2, "pos") .push_constant(Type ratio draw_mesh
 
vertex_in(0, Type::VEC2, "pos") .push_constant(Type ratio push_constant (Type::FLOAT, "totalAreaRatio") .additional_info("overlay_edit_uv_stretching"
 
uv_angles vertex_in (2, Type::FLOAT, "angle") .additional_info("overlay_edit_uv_stretching"
 

Edit Curve

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection []
 
Frequency::GEOMETRY nor []
 
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY storage_buf (1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .storage_buf(2
 
pos vertex_in (1, Type::VEC3, "nor") .vertex_in(2
 
Frequency::GEOMETRY storage_buf (1, Qualifier::READ, "float", "rad[]", Frequency::GEOMETRY) .storage_buf(2
 

Depth Only Shader

Used to occlude edit geometry which might not be rendered by the render engine.

pos draw_view
 
Frequency::GEOMETRY gpu_index_load
 
pos vertex_source ("overlay_depth_only_vert.glsl") .fragment_source("overlay_depth_only_frag.glsl") .additional_info("draw_mesh")
 
pos vertex_source ("basic_depth_vert.glsl") .fragment_source("overlay_depth_only_frag.glsl") .additional_info("draw_globals"
 
Frequency::GEOMETRY push_constant (Type::IVEC2, "gpu_attr_0") .vertex_source("overlay_depth_only_mesh_conservative_vert.glsl") .fragment_source("overlay_depth_only_frag.glsl") .additional_info("draw_globals"
 

Function Documentation

◆ define() [1/2]

define ( "blender_srgb_to_framebuffer_space(a)" ,
"a"  )

◆ define() [2/2]

pos norAndFlag define ( "vnor" ,
"norAndFlag.xyz"  )

◆ do_static_compilation()

depthTex fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type do_static_compilation ( true )

Colors, weights, and Circle of confusion radii for the 4 pixels to scatter. Scaling factor for the bokeh distance. Sprite pixel position with origin at sprite center. In pixels.

◆ flat() [1/2]

flat ( Type::VEC2 ,
"stippleStart"  )

◆ flat() [2/2]

flat ( Type::VEC4 ,
"finalColorOuter"  )

◆ fragment_out()

do_static_compilation(true) .define("WORKAROUND_INDEX_LOAD_INCLUDE") .push_constant(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type pos weightTex fragment_out ( 0 ,
Type::VEC4 ,
"fragColor"  )

◆ no_perspective() [1/2]

no_perspective ( Type::VEC2 ,
"stipplePos"  )

◆ no_perspective() [2/2]

GPU_SHADER_INTERFACE_INFO(overlay_edit_flat_color_iface, "").flat(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_smooth_color_iface, "").smooth(Type no_perspective ( Type::VEC4 ,
"finalColor"  )

◆ push_constant() [1/4]

depthTex fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type pos push_constant ( Type::FLOAT ,
"retopologyOffset"  )

◆ push_constant() [2/4]

vertex_in(0, Type::VEC2, "pos") .push_constant(Type ratio push_constant ( Type::FLOAT ,
"totalAreaRatio"  )

◆ push_constant() [3/4]

Frequency::GEOMETRY push_constant ( Type::IVEC2 ,
"gpu_attr_0"  )

◆ push_constant() [4/4]

pos push_constant ( Type::VEC4 ,
"ucolor"  )

◆ smooth() [1/2]

smooth ( Type::FLOAT ,
"selectionFac"  )

◆ smooth() [2/2]

smooth(Type::VEC4, "finalColor") .smooth(Type do_static_compilation(true) .builtins(BuiltinBits do_static_compilation(true) .builtins(BuiltinBits smooth(Type::VEC4, "finalColor_") .smooth(Type smooth ( Type::VEC4 ,
"finalColor"  )

◆ storage_buf() [1/3]

Frequency::GEOMETRY storage_buf ( 1 ,
Qualifier::READ ,
"float" ,
"rad" [],
Frequency::GEOMETRY  )

◆ storage_buf() [2/3]

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY storage_buf ( 1 ,
Qualifier::READ ,
"uint" ,
"data" [],
Frequency::GEOMETRY  )

◆ storage_buf() [3/3]

GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, "geometry_noperspective_out") .no_perspective(Type pos vnor push_constant(Type::BOOL, "do_smooth_wire") .vertex_source("overlay_edit_mesh_vert.glsl") .vertex_out(overlay_edit_mesh_edge_iface) .geometry_out(overlay_edit_mesh_edge_geom_iface) .geometry_out(overlay_edit_mesh_edge_geom_flat_iface) .geometry_out(overlay_edit_mesh_edge_geom_noperspective_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf ( 1 ,
Qualifier::READ ,
"uint" ,
"vnor" [],
Frequency::GEOMETRY  )

