Lines Matching refs:gfx

57 nw::gfx::IRenderTarget* s_RenderTarget = NULL;
59 nw::gfx::RenderContext* s_RenderContext = NULL;
60 nw::gfx::MeshRenderer* s_MeshRenderer = NULL;
74 nw::gfx::ResGraphicsFile resource;
83 nw::gfx::WorldMatrixUpdater* s_WorldMatrixUpdater = NULL;
84 nw::gfx::SkeletonUpdater* s_SkeletonUpdater = NULL;
85 nw::gfx::BillboardUpdater* s_BillboardUpdater = NULL;
88 nw::gfx::Camera* s_BaseCamera = NULL;
89 nw::gfx::Camera* s_LeftCamera = NULL;
90 nw::gfx::Camera* s_RightCamera = NULL;
100 typedef nw::ut::FixedSizeArray<nw::gfx::SkeletalModel*, MODEL_COUNT> SkeletalModelArray;
101 typedef nw::ut::FixedSizeArray<nw::gfx::FragmentLight*, LIGHT_COUNT> FragmentLightArray;
108 nw::gfx::AnimObject* s_AnimObject;
111 nw::ut::FixedSizeArray<nw::gfx::ResGraphicsFile, ANIMATION_RESOURCES_COUNT> s_ResAnims;
113 void UpdateNode(nw::gfx::TransformNode* node);
219 nw::gfx::CommandCacheManager::SetAllocator( &s_DeviceAllocator ); in InitializeGraphics()
222 s_RenderContext = nw::gfx::RenderContext::Builder() in InitializeGraphics()
231 s_MeshRenderer = nw::gfx::MeshRenderer::Create(&s_DeviceAllocator); in InitializeGraphics()
235 nw::gfx::RenderColorFormat renderColorFormat = nw::gfx::RENDER_COLOR_FORMAT_RGBA8; in InitializeGraphics()
237 nw::gfx::IRenderTarget::Builder() in InitializeGraphics()
244 s_WorldMatrixUpdater = nw::gfx::WorldMatrixUpdater::Builder() in InitializeGraphics()
249 s_SkeletonUpdater = nw::gfx::SkeletonUpdater::Builder() in InitializeGraphics()
253 s_BillboardUpdater = nw::gfx::BillboardUpdater::Create(&s_DeviceAllocator); in InitializeGraphics()
269 nw::gfx::SafeDestroy(s_SkeletonUpdater); in TerminateGraphics()
270 nw::gfx::SafeDestroy(s_WorldMatrixUpdater); in TerminateGraphics()
272 nw::gfx::SafeDestroy(s_RenderTarget); in TerminateGraphics()
274 nw::gfx::SafeDestroy(s_MeshRenderer); in TerminateGraphics()
275 nw::gfx::SafeDestroy(s_CommandListSwapper); in TerminateGraphics()
276 nw::gfx::SafeDestroy(s_UpperSwapper); in TerminateGraphics()
277 nw::gfx::SafeDestroy(s_ExtensionSwapper); in TerminateGraphics()
278 nw::gfx::SafeDestroy(s_RenderContext); in TerminateGraphics()
280 nw::gfx::SafeDestroy(s_BillboardUpdater); in TerminateGraphics()
308 resourceSet.resource = nw::gfx::ResGraphicsFile(&(resourceSet.buffer.front())); in LoadResources()
324 nw::gfx::SceneNode*
325 CreateSceneNode(nw::gfx::ResSceneObject resource) in CreateSceneNode()
327 nw::gfx::SceneObject* sceneObject = nw::gfx::SceneBuilder() in CreateSceneNode()
332 return nw::ut::DynamicCast<nw::gfx::SceneNode*>(sceneObject); in CreateSceneNode()
341 …resourceSet->resource.ForeachTexture(nw::gfx::TextureLocationFlagSetter(NN_GX_MEM_VRAMA | GL_NO_CO… in BuildResources()
342 …resourceSet->resource.ForeachIndexStream(nw::gfx::IndexStreamLocationFlagSetter(NN_GX_MEM_VRAMB | … in BuildResources()
343 …resourceSet->resource.ForeachVertexStream(nw::gfx::VertexStreamLocationFlagSetter(NN_GX_MEM_VRAMB … in BuildResources()
345 nw::gfx::Result result = resourceSet->resource.Setup(&s_DeviceAllocator); in BuildResources()
