53 const float4 color = res.object_wire_color(ob_ref,
state);
54 const select::ID select_id = res.select_id(ob_ref);
56 speaker_buf_.
append({ob_ref.object->object_to_world(), color, 1.0f}, select_id);
67 state.clipping_plane_count);
68 ps_.
shader_set(res.shaders->extra_shape.get());
73 speaker_buf_.
end_sync(ps_, res.shapes.speaker.get());
83 manager.submit(ps_,
view);
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
void state_set(DRWState state, int clip_plane_count=0)
void bind_ubo(const char *name, GPUUniformBuf *buffer)
void shader_set(GPUShader *shader)
void begin_sync(Resources &, const State &state) final
void end_sync(Resources &res, const State &state) final
void object_sync(Manager &, const ObjectRef &ob_ref, Resources &res, const State &state) final
Speakers(const SelectionType selection_type)
void draw_line(Framebuffer &framebuffer, Manager &manager, View &view) final
#define DRW_CLIPPING_UBO_SLOT
#define OVERLAY_GLOBALS_SLOT
@ DRW_STATE_DEPTH_LESS_EQUAL
void end_sync(PassSimple::Sub &pass, gpu::Batch *shape)
void append(const InstanceDataT &data, select::ID select_id)