30 for (
int i = 0; i < 2; i++) {
37#define MODE_TRANSFER_FLASH_LENGTH 0.55f
39#define MODE_TRANSFER_FLASH_FADE 0.0f
40#define MODE_TRANSFER_FLASH_MAX_ALPHA 0.25f
53 if (anim_time < 0.0f) {
65 if (anim_time < flash_fade_in_time) {
66 alpha = anim_time / flash_fade_in_time;
69 const float fade_out_anim_time = anim_time - flash_fade_in_time;
70 alpha = 1.0f - (fade_out_anim_time / flash_fade_out_time);
86 ob->
runtime->overlay_mode_transfer_start_time;
99 for (
int i = 0; i < 2; i++) {
119 if (use_sculpt_pbvh) {
bool BKE_sculptsession_use_pbvh_draw(const Object *ob, const RegionView3D *rv3d)
MINLINE void srgb_to_linearrgb_v4(float linear[4], const float srgb[4])
MINLINE void mul_v3_fl(float r[3], float f)
Platform independent time functions.
double BLI_time_now_seconds(void)
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
void UI_GetThemeColor3fv(int colorid, float col[3])
struct GPUShader GPUShader
blender::gpu::Batch * DRW_cache_object_surface_get(Object *ob)
bool DRW_state_is_image_render()
const DRWContextState * DRW_context_state_get()
void DRW_viewport_request_redraw()
DRWShadingGroup * DRW_shgroup_create(GPUShader *shader, DRWPass *pass)
void DRW_shgroup_call_sculpt(DRWShadingGroup *shgroup, Object *ob, bool use_wire, bool use_mask, bool use_fset, bool use_color, bool use_uv)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_draw_pass(DRWPass *pass)
@ DRW_STATE_DEPTH_LESS_EQUAL
void OVERLAY_mode_transfer_cache_init(OVERLAY_Data *vedata)
#define MODE_TRANSFER_FLASH_LENGTH
static bool mode_transfer_is_animation_running(const float anim_time)
static float mode_transfer_alpha_for_action_slot_time_get(const float anim_time)
#define MODE_TRANSFER_FLASH_FADE
void OVERLAY_mode_transfer_cache_finish(OVERLAY_Data *vedata)
#define MODE_TRANSFER_FLASH_MAX_ALPHA
void OVERLAY_mode_transfer_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_mode_transfer_infront_draw(OVERLAY_Data *vedata)
void OVERLAY_mode_transfer_draw(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_uniform_color()
GPUUniformBuf * block_ubo
OVERLAY_StorageList * stl
DRWPass * mode_transfer_ps[2]
struct OVERLAY_PrivateData::@237 mode_transfer
ObjectRuntimeHandle * runtime