WIP: Onion Skinning Prototype #107641
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@ -21,6 +21,8 @@ void OVERLAY_onion_skin_populate(OVERLAY_Data *vedata, Object *ob)
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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DRWShadingGroup *grp = pd->onion_skin_grp;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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float color[3] = {1, 1, 0};
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DRW_shgroup_uniform_vec3_copy(grp, "color", color);
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DRW_shgroup_uniform_float_copy(grp, "alpha", 0.2f);
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@ -29,6 +29,7 @@ set(SRC
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anim_ipo_utils.c
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anim_markers.c
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anim_motion_paths.c
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anim_onion_skin.c
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anim_ops.c
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drivers.c
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fmodifier_ui.c
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@ -0,0 +1,2 @@
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void ED_operatortypes_onion_skin(void);
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@ -41,6 +41,7 @@
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#include "ED_mesh.h"
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#include "ED_node.h"
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#include "ED_object.h"
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#include "ED_onion_skin.h"
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#include "ED_paint.h"
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#include "ED_physics.h"
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#include "ED_render.h"
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@ -105,6 +106,7 @@ void ED_spacetypes_init(void)
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ED_operatortypes_curves();
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ED_operatortypes_armature();
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ED_operatortypes_marker();
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ED_operatortypes_onion_skin();
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ED_operatortypes_metaball();
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ED_operatortypes_sound();
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ED_operatortypes_render();
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@ -1875,6 +1875,11 @@ enum {
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/** \name Scene ID-Block
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* \{ */
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typedef struct SceneOnionSkin {
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SceneOnionSkin *prev, *next;
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Mesh *mesh;
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} SceneOnionSkin;
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typedef struct Scene {
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ID id;
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/** Animation data (must be immediately after id for utilities to use it). */
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@ -1994,6 +1999,7 @@ typedef struct Scene {
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struct SceneDisplay display;
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struct SceneEEVEE eevee;
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struct SceneGpencil grease_pencil_settings;
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struct ListBase onion_skin_cache /* SceneOnionSkin */;
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} Scene;
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/** \} */
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