20 bool enabled_ =
false;
25 const bool is_paint_mode = (
state.object_mode &
28 enabled_ =
state.v3d && !is_paint_mode &&
41 const float4 location =
float4(ob->object_to_world().location());
void BKE_view_layer_synced_ensure(const Scene *scene, ViewLayer *view_layer)
Object * BKE_view_layer_active_object_get(const ViewLayer *view_layer)
#define ID_IS_LINKED(_id)
#define ID_REAL_USERS(id)
#define OB_MODE_ALL_PAINT
#define OB_MODE_ALL_PAINT_GPENCIL
#define BASE_SELECTED(v3d, base)
@ V3D_OVERLAY_HIDE_OBJECT_ORIGINS
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
void submit(PassSimple &pass, View &view)
void append(const T &value)
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 bind_ssbo(const char *name, GPUStorageBuf *buffer)
void shader_set(GPUShader *shader)
void object_sync(const ObjectRef &ob_ref, Resources &res, State &state)
void begin_sync(const State &state)
void draw(Framebuffer &framebuffer, Manager &manager, View &view)
void end_sync(Resources &res, const State &state)
VecBase< float, 4 > float4
float4 color_library_select
GPUUniformBuf * globals_buf
GlobalsUboStorage theme_settings