Blender V4.5
blender::draw::overlay::Particles Class Reference

#include <overlay_particle.hh>

Inherits blender::draw::overlay::Overlay.

Public Member Functions

void begin_sync (Resources &res, const State &state) final
 
void edit_object_sync (Manager &manager, const ObjectRef &ob_ref, Resources &, const State &state) final
 
void object_sync (Manager &manager, const ObjectRef &ob_ref, Resources &res, const State &state) final
 
void pre_draw (Manager &manager, View &view) final
 
void draw_line (Framebuffer &framebuffer, Manager &manager, View &view) final
 
void draw (Framebuffer &framebuffer, Manager &manager, View &view) final
 

Detailed Description

Display particle system overlays. Covers particle edit and the legacy hair system.

Definition at line 28 of file overlay_particle.hh.

Member Function Documentation

◆ begin_sync()

void blender::draw::overlay::Particles::begin_sync ( Resources & ,
const State &  )
inlinefinalvirtual

Synchronization creates and fill render passes based on context state and scene state.

It runs for every scene update, so keep computation overhead low. If it is triggered, everything in the scene is considered updated. Note that this only concerns the render passes, the mesh batch caches are updated on a per object-data basis.

IMPORTANT: Synchronization must be view agnostic. That is, not rely on view position, projection matrix or frame-buffer size to do conditional pass creation. This is because, by design, syncing can happen once and rendered multiple time (multi view rendering, stereo rendering, orbiting view ...). Conditional pass creation, must be done in the drawing callbacks, but they should remain the exception. Also there will be no access to object data at this point. Creates passes used for object sync and enabling / disabling internal overlay types (e.g. vertices, edges, faces in edit mode). Runs once at the start of the sync cycle. Should also contain passes setup for overlays that are not per object overlays (e.g. Grid).

This method must be implemented.

Implements blender::draw::overlay::Overlay.

Definition at line 44 of file overlay_particle.hh.

References ParticleEditSettings::brushtype, DRW_CLIPPING_UBO_SLOT, DRW_STATE_DEPTH_LESS_EQUAL, DRW_STATE_WRITE_COLOR, DRW_STATE_WRITE_DEPTH, ELEM, blender::draw::overlay::Overlay::enabled_, G, G_TRANSFORM_OBJ, blender::draw::detail::Pass< DrawCommandBufType >::init(), OVERLAY_GLOBALS_SLOT, PE_BRUSH_WEIGHT, PE_settings(), SCE_SELECT_END, SCE_SELECT_POINT, ParticleEditSettings::selectmode, blender::draw::detail::PassBase< DrawCommandBufType >::shader_set(), state, and blender::draw::detail::PassBase< DrawCommandBufType >::sub().

◆ draw()

void blender::draw::overlay::Particles::draw ( Framebuffer & framebuffer,
Manager & manager,
View & view )
inlinefinalvirtual

◆ draw_line()

void blender::draw::overlay::Particles::draw_line ( Framebuffer & framebuffer,
Manager & manager,
View & view )
inlinefinalvirtual

◆ edit_object_sync()

void blender::draw::overlay::Particles::edit_object_sync ( Manager & ,
const ObjectRef & ,
Resources & ,
const State &  )
inlinefinalvirtual

◆ object_sync()

◆ pre_draw()

void blender::draw::overlay::Particles::pre_draw ( Manager & ,
View &  )
inlinefinalvirtual

Warms PassMain and #PassSortable to avoid overhead of pipeline switching. Should only contains calls to generate_commands. NOTE: view is guaranteed to be the same view that will be passed to the draw functions.

Reimplemented from blender::draw::overlay::Overlay.

Definition at line 268 of file overlay_particle.hh.

References blender::draw::overlay::Overlay::enabled_, and view.


The documentation for this class was generated from the following file: