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Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_private.hh')
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.hh776
1 files changed, 776 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_private.hh b/source/blender/draw/engines/overlay/overlay_private.hh
new file mode 100644
index 00000000000..0a783c44029
--- /dev/null
+++ b/source/blender/draw/engines/overlay/overlay_private.hh
@@ -0,0 +1,776 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2019 Blender Foundation. */
+
+/** \file
+ * \ingroup DNA
+ */
+
+#pragma once
+
+#include "DRW_render.h"
+
+#include "overlay_shader_shared.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#ifdef __APPLE__
+# define USE_GEOM_SHADER_WORKAROUND 1
+#else
+# define USE_GEOM_SHADER_WORKAROUND 0
+#endif
+
+/* Needed for eSpaceImage_UVDT_Stretch and eMaskOverlayMode */
+#include "DNA_mask_types.h"
+#include "DNA_space_types.h"
+/* Forward declarations */
+struct ImBuf;
+
+typedef struct OVERLAY_FramebufferList {
+ struct GPUFrameBuffer *overlay_default_fb;
+ struct GPUFrameBuffer *overlay_line_fb;
+ struct GPUFrameBuffer *overlay_color_only_fb;
+ struct GPUFrameBuffer *overlay_in_front_fb;
+ struct GPUFrameBuffer *overlay_line_in_front_fb;
+ struct GPUFrameBuffer *outlines_prepass_fb;
+ struct GPUFrameBuffer *outlines_resolve_fb;
+} OVERLAY_FramebufferList;
+
+typedef struct OVERLAY_TextureList {
+ struct GPUTexture *temp_depth_tx;
+ struct GPUTexture *dummy_depth_tx;
+ struct GPUTexture *outlines_id_tx;
+ struct GPUTexture *overlay_color_tx;
+ struct GPUTexture *overlay_line_tx;
+} OVERLAY_TextureList;
+
+#define NOT_IN_FRONT 0
+#define IN_FRONT 1
+
+typedef enum OVERLAY_UVLineStyle {
+ OVERLAY_UV_LINE_STYLE_OUTLINE = 0,
+ OVERLAY_UV_LINE_STYLE_DASH = 1,
+ OVERLAY_UV_LINE_STYLE_BLACK = 2,
+ OVERLAY_UV_LINE_STYLE_WHITE = 3,
+ OVERLAY_UV_LINE_STYLE_SHADOW = 4,
+} OVERLAY_UVLineStyle;
+
+typedef struct OVERLAY_PassList {
+ DRWPass *antialiasing_ps;
+ DRWPass *armature_ps[2];
+ DRWPass *armature_bone_select_ps;
+ DRWPass *armature_transp_ps[2];
+ DRWPass *background_ps;
+ DRWPass *clipping_frustum_ps;
+ DRWPass *edit_curve_wire_ps[2];
+ DRWPass *edit_curve_handle_ps;
+ DRWPass *edit_gpencil_ps;
+ DRWPass *edit_gpencil_gizmos_ps;
+ DRWPass *edit_gpencil_curve_ps;
+ DRWPass *edit_lattice_ps;
+ DRWPass *edit_mesh_depth_ps[2];
+ DRWPass *edit_mesh_verts_ps[2];
+ DRWPass *edit_mesh_edges_ps[2];
+ DRWPass *edit_mesh_faces_ps[2];
+ DRWPass *edit_mesh_faces_cage_ps[2];
+ DRWPass *edit_curves_points_ps[2];
+ DRWPass *edit_mesh_analysis_ps;
+ DRWPass *edit_mesh_normals_ps;
+ DRWPass *edit_particle_ps;
+ DRWPass *edit_text_cursor_ps;
+ DRWPass *edit_text_selection_ps;
+ DRWPass *edit_text_highlight_ps;
+ DRWPass *edit_text_wire_ps[2];
+ DRWPass *edit_uv_edges_ps;
+ DRWPass *edit_uv_verts_ps;
+ DRWPass *edit_uv_faces_ps;
+ DRWPass *edit_uv_stretching_ps;
+ DRWPass *edit_uv_tiled_image_borders_ps;
+ DRWPass *edit_uv_stencil_ps;