◆ typedef_source()

typedef_source ( "overlay_shader_shared.h" )

◆ vec3()

vec3 ( 0. 0)

◆ vertex_in() [1/9]

no_perspective(Type::FLOAT, "edgeCoord") .no_perspective(Type vertex_in ( 0 ,
Type::VEC2 ,
"au"  )

◆ vertex_in() [2/9]

pos vertex_in ( 1 ,
Type::FLOAT ,
"selection"  )

◆ vertex_in() [3/9]

pos vertex_in ( 1 ,
Type::FLOAT ,
"size"  )

◆ vertex_in() [4/9]

pos vertex_in ( 1 ,
Type::FLOAT ,
"weight"  )

◆ vertex_in() [5/9]

pos vertex_in ( 1 ,
Type::INT ,
"ma"  )

◆ vertex_in() [6/9]

pos vertex_in ( 1 ,
Type::UINT ,
"data"  )

◆ vertex_in() [7/9]

pos vertex_in ( 1 ,
Type::UVEC4 ,
"data"  )

◆ vertex_in() [8/9]

pos vertex_in ( 1 ,
Type::VEC3 ,
"nor"  )

◆ vertex_in() [9/9]

uv_angles vertex_in ( 2 ,
Type::FLOAT ,
"angle"  )

◆ vertex_out() [1/3]

GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type pos vertex_out ( edit_uv_image_iface )

◆ vertex_out() [2/3]

pos local_pos vertex_out ( overlay_edit_flat_color_iface )

◆ vertex_out() [3/3]

pos weightTex vertex_out ( overlay_edit_smooth_color_iface )

◆ vertex_source() [1/6]

pos vertex_source ( "basic_depth_vert.glsl" )

◆ vertex_source() [2/6]

pos fragColor vertex_source ( "overlay_depth_only_vert.glsl" )

◆ vertex_source() [3/6]

pos fragColor vertex_source ( "overlay_edit_lattice_point_vert.glsl" )

◆ vertex_source() [4/6]

pos weightTex fragColor vertex_source ( "overlay_edit_lattice_wire_vert.glsl" )

◆ vertex_source() [5/6]

pos local_pos fragColor vertex_source ( "overlay_edit_mesh_skin_root_vert.glsl" )

◆ vertex_source() [6/6]

smooth(Type::FLOAT, "selectionFac") .flat(Type Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type au vertex_in(1, Type::UINT, "flag") .push_constant(Type au vertex_in(1, Type::UINT, "flag") .push_constant(Type smooth(Type::VEC4, "fillColor") .smooth(Type au vertex_in(1, Type::UINT, "flag") .push_constant(Type pos fragColor vertex_source ( "overlay_edit_uv_tiled_image_borders_vert.glsl" )

Variable Documentation

◆ au

smooth(Type::FLOAT, "selectionFac") .flat(Type au[]

Definition at line 380 of file overlay_edit_mode_info.hh.

Referenced by area_light_rect_sample().

◆ data

GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, "geometry_noperspective_out") .no_perspective(Type pos vnor push_constant(Type::BOOL, "do_smooth_wire") .vertex_source("overlay_edit_mesh_vert.glsl") .vertex_out(overlay_edit_mesh_edge_iface) .geometry_out(overlay_edit_mesh_edge_geom_iface) .geometry_out(overlay_edit_mesh_edge_geom_flat_iface) .geometry_out(overlay_edit_mesh_edge_geom_noperspective_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY data[]

Definition at line 140 of file overlay_edit_mode_info.hh.

◆ draw_globals

draw_globals

Definition at line 264 of file overlay_edit_mode_info.hh.

◆ draw_mesh

◆ draw_modelmat_new

draw_modelmat_new

Definition at line 190 of file overlay_edit_mode_info.hh.

◆ draw_resource_handle_new

Frequency::BATCH draw_resource_handle_new

Definition at line 191 of file overlay_edit_mode_info.hh.

◆ draw_view

draw_view

Definition at line 870 of file overlay_edit_mode_info.hh.

◆ drw_clipped

drw_clipped

Definition at line 54 of file overlay_edit_mode_info.hh.

◆ float

float

Definition at line 138 of file overlay_edit_mode_info.hh.

◆ gpu_index_load

Frequency::GEOMETRY gpu_index_load

Definition at line 881 of file overlay_edit_mode_info.hh.

◆ nor

Frequency::GEOMETRY nor[]

Definition at line 636 of file overlay_edit_mode_info.hh.

Referenced by axis_angle_to_mat3(), axis_angle_to_quat(), bm_edgering_pair_store_create(), BM_loop_calc_face_tangent(), bm_mesh_loops_assign_normal_data(), bm_mesh_loops_calc_normals_for_loop(), bm_mesh_loops_split_lnor_fans(), bm_vert_pair_to_matrix(), BM_verts_sort_radial_plane(), boid_body(), boid_climb(), calc_nor_area_tri(), collision_point_distance_with_normal(), collision_point_on_surface(), collision_response(), GeometryExporter::createNormalsSource(), cubemap_glob(), blender::draw::curve_create_edit_curves_nor(), deflect_emitter_iter(), dist_ensure_v2_v2fl(), dist_ensure_v3_v3fl(), distribute_from_volume_exec(), DRW_cache_bone_box_get(), DRW_cache_bone_octahedral_get(), DRW_cache_bone_point_get(), dynamicPaint_paintMesh(), ED_armature_ebone_roll_to_vector(), edbm_dupli_extrude_cursor_invoke(), edbm_screw_exec(), GeometryExporter::export_key_mesh(), blender::draw::extract_loose_positions_subdiv(), blender::math::from_triangle(), imm_draw_cylinder_fill_normal_3d(), isect_sweeping_sphere_tri_v3(), legacy_vec_roll_to_mat3_normalized(), mat3_to_quat_legacy(), blender::bke::mesh::mesh_normals_corner_custom_set(), MOD_solidify_nonmanifold_modifyMesh(), normalfn(), nr_signed_distance_to_plane(), GeometryExporter::operator()(), psys_get_birth_coords(), psys_get_dupli_path_transform(), psys_interpolate_face(), psys_particle_on_dm(), psys_particle_on_emitter(), psys_particle_on_shape(), psys_thread_context_init_distribute(), RE_bake_normal_world_to_object(), RE_bake_normal_world_to_tangent(), RE_bake_normal_world_to_world(), recalc_emitter_field(), SIM_mass_spring_force_face_extern(), SIM_mass_spring_force_face_wind(), SIM_mass_spring_force_pressure(), SIM_tri_area(), tan_calc_quat_v3(), blender::math::to_quaternion_legacy(), vec_roll_to_mat3(), vec_roll_to_mat3_normalized(), vec_to_quat(), and walkEvent().

◆ overlay_edit_mesh_common

pos norAndFlag overlay_edit_mesh_common

Definition at line 178 of file overlay_edit_mode_info.hh.

◆ pos

pos[]

Definition at line 138 of file overlay_edit_mode_info.hh.

◆ selection

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection[]

Definition at line 571 of file overlay_edit_mode_info.hh.

Referenced by calculate_selection_fcurve_bounds(), calculate_weld(), blender::nodes::node_geo_tool_set_selection_cc::clamp_selection(), blender::geometry::convert_curves_to_bezier(), blender::geometry::convert_curves_to_catmull_rom_or_poly(), blender::geometry::convert_curves_to_nurbs(), blender::draw::create_edit_points_position_and_data(), blender::bke::curve_legacy_to_curves(), ED_sequencer_pick_strip_and_handle(), blender::bke::CurvesGeometry::evaluated_positions(), blender::draw::extract_paint_overlay_flags(), file_current_selection_range_get(), blender::nodes::node_geo_curve_endpoint_selection_cc::EndpointFieldInput::get_varray_for_context(), blender::nodes::node_geo_curve_handle_type_selection_cc::HandleTypeFieldInput::get_varray_for_context(), blender::nodes::node_geo_edge_paths_to_selection_cc::PathToEdgeSelectionFieldInput::get_varray_for_context(), blender::nodes::node_geo_tool_selection_cc::SculptSelectionFieldInput::get_varray_for_context(), blender::bke::curves::indices_for_type(), insert_key(), merge_actions_selection_exec(), blender::nodes::node_geo_merge_by_distance_cc::mesh_merge_by_distance_connected(), blender::nodes::node_geo_realize_instances_cc::node_geo_exec(), blender::nodes::node_geo_separate_geometry_cc::node_geo_exec(), blender::nodes::node_geo_set_shade_smooth_cc::node_geo_exec(), blender::ed::curves::random_mask(), blender::ed::curves::select_all(), selection_array_from_vertex_group(), SEQ_retiming_selection_get(), sequencer_box_select_exec(), sequencer_select_exec(), blender::geometry::subdivide_curves(), blender::geometry::trim_curves(), blender::bke::try_capture_field_on_geometry(), blender::bke::try_capture_field_on_geometry(), blender::ed::sculpt_paint::select_grow::update_points_selection(), and view_curve_in_graph_editor_exec().

◆ uint

Frequency::GEOMETRY uint

Definition at line 140 of file overlay_edit_mode_info.hh.