31 return ob->
color[3] < 1.0f;
41 for (
int i = 0; i < mesh->totcol; i++) {
43 if (mat && mat->
a < 1.0f) {
80 const bool draw_contours = !is_edit_mode &&
129 if (opacity > 0.0f) {
148 if (opacity > 0.0f) {
172 if (opacity <= 0.0f) {
182 const float4 color = {1.0f, 1.0f, 1.0f, 0.2f};
206 blender::gpu::Batch *geom =
nullptr;
225 blender::gpu::Batch *geom =
nullptr;
244 if (use_face_sel || use_wire) {
GPUTexture * BKE_image_get_gpu_texture(Image *image, ImageUser *iuser)
bool BKE_object_is_visible_in_viewport(const View3D *v3d, const Object *ob)
struct Material * BKE_object_material_get_eval(struct Object *ob, short act)
bool BKE_scene_uses_blender_workbench(const Scene *scene)
MINLINE void copy_v3_fl3(float v[3], float x, float y, float z)
MINLINE float normalize_v3(float n[3])
Object * DEG_get_original_object(Object *object)
@ IMAGEPAINT_PROJECT_LAYER_STENCIL_INV
@ IMAGEPAINT_PROJECT_LAYER_STENCIL
@ V3D_SHADING_MATERIAL_COLOR
@ V3D_SHADING_OBJECT_COLOR
@ V3D_OVERLAY_WPAINT_CONTOURS
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
struct GPUShader GPUShader
blender::gpu::Batch * DRW_cache_mesh_surface_weights_get(Object *ob)
blender::gpu::Batch * DRW_cache_mesh_surface_edges_get(Object *ob)
blender::gpu::Batch * DRW_cache_mesh_surface_get(Object *ob)
blender::gpu::Batch * DRW_cache_mesh_all_verts_get(Object *ob)
blender::gpu::Batch * DRW_cache_mesh_surface_texpaint_single_get(Object *ob)
const DRWContextState * DRW_context_state_get()
DRWShadingGroup * DRW_shgroup_create(GPUShader *shader, DRWPass *pass)
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value)
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state)
void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value)
void DRW_draw_pass(DRWPass *pass)
@ DRW_STATE_DEPTH_LESS_EQUAL
void OVERLAY_paint_texture_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_paint_init(OVERLAY_Data *vedata)
static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob)
void OVERLAY_paint_cache_init(OVERLAY_Data *vedata)
void OVERLAY_paint_draw(OVERLAY_Data *vedata)
void OVERLAY_paint_weight_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_paint_vertex_cache_populate(OVERLAY_Data *vedata, Object *ob)
GPUShader * OVERLAY_shader_paint_texture()
GPUShader * OVERLAY_shader_paint_wire()
GPUShader * OVERLAY_shader_paint_face()
GPUShader * OVERLAY_shader_paint_weight(bool shading)
GPUShader * OVERLAY_shader_paint_vertcol()
GPUShader * OVERLAY_shader_depth_only()
GPUShader * OVERLAY_shader_paint_point()
GPUUniformBuf * block_ubo
OVERLAY_StorageList * stl
OVERLAY_FramebufferList * fbl
GPUFrameBuffer * overlay_default_fb
GPUFrameBuffer * overlay_in_front_fb
DRWPass * paint_overlay_ps
DRWShadingGroup * paint_surf_grp
eContextObjectMode ctx_mode
DRWShadingGroup * paint_depth_grp
DRWShadingGroup * paint_wire_selected_grp
DRWShadingGroup * paint_face_grp
DRWShadingGroup * paint_point_grp
struct OVERLAY_PrivateData::@235 painting
DRWShadingGroup * paint_wire_grp
struct ToolSettings * toolsettings
float texture_paint_mode_opacity
float vertex_paint_mode_opacity
float weight_paint_mode_opacity