+ DRWPass *edit_uv_mask_ps;
+ DRWPass *extra_ps[2];
+ DRWPass *extra_blend_ps;
+ DRWPass *extra_centers_ps;
+ DRWPass *extra_grid_ps;
+ DRWPass *gpencil_canvas_ps;
+ DRWPass *facing_ps[2];
+ DRWPass *fade_ps[2];
+ DRWPass *mode_transfer_ps[2];
+ DRWPass *grid_ps;
+ DRWPass *image_background_ps;
+ DRWPass *image_background_scene_ps;
+ DRWPass *image_empties_ps;
+ DRWPass *image_empties_back_ps;
+ DRWPass *image_empties_blend_ps;
+ DRWPass *image_empties_front_ps;
+ DRWPass *image_foreground_ps;
+ DRWPass *image_foreground_scene_ps;
+ DRWPass *metaball_ps[2];
+ DRWPass *motion_paths_ps;
+ DRWPass *outlines_prepass_ps;
+ DRWPass *outlines_detect_ps;
+ DRWPass *outlines_resolve_ps;
+ DRWPass *paint_color_ps;
+ DRWPass *paint_depth_ps;
+ DRWPass *paint_overlay_ps;
+ DRWPass *particle_ps;
+ DRWPass *pointcloud_ps;
+ DRWPass *sculpt_mask_ps;
+ DRWPass *sculpt_curves_selection_ps;
+ DRWPass *volume_ps;
+ DRWPass *wireframe_ps;
+ DRWPass *wireframe_xray_ps;
+ DRWPass *xray_fade_ps;
+} OVERLAY_PassList;
+
+/* Data used by GLSL shader. */
+typedef struct OVERLAY_ShadingData {
+ /** Wireframe */
+ float wire_step_param;
+ float wire_opacity;
+ /** Edit Curve */
+ float edit_curve_normal_length;
+ /** Edit Mesh */
+ int data_mask[4];
+} OVERLAY_ShadingData;
+
+typedef struct OVERLAY_ExtraCallBuffers {
+ DRWCallBuffer *camera_frame;
+ DRWCallBuffer *camera_tria[2];
+ DRWCallBuffer *camera_distances;
+ DRWCallBuffer *camera_volume;
+ DRWCallBuffer *camera_volume_frame;
+
+ DRWCallBuffer *center_active;
+ DRWCallBuffer *center_selected;
+ DRWCallBuffer *center_deselected;
+ DRWCallBuffer *center_selected_lib;
+ DRWCallBuffer *center_deselected_lib;
+
+ DRWCallBuffer *empty_axes;
+ DRWCallBuffer *empty_capsule_body;
+ DRWCallBuffer *empty_capsule_cap;
+ DRWCallBuffer *empty_circle;
+ DRWCallBuffer *empty_cone;
+ DRWCallBuffer *empty_cube;
+ DRWCallBuffer *empty_cylinder;
+ DRWCallBuffer *empty_image_frame;
+ DRWCallBuffer *empty_plain_axes;
+ DRWCallBuffer *empty_single_arrow;
+ DRWCallBuffer *empty_sphere;
+ DRWCallBuffer *empty_sphere_solid;
+
+ DRWCallBuffer *extra_dashed_lines;
+ DRWCallBuffer *extra_lines;
+ DRWCallBuffer *extra_points;
+
+ DRWCallBuffer *field_curve;
+ DRWCallBuffer *field_force;
+ DRWCallBuffer *field_vortex;
+ DRWCallBuffer *field_wind;
+ DRWCallBuffer *field_cone_limit;
+ DRWCallBuffer *field_sphere_limit;
+ DRWCallBuffer *field_tube_limit;
+
+ DRWCallBuffer *groundline;
+
+ DRWCallBuffer *light_point;
+ DRWCallBuffer *light_sun;
+ DRWCallBuffer *light_spot;
+ DRWCallBuffer *light_spot_cone_back;
+ DRWCallBuffer *light_spot_cone_front;
+ DRWCallBuffer *light_area[2];
+
+ DRWCallBuffer *origin_xform;
+
+ DRWCallBuffer *probe_planar;
+ DRWCallBuffer *probe_cube;
+ DRWCallBuffer *probe_grid;
+
+ DRWCallBuffer *solid_quad;
+
+ DRWCallBuffer *speaker;
+
+ DRWShadingGroup *extra_wire;
+ DRWShadingGroup *extra_loose_points;
+} OVERLAY_ExtraCallBuffers;
+
+typedef struct OVERLAY_ArmatureCallBuffersInner {
+ DRWCallBuffer *box_outline;
+ DRWCallBuffer *box_fill;
+
+ DRWCallBuffer *dof_lines;
+ DRWCallBuffer *dof_sphere;
+
+ DRWCallBuffer *envelope_distance;
+ DRWCallBuffer *envelope_outline;
+ DRWCallBuffer *envelope_fill;
+
+ DRWCallBuffer *octa_outline;
+ DRWCallBuffer *octa_fill;
+
+ DRWCallBuffer *point_outline;
+ DRWCallBuffer *point_fill;
+
+ DRWCallBuffer *stick;
+
+ DRWCallBuffer *wire;
+
+ DRWShadingGroup *custom_outline;
+ DRWShadingGroup *custom_fill;
+ DRWShadingGroup *custom_wire;
+
+ GHash *custom_shapes_ghash;
+} OVERLAY_ArmatureCallBuffersInner;
+
+typedef struct OVERLAY_ArmatureCallBuffers {
+ OVERLAY_ArmatureCallBuffersInner solid;
+ OVERLAY_ArmatureCallBuffersInner transp;
+} OVERLAY_ArmatureCallBuffers;
+
+typedef struct OVERLAY_PrivateData {
+ DRWShadingGroup *armature_bone_select_act_grp;
+ DRWShadingGroup *armature_bone_select_grp;
+ DRWShadingGroup *edit_curve_normal_grp[2];
+ DRWShadingGroup *edit_curve_wire_grp[2];
+ DRWShadingGroup *edit_curve_handle_grp;
+ DRWShadingGroup *edit_curve_points_grp;
+ DRWShadingGroup *edit_lattice_points_grp;
+ DRWShadingGroup *edit_lattice_wires_grp;
+ DRWShadingGroup *edit_gpencil_points_grp;
+ DRWShadingGroup *edit_gpencil_wires_grp;
+ DRWShadingGroup *edit_gpencil_curve_handle_grp;
+ DRWShadingGroup *edit_gpencil_curve_points_grp;
+ DRWShadingGroup *edit_mesh_depth_grp[2];
+ DRWShadingGroup *edit_mesh_faces_grp[2];
+ DRWShadingGroup *edit_mesh_faces_cage_grp[2];
+ DRWShadingGroup *edit_mesh_verts_grp[2];
+ DRWShadingGroup *edit_mesh_edges_grp[2];
+ DRWShadingGroup *edit_mesh_facedots_grp[2];
+ DRWShadingGroup *edit_mesh_skin_roots_grp[2];
+ DRWShadingGroup *edit_mesh_normals_grp;
+ DRWShadingGroup *edit_mesh_analysis_grp;
+ DRWShadingGroup *edit_particle_strand_grp;
+ DRWShadingGroup *edit_particle_point_grp;
+ DRWShadingGroup *edit_text_cursor_grp;
+ DRWShadingGroup *edit_text_selection_grp;
+ DRWShadingGroup *edit_text_wire_grp[2];
+ DRWShadingGroup *edit_uv_verts_grp;
+ DRWShadingGroup *edit_uv_edges_grp;
+ DRWShadingGroup *edit_uv_shadow_edges_grp;
+ DRWShadingGroup *edit_uv_faces_grp;
+ DRWShadingGroup *edit_uv_face_dots_grp;
+ DRWShadingGroup *edit_uv_stretching_grp;
+ DRWShadingGroup *edit_curves_points_grp[2];
+ DRWShadingGroup *extra_grid_grp;
+ DRWShadingGroup *facing_grp[2];
+ DRWShadingGroup *fade_grp[2];
+ DRWShadingGroup *flash_grp[2];
+ DRWShadingGroup *motion_path_lines_grp;
+ DRWShadingGroup *motion_path_points_grp;
+ DRWShadingGroup *outlines_grp;
+ DRWShadingGroup *outlines_curves_grp;
+ DRWShadingGroup *outlines_ptcloud_grp;
+ DRWShadingGroup *outlines_gpencil_grp;
+ DRWShadingGroup *paint_depth_grp;
+ DRWShadingGroup *paint_surf_grp;
+ DRWShadingGroup *paint_wire_grp;
+ DRWShadingGroup *paint_wire_selected_grp;
+ DRWShadingGroup *paint_point_grp;
+ DRWShadingGroup *paint_face_grp;
+ DRWShadingGroup *particle_dots_grp;
+ DRWShadingGroup *particle_shapes_grp;
+ DRWShadingGroup *pointcloud_dots_grp;
+ DRWShadingGroup *sculpt_mask_grp;
+ DRWShadingGroup *sculpt_curves_selection_grp;
+ DRWShadingGroup *volume_selection_surface_grp;
+ DRWShadingGroup *wires_grp[2][2]; /* With and without coloring. */
+ DRWShadingGroup *wires_all_grp[2][2]; /* With and without coloring. */
+ DRWShadingGroup *wires_hair_grp[2][2]; /* With and without coloring. */
+ DRWShadingGroup *wires_sculpt_grp[2];
+
+ DRWView *view_default;
+ DRWView *view_wires;
+ DRWView *view_edit_faces;
+ DRWView *view_edit_faces_cage;
+ DRWView *view_edit_edges;
+ DRWView *view_edit_verts;
+ DRWView *view_edit_text;
+ DRWView *view_reference_images;
+ DRWView *view_edit_curves_points;
+
+ /** TODO: get rid of this. */
+ ListBase bg_movie_clips;
+
+ /** Two instances for in_front option and without. */
+ OVERLAY_ExtraCallBuffers extra_call_buffers[2];
+
+ OVERLAY_ArmatureCallBuffers armature_call_buffers[2];
+
+ View3DOverlay overlay;
+ enum eContextObjectMode ctx_mode;
+ char space_type;
+ bool clear_in_front;
+ bool use_in_front;
+ bool wireframe_mode;
+ bool hide_overlays;
+ bool xray_enabled;
+ bool xray_enabled_and_not_wire;
+ float xray_opacity;
+ short v3d_flag; /* TODO: move to #View3DOverlay. */
+ short v3d_gridflag; /* TODO: move to #View3DOverlay. */
+ int cfra;
+ DRWState clipping_state;
+ OVERLAY_ShadingData shdata;
+ OVERLAY_GridData grid_data;
+
+ struct {
+ float grid_axes[3];
+ float zplane_axes[3];
+ OVERLAY_GridBits zneg_flag, zpos_flag, grid_flag;
+ } grid;
+ struct {
+ bool enabled;
+ bool do_depth_copy;
+ bool do_depth_infront_copy;
+ } antialiasing;
+ struct {
+ bool show_handles;
+ int handle_display;
+ } edit_curve;
+ struct {
+ float cursor_color[4];
+ float selection_color[4];
+ } edit_text;
+ struct {
+ bool do_zbufclip;
+ bool do_faces;
+ bool do_edges;
+ bool select_vert;
+ bool select_face;
+ bool select_edge;
+ int flag; /** Copy of #v3d->overlay.edit_flag. */
+ } edit_mesh;
+ struct {
+ bool do_zbufclip;
+ } edit_curves;
+ struct {
+ bool use_weight;
+ int select_mode;
+ } edit_particle;
+ struct {
+ bool do_uv_overlay;
+ bool do_uv_shadow_overlay;
+ bool do_uv_stretching_overlay;
+ bool do_tiled_image_overlay;
+ bool do_tiled_image_border_overlay;
+ bool do_stencil_overlay;
+ bool do_mask_overlay;
+
+ bool do_verts;
+ bool do_faces;
+ bool do_face_dots;
+
+ float uv_opacity;
+
+ int image_size[2];
+ float image_aspect[2];
+
+ /* edge drawing */
+ OVERLAY_UVLineStyle line_style;
+ float dash_length;
+ int do_smooth_wire;
+
+ /* stretching overlay */
+ float uv_aspect[2];
+ eSpaceImage_UVDT_Stretch draw_type;
+ ListBase totals;
+ float total_area_ratio;
+
+ /* stencil overlay */
+ struct Image *stencil_image;
+ struct ImBuf *stencil_ibuf;
+ void *stencil_lock;
+
+ /* mask overlay */
+ Mask *mask;
+ eMaskOverlayMode mask_overlay_mode;
+ GPUTexture *mask_texture;
+ } edit_uv;
+ struct {
+ bool transparent;
+ bool show_relations;
+ bool do_pose_xray;
+ bool do_pose_fade_geom;
+ } armature;
+ struct {
+ bool in_front;
+ bool alpha_blending;
+ } painting;
+ struct {
