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blender-archive/source/blender/draw/engines/overlay/overlay_private.h

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/*
* 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
*/
#pragma once
#include "DRW_render.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_mesh_analysis_ps;
DRWPass *edit_mesh_normals_ps;
DRWPass *edit_particle_ps;
DRWPass *edit_text_overlay_ps;
DRWPass *edit_text_darken_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 *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 *volume_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_size[3];
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;
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_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_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_overlay_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 *extra_grid_grp;
DRWShadingGroup *facing_grp[2];
DRWShadingGroup *fade_grp[2];
DRWShadingGroup *motion_path_lines_grp;
DRWShadingGroup *motion_path_points_grp;
DRWShadingGroup *outlines_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 *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;
/** 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;
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;
struct {
bool enabled;
bool do_depth_copy;
bool do_depth_infront_copy;
} antialiasing;
struct {
bool show_handles;
int handle_display;
} edit_curve;
struct {
float overlay_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 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_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;
float total_area_ratio_inv;
/* 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;
} 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;
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);
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],
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_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_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_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_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_shader_library_ensure(void);
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_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_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_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(void);
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_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