30 float color_override[4] = {0.0f, 0.0f, 0.0f, 0.0f};
35 color_override[3] = 1.0f;
51 copy_v3_v3(color_override, &scene->world->horr);
52 color_override[3] = 1.0f;
59 color_override[3] = 1.0f;
88 if (draw_clipping_bounds) {
MINLINE void copy_v3_v3(float r[3], const float a[3])
@ TH_BACKGROUND_GRADIENT_RADIAL
@ TH_BACKGROUND_SINGLE_COLOR
@ TH_BACKGROUND_GRADIENT_LINEAR
@ V3D_SHADING_BACKGROUND_VIEWPORT
@ V3D_SHADING_BACKGROUND_WORLD
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
int UI_GetThemeValue(int colorid)
struct GPUShader GPUShader
blender::gpu::Batch * DRW_cache_cube_get()
bool DRW_state_draw_background()
bool DRW_state_is_viewport_image_render()
DefaultTextureList * DRW_viewport_texture_list_get()
const DRWContextState * DRW_context_state_get()
DRWShadingGroup * DRW_shgroup_create(GPUShader *shader, DRWPass *pass)
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value)
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *shgroup, const Object *ob, uint tri_count)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
void DRW_draw_pass(DRWPass *pass)
@ DRW_STATE_BLEND_BACKGROUND
void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
void OVERLAY_background_draw(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_clipbound()
GPUShader * OVERLAY_shader_background()
GPUUniformBuf * block_ubo
float4 color_clipping_border
OVERLAY_StorageList * stl
DRWPass * clipping_frustum_ps
float background_color[3]