+ DRWCallBuffer *handle[2];
+ } mball;
+ struct {
+ double time;
+ bool any_animated;
+ } mode_transfer;
+} OVERLAY_PrivateData; /* Transient data */
+
+typedef struct OVERLAY_StorageList {
+ struct OVERLAY_PrivateData *pd;
+} OVERLAY_StorageList;
+
+typedef struct OVERLAY_Instance {
+ GPUUniformBuf *grid_ubo;
+} OVERLAY_Instance;
+
+typedef struct OVERLAY_Data {
+ void *engine_type;
+ OVERLAY_FramebufferList *fbl;
+ OVERLAY_TextureList *txl;
+ OVERLAY_PassList *psl;
+ OVERLAY_StorageList *stl;
+
+ OVERLAY_Instance *instance;
+} OVERLAY_Data;
+
+typedef struct OVERLAY_DupliData {
+ DRWShadingGroup *wire_shgrp;
+ DRWShadingGroup *outline_shgrp;
+ DRWShadingGroup *extra_shgrp;
+ struct GPUBatch *wire_geom;
+ struct GPUBatch *outline_geom;
+ struct GPUBatch *extra_geom;
+ short base_flag;
+} OVERLAY_DupliData;
+
+typedef struct BoneInstanceData {
+ /* Keep sync with bone instance vertex format (OVERLAY_InstanceFormats) */
+ union {
+ float mat[4][4];
+ struct {
+ float _pad0[3], color_hint_a;
+ float _pad1[3], color_hint_b;
+ float _pad2[3], color_a;
+ float _pad3[3], color_b;
+ };
+ struct {
+ float _pad00[3], amin_a;
+ float _pad01[3], amin_b;
+ float _pad02[3], amax_a;
+ float _pad03[3], amax_b;
+ };
+ };
+} BoneInstanceData;
+
+typedef struct OVERLAY_InstanceFormats {
+ struct GPUVertFormat *instance_pos;
+ struct GPUVertFormat *instance_extra;
+ struct GPUVertFormat *instance_bone;
+ struct GPUVertFormat *instance_bone_outline;
+ struct GPUVertFormat *instance_bone_envelope;
+ struct GPUVertFormat *instance_bone_envelope_distance;
+ struct GPUVertFormat *instance_bone_envelope_outline;
+ struct GPUVertFormat *instance_bone_stick;
+ struct GPUVertFormat *pos;
+ struct GPUVertFormat *pos_color;
+ struct GPUVertFormat *wire_extra;
+ struct GPUVertFormat *point_extra;
+} OVERLAY_InstanceFormats;
+
+/* Pack data into the last row of the 4x4 matrix. It will be decoded by the vertex shader. */
+BLI_INLINE void pack_data_in_mat4(
+ float rmat[4][4], const float mat[4][4], float a, float b, float c, float d)
+{
+ copy_m4_m4(rmat, mat);
+ rmat[0][3] = a;
+ rmat[1][3] = b;
+ rmat[2][3] = c;
+ rmat[3][3] = d;
+}
+
+BLI_INLINE void pack_v4_in_mat4(float rmat[4][4], const float mat[4][4], const float v[4])
+{
+ pack_data_in_mat4(rmat, mat, v[0], v[1], v[2], v[3]);
+}
+
+BLI_INLINE void pack_fl_in_mat4(float rmat[4][4], const float mat[4][4], float a)
+{
+ copy_m4_m4(rmat, mat);
+ rmat[3][3] = a;
+}
+
+void OVERLAY_antialiasing_init(OVERLAY_Data *vedata);
+void OVERLAY_antialiasing_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_antialiasing_cache_finish(OVERLAY_Data *vedata);
+void OVERLAY_antialiasing_start(OVERLAY_Data *vedata);
+void OVERLAY_antialiasing_end(OVERLAY_Data *vedata);
+void OVERLAY_xray_fade_draw(OVERLAY_Data *vedata);
+void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata);
+void OVERLAY_xray_depth_infront_copy(OVERLAY_Data *vedata);
+
+/**
+ * Return true if armature should be handled by the pose mode engine.
+ */
+bool OVERLAY_armature_is_pose_mode(Object *ob, const struct DRWContextState *draw_ctx);
+void OVERLAY_armature_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_armature_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_edit_armature_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_pose_armature_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_armature_cache_finish(OVERLAY_Data *vedata);
+void OVERLAY_armature_draw(OVERLAY_Data *vedata);
+void OVERLAY_armature_in_front_draw(OVERLAY_Data *vedata);
+void OVERLAY_pose_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_pose_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_background_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_background_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_bone_instance_data_set_color_hint(BoneInstanceData *data, const float hint_color[4]);
+void OVERLAY_bone_instance_data_set_color(BoneInstanceData *data, const float bone_color[4]);
+
+void OVERLAY_edit_curve_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_curve_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_edit_surf_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_edit_curve_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_edit_gpencil_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_gpencil_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_gpencil_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_gpencil_draw(OVERLAY_Data *vedata);
+void OVERLAY_edit_gpencil_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_edit_lattice_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_edit_lattice_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_text_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_edit_text_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_volume_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_volume_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_volume_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_edit_mesh_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_mesh_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_edit_mesh_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_edit_particle_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_particle_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_edit_uv_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_uv_cache_finish(OVERLAY_Data *vedata);
+void OVERLAY_edit_uv_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_extra_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_extra_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_extra_blend_draw(OVERLAY_Data *vedata);
+void OVERLAY_extra_draw(OVERLAY_Data *vedata);
+void OVERLAY_extra_in_front_draw(OVERLAY_Data *vedata);
+void OVERLAY_extra_centers_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_camera_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_empty_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_light_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_lightprobe_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_speaker_cache_populate(OVERLAY_Data *vedata, Object *ob);
+
+OVERLAY_ExtraCallBuffers *OVERLAY_extra_call_buffer_get(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_extra_point(OVERLAY_ExtraCallBuffers *cb, const float point[3], const float color[4]);
+void OVERLAY_extra_line_dashed(OVERLAY_ExtraCallBuffers *cb,
+ const float start[3],
+ const float end[3],
+ const float color[4]);
+void OVERLAY_extra_line(OVERLAY_ExtraCallBuffers *cb,
+ const float start[3],
+ const float end[3],
+ int color_id);
+void OVERLAY_empty_shape(OVERLAY_ExtraCallBuffers *cb,
+ const float mat[4][4],
+ float draw_size,
+ char draw_type,
+ const float color[4]);
+void OVERLAY_extra_loose_points(OVERLAY_ExtraCallBuffers *cb,
+ struct GPUBatch *geom,
+ const float mat[4][4],
+ const float color[4]);
+void OVERLAY_extra_wire(OVERLAY_ExtraCallBuffers *cb,
+ struct GPUBatch *geom,
+ const float mat[4][4],
+ const float color[4]);
+
+void OVERLAY_facing_init(OVERLAY_Data *vedata);
+void OVERLAY_facing_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_facing_draw(OVERLAY_Data *vedata);
+void OVERLAY_facing_infront_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_fade_init(OVERLAY_Data *vedata);
+void OVERLAY_fade_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_fade_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_fade_draw(OVERLAY_Data *vedata);
+void OVERLAY_fade_infront_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_mode_transfer_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_mode_transfer_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_mode_transfer_draw(OVERLAY_Data *vedata);
+void OVERLAY_mode_transfer_infront_draw(OVERLAY_Data *vedata);
+void OVERLAY_mode_transfer_cache_finish(OVERLAY_Data *vedata);
+
+void OVERLAY_grid_init(OVERLAY_Data *vedata);
+void OVERLAY_grid_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_grid_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_image_init(OVERLAY_Data *vedata);
+void OVERLAY_image_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_image_camera_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_image_cache_finish(OVERLAY_Data *vedata);
+void OVERLAY_image_draw(OVERLAY_Data *vedata);
+void OVERLAY_image_background_draw(OVERLAY_Data *vedata);
+/**
+ * This function draws images that needs the view transform applied.
+ * It draws these images directly into the scene color buffer.
+ */
+void OVERLAY_image_scene_background_draw(OVERLAY_Data *vedata);
+void OVERLAY_image_in_front_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_metaball_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_metaball_draw(OVERLAY_Data *vedata);
+void OVERLAY_metaball_in_front_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_motion_path_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_motion_path_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_motion_path_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_outline_init(OVERLAY_Data *vedata);
+void OVERLAY_outline_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_outline_cache_populate(OVERLAY_Data *vedata,
+ Object *ob,
+ OVERLAY_DupliData *dupli,
+ bool init_dupli);
+void OVERLAY_outline_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_paint_init(OVERLAY_Data *vedata);
+void OVERLAY_paint_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_paint_texture_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_paint_vertex_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_paint_weight_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_paint_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_particle_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_particle_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_sculpt_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_sculpt_curves_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_sculpt_curves_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_sculpt_curves_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_wireframe_init(OVERLAY_Data *vedata);
+void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
+ Object *ob,
+ OVERLAY_DupliData *dupli,
+ bool init_dupli);
+void OVERLAY_wireframe_draw(OVERLAY_Data *vedata);
+void OVERLAY_wireframe_in_front_draw(OVERLAY_Data *vedata);
+
+void OVERLAY_edit_curves_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_curves_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_curves_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_edit_curves_draw(OVERLAY_Data *vedata);
+
+GPUShader *OVERLAY_shader_antialiasing(void);
+GPUShader *OVERLAY_shader_armature_degrees_of_freedom_wire(void);
+GPUShader *OVERLAY_shader_armature_degrees_of_freedom_solid(void);
+GPUShader *OVERLAY_shader_armature_envelope(bool use_outline);
+GPUShader *OVERLAY_shader_armature_shape(bool use_outline);
+GPUShader *OVERLAY_shader_armature_shape_wire(void);
+GPUShader *OVERLAY_shader_armature_sphere(bool use_outline);
+GPUShader *OVERLAY_shader_armature_stick(void);
+GPUShader *OVERLAY_shader_armature_wire(void);
+GPUShader *OVERLAY_shader_background(void);
+GPUShader *OVERLAY_shader_clipbound(void);
+GPUShader *OVERLAY_shader_depth_only(void);
+GPUShader *OVERLAY_shader_edit_curve_handle(void);
+GPUShader *OVERLAY_shader_edit_curve_point(void);
+GPUShader *OVERLAY_shader_edit_curve_wire(void);
+GPUShader *OVERLAY_shader_edit_gpencil_guide_point(void);
+GPUShader *OVERLAY_shader_edit_gpencil_point(void);
+GPUShader *OVERLAY_shader_edit_gpencil_wire(void);
