1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
|
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup DNA
*/
#ifndef __OVERLAY_PRIVATE_H__
#define __OVERLAY_PRIVATE_H__
#ifdef __APPLE__
# define USE_GEOM_SHADER_WORKAROUND 1
#else
# define USE_GEOM_SHADER_WORKAROUND 0
#endif
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 *overlay_xray_depth_copy_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 struct OVERLAY_PassList {
DRWPass *antialiasing_ps;
DRWPass *armature_ps[2];
DRWPass *armature_bone_select_ps;
DRWPass *armature_transp_ps;
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_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_mesh_analysis_ps;
DRWPass *edit_mesh_normals_ps;
DRWPass *edit_mesh_weight_ps;
DRWPass *edit_particle_ps;
DRWPass *edit_text_overlay_ps;
DRWPass *edit_text_wire_ps[2];
DRWPass *extra_ps[2];
DRWPass *extra_blend_ps;
DRWPass *extra_centers_ps;
DRWPass *extra_grid_ps;
DRWPass *gpencil_canvas_ps;
DRWPass *facing_ps;
DRWPass *grid_ps;
DRWPass *image_background_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 *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 *wireframe_ps;
DRWPass *wireframe_xray_ps;
DRWPass *xray_fade_ps;
} OVERLAY_PassList;
/* Data used by GLSL shader. To be used as UBO. */
typedef struct OVERLAY_ShadingData {
/** Grid */
float grid_axes[3], grid_distance;
float zplane_axes[3], grid_mesh_size;
float grid_steps[8];
float inv_viewport_size[2];
float grid_line_size;
int grid_flag;
int zpos_flag;
int zneg_flag;
/** Wireframe */
float wire_step_param;
/** 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 *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_ArmatureCallBuffers {
DRWCallBuffer *box_outline;
DRWCallBuffer *box_solid;
DRWCallBuffer *box_transp;
DRWCallBuffer *dof_lines;
DRWCallBuffer *dof_sphere;
DRWCallBuffer *envelope_distance;
DRWCallBuffer *envelope_outline;
DRWCallBuffer *envelope_solid;
DRWCallBuffer *envelope_transp;
DRWCallBuffer *octa_outline;
DRWCallBuffer *octa_solid;
DRWCallBuffer *octa_transp;
DRWCallBuffer *point_outline;
DRWCallBuffer *point_solid;
DRWCallBuffer *point_transp;
DRWCallBuffer *stick;
DRWCallBuffer *wire;
DRWShadingGroup *custom_outline;
DRWShadingGroup *custom_solid;
DRWShadingGroup *custom_transp;
DRWShadingGroup *custom_wire;
GHash *custom_shapes_transp_ghash;
GHash *custom_shapes_ghash;
} 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_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_mesh_weight_grp;
DRWShadingGroup *edit_particle_strand_grp;
DRWShadingGroup *edit_particle_point_grp;
DRWShadingGroup *edit_text_overlay_grp;
DRWShadingGroup *edit_text_wire_grp[2];
DRWShadingGroup *extra_grid_grp;
DRWShadingGroup *facing_grp;
DRWShadingGroup *motion_path_lines_grp;
DRWShadingGroup *motion_path_points_grp;
DRWShadingGroup *outlines_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 *wires_grp[2][2]; /* With and without coloring. */
DRWShadingGroup *wires_all_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_reference_images;
/** TODO get rid of this. */
ListBase smoke_domains;
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;
bool clear_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;
struct {
bool enabled;
} antialiasing;
struct {
bool show_handles;
} edit_curve;
struct {
int ghost_ob;
int edit_ob;
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 use_weight;
int select_mode;
} edit_particle;
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;
} OVERLAY_PrivateData; /* Transient data */
typedef struct OVERLAY_StorageList {
struct OVERLAY_PrivateData *pd;
} OVERLAY_StorageList;
typedef struct OVERLAY_Data {
void *engine_type;
OVERLAY_FramebufferList *fbl;
OVERLAY_TextureList *txl;
OVERLAY_PassList *psl;
OVERLAY_StorageList *stl;
} 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;
} 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);
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_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_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_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],
const int color_id);
void OVERLAY_empty_shape(OVERLAY_ExtraCallBuffers *cb,
const float mat[4][4],
const float draw_size,
const 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_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);
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_pointcloud_cache_init(OVERLAY_Data *vedata);
void OVERLAY_pointcloud_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_pointcloud_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_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);
GPUShader *OVERLAY_shader_antialiasing(void);
GPUShader *OVERLAY_shader_armature_degrees_of_freedom(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_extra(void);
GPUShader *OVERLAY_shader_extra_groundline(void);
GPUShader *OVERLAY_shader_extra_wire(bool use_object);
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_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_gpencil(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(void);
GPUShader *OVERLAY_shader_paint_wire(void);
GPUShader *OVERLAY_shader_particle_dot(void);
GPUShader *OVERLAY_shader_particle_shape(void);
GPUShader *OVERLAY_shader_pointcloud_dot(void);
GPUShader *OVERLAY_shader_sculpt_mask(void);
GPUShader *OVERLAY_shader_volume_velocity(bool use_needle);
GPUShader *OVERLAY_shader_wireframe(void);
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);
#endif /* __OVERLAY_PRIVATE_H__ */
|