Lines Matching refs:gfx
22 : public std::unary_function<nw::gfx::RenderElement&, void>
24 nw::gfx::RenderContext* m_RenderContext;
25 nw::gfx::MeshRenderer* m_MeshRenderer;
27 …RenderSceneInternalFunctor(nw::gfx::RenderContext* renderContext, nw::gfx::MeshRenderer* meshRende… in RenderSceneInternalFunctor()
34 void operator()(nw::gfx::RenderElement& element) in operator ()()
38 nw::gfx::RenderCommand* command = element.GetCommand(); in operator ()()
44 nw::gfx::ResMesh mesh = element.GetMesh(); in operator ()()
45 nw::gfx::Model* model = element.GetModel(); in operator ()()
57 SmSceneCtrl::SmSceneCtrl( nw::gfx::RenderContext* renderContext ) in SmSceneCtrl()
68 m_SceneContext = nw::gfx::SceneContext::Builder() in SmSceneCtrl()
71 m_SceneTraverser = nw::gfx::SceneTraverser::Builder() in SmSceneCtrl()
74 nw::gfx::WorldMatrixUpdater* worldMatrixUpdater = nw::gfx::WorldMatrixUpdater::Builder() in SmSceneCtrl()
77 nw::gfx::SkeletonUpdater* skeletonUpdater = nw::gfx::SkeletonUpdater::Builder() in SmSceneCtrl()
80 m_SceneUpdater = nw::gfx::SceneUpdater::Builder() in SmSceneCtrl()
85 nw::gfx::IMaterialIdGenerator* materialIdGenerator = in SmSceneCtrl()
86 nw::gfx::SortingMaterialIdGenerator::Builder() in SmSceneCtrl()
91 m_SceneInitializer = nw::gfx::SceneInitializer::Builder() in SmSceneCtrl()
96 nw::gfx::CreatePriorMaterialRenderKeyFactory( m_Allocator ); in SmSceneCtrl()
99 nw::gfx::CreatePriorDepthReverseDepthRenderKeyFactory( m_Allocator ); in SmSceneCtrl()
101 m_RenderQueue = nw::gfx::RenderQueue::Builder() in SmSceneCtrl()
111 m_MeshRenderer = nw::gfx::MeshRenderer::Create( m_Allocator ); in SmSceneCtrl()
120 nw::gfx::SafeDestroy(m_SceneInitializer); in ~SmSceneCtrl()
121 nw::gfx::SafeDestroy(m_SceneTraverser); in ~SmSceneCtrl()
122 nw::gfx::SafeDestroy(m_SceneUpdater); in ~SmSceneCtrl()
123 nw::gfx::SafeDestroy(m_SceneContext); in ~SmSceneCtrl()
126 nw::gfx::SafeDestroy(m_MeshRenderer); in ~SmSceneCtrl()
127 nw::gfx::SafeDestroy(m_RenderQueue); in ~SmSceneCtrl()
128 nw::gfx::SafeDestroy(m_PriorMaterialRenderKeyFactory); in ~SmSceneCtrl()
129 nw::gfx::SafeDestroy(m_PriorDepthRenderKeyFactory); in ~SmSceneCtrl()
145 SmSceneCtrl::InitializeScene(nw::gfx::SceneNode* sceneRoot) in InitializeScene()
157 SmSceneCtrl::TraverseScene(nw::gfx::SceneNode* sceneRoot) in TraverseScene()
167 nw::gfx::ParticleSetCompare()); in TraverseScene()
172 SmSceneCtrl::SetSceneEnvironmentSetting( nw::gfx::SceneEnvironmentSetting* sceneEnvironmentSetting ) in SetSceneEnvironmentSetting()
174 nw::gfx::SceneEnvironment& sceneEnvironment = m_RenderContext->GetSceneEnvironment(); in SetSceneEnvironmentSetting()
184 SmSceneCtrl::SubmitView( nw::gfx::Camera* currentCamera ) in SubmitView()
186 nw::gfx::SceneEnvironment& sceneEnvironment = m_RenderContext->GetSceneEnvironment(); in SubmitView()
190 nw::gfx::FogArray::iterator fogEnd = m_SceneContext->GetFogEnd(); in SubmitView()
191 for (nw::gfx::FogArray::iterator fog = m_SceneContext->GetFogBegin(); in SubmitView()
205 std::sort( m_RenderQueue->Begin(), m_RenderQueue->End(), nw::gfx::RenderElementCompare()); in SubmitView()
229 nw::gfx::SceneEnvironment& sceneEnvironment = m_RenderContext->GetSceneEnvironment();
247 … std::bind1st(std::mem_fun(&nw::gfx::SceneEnvironment::SetFragmentLight), &sceneEnvironment));
252 std::bind1st(std::mem_fun(&nw::gfx::SceneEnvironment::SetVertexLight), &sceneEnvironment));