+GPUShader *OVERLAY_shader_edit_lattice_point(void);
+GPUShader *OVERLAY_shader_edit_lattice_wire(void);
+GPUShader *OVERLAY_shader_edit_mesh_analysis(void);
+GPUShader *OVERLAY_shader_edit_mesh_edge(bool use_flat_interp);
+GPUShader *OVERLAY_shader_edit_mesh_face(void);
+GPUShader *OVERLAY_shader_edit_mesh_facedot(void);
+GPUShader *OVERLAY_shader_edit_mesh_normal(void);
+GPUShader *OVERLAY_shader_edit_mesh_skin_root(void);
+GPUShader *OVERLAY_shader_edit_mesh_vert(void);
+GPUShader *OVERLAY_shader_edit_particle_strand(void);
+GPUShader *OVERLAY_shader_edit_particle_point(void);
+GPUShader *OVERLAY_shader_edit_uv_edges_get(void);
+GPUShader *OVERLAY_shader_edit_uv_edges_for_edge_select_get(void);
+GPUShader *OVERLAY_shader_edit_uv_face_get(void);
+GPUShader *OVERLAY_shader_edit_uv_face_dots_get(void);
+GPUShader *OVERLAY_shader_edit_uv_verts_get(void);
+GPUShader *OVERLAY_shader_edit_uv_stretching_area_get(void);
+GPUShader *OVERLAY_shader_edit_uv_stretching_angle_get(void);
+GPUShader *OVERLAY_shader_edit_uv_tiled_image_borders_get(void);
+GPUShader *OVERLAY_shader_edit_uv_stencil_image(void);
+GPUShader *OVERLAY_shader_edit_uv_mask_image(void);
+GPUShader *OVERLAY_shader_extra(bool is_select);
+GPUShader *OVERLAY_shader_extra_groundline(void);
+GPUShader *OVERLAY_shader_extra_wire(bool use_object, bool is_select);
+GPUShader *OVERLAY_shader_extra_loose_point(void);
+GPUShader *OVERLAY_shader_extra_point(void);
+GPUShader *OVERLAY_shader_facing(void);
+GPUShader *OVERLAY_shader_gpencil_canvas(void);
+GPUShader *OVERLAY_shader_grid(void);
+GPUShader *OVERLAY_shader_grid_background(void);
+GPUShader *OVERLAY_shader_grid_image(void);
+GPUShader *OVERLAY_shader_image(void);
+GPUShader *OVERLAY_shader_motion_path_line(void);
+GPUShader *OVERLAY_shader_motion_path_vert(void);
+GPUShader *OVERLAY_shader_uniform_color(void);
+GPUShader *OVERLAY_shader_outline_prepass(bool use_wire);
+GPUShader *OVERLAY_shader_outline_prepass_curves(void);
+GPUShader *OVERLAY_shader_outline_prepass_gpencil(void);
+GPUShader *OVERLAY_shader_outline_prepass_pointcloud(void);
+GPUShader *OVERLAY_shader_extra_grid(void);
+GPUShader *OVERLAY_shader_outline_detect(void);
+GPUShader *OVERLAY_shader_paint_face(void);
+GPUShader *OVERLAY_shader_paint_point(void);
+GPUShader *OVERLAY_shader_paint_texture(void);
+GPUShader *OVERLAY_shader_paint_vertcol(void);
+GPUShader *OVERLAY_shader_paint_weight(bool shading);
+GPUShader *OVERLAY_shader_paint_wire(void);
+GPUShader *OVERLAY_shader_particle_dot(void);
+GPUShader *OVERLAY_shader_particle_shape(void);
+GPUShader *OVERLAY_shader_sculpt_mask(void);
+GPUShader *OVERLAY_shader_sculpt_curves_selection(void);
+GPUShader *OVERLAY_shader_volume_velocity(bool use_needle, bool use_mac);
+GPUShader *OVERLAY_shader_volume_gridlines(bool color_with_flags, bool color_range);
+GPUShader *OVERLAY_shader_wireframe(bool custom_bias);
+GPUShader *OVERLAY_shader_wireframe_select(void);
+GPUShader *OVERLAY_shader_xray_fade(void);
+
+OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void);
+
+void OVERLAY_shader_free(void);
+
+#ifdef __cplusplus
+}
+#endif