351 nw::gfx::ResModelArray models = resourceSet->resource.GetModels(); in BuildResources()
352 nw::gfx::ResModelArray::iterator modelsEnd = models.end(); in BuildResources()
353 for (nw::gfx::ResModelArray::iterator modelResource = models.begin(); in BuildResources()
356 nw::gfx::SceneNode* node = CreateSceneNode(*modelResource); in BuildResources()
358 NW_ASSERT(nw::ut::IsTypeOf<nw::gfx::SkeletalModel>(node)); in BuildResources()
360 s_SkeletalModels.push_back(static_cast<nw::gfx::SkeletalModel*>(node)); in BuildResources()
363 nw::gfx::ResLightArray lights = resourceSet->resource.GetLights(); in BuildResources()
364 for (nw::gfx::ResLightArray::iterator lightResource = lights.begin(); in BuildResources()
367 nw::gfx::SceneNode* node = CreateSceneNode(*lightResource); in BuildResources()
369 NW_ASSERT(nw::ut::IsTypeOf<nw::gfx::FragmentLight>(node)); in BuildResources()
371 s_FragmentLights.push_back(static_cast<nw::gfx::FragmentLight*>(node)); in BuildResources()
381 nw::gfx::LookAtTargetViewUpdater* viewUpdater in BuildCameras()
382 = nw::gfx::LookAtTargetViewUpdater::Create(&s_DeviceAllocator); in BuildCameras()
384 nw::gfx::ResLookAtTargetViewUpdater resViewUpdater = in BuildCameras()
385 nw::gfx::ResStaticCast<nw::gfx::ResLookAtTargetViewUpdater>( in BuildCameras()
390 nw::gfx::PerspectiveProjectionUpdater* projectionUpdater in BuildCameras()
391 = nw::gfx::PerspectiveProjectionUpdater::Create(&s_DeviceAllocator); in BuildCameras()
393 nw::gfx::ResPerspectiveProjectionUpdater resProjectionUpdater = in BuildCameras()
394 nw::gfx::ResStaticCast<nw::gfx::ResPerspectiveProjectionUpdater>( in BuildCameras()
405 nw::gfx::Camera::DynamicBuilder() in BuildCameras()
415 nw::gfx::Camera::DynamicBuilder() in BuildCameras()
422 nw::gfx::Camera::DynamicBuilder() in BuildCameras()
479 nw::gfx::SafeDestroyAll(s_FragmentLights); in TerminateScenes()
480 nw::gfx::SafeDestroyAll(s_SkeletalModels); in TerminateScenes()
482 nw::gfx::SafeDestroy(s_BaseCamera); in TerminateScenes()
483 nw::gfx::SafeDestroy(s_LeftCamera); in TerminateScenes()
484 nw::gfx::SafeDestroy(s_RightCamera); in TerminateScenes()
485 nw::gfx::SafeDestroy(s_CameraController); in TerminateScenes()
486 nw::gfx::SafeDestroy(s_AnimObject); in TerminateScenes()
498 UpdateNode(nw::gfx::TransformNode* node) in UpdateNode()
502 if (node->Transform().IsEnabledFlags(nw::gfx::CalculatedTransform::FLAG_IS_DIRTY)) in UpdateNode()
508 nw::gfx::CalculatedTransform::Identity(), in UpdateNode()
509 nw::gfx::CalculatedTransform::Identity()); in UpdateNode()
511 node->Transform().DisableFlags(nw::gfx::CalculatedTransform::FLAG_IS_DIRTY); in UpdateNode()
631 nw::gfx::SceneEnvironment& sceneEnvironment = s_RenderContext->GetSceneEnvironment(); in SetEnvironment()
660 nw::gfx::ResSkeleton resSkeleton = (*model)->GetSkeleton()->GetResSkeleton(); in SubmitView()
662 … nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_MODEL_COORDINATE); in SubmitView()
690 nw::gfx::ResMeshArray resMeshes = (*model)->GetResMeshes(); in RenderScene()
692 nw::gfx::ResMeshArray::iterator meshEnd = resMeshes.end(); in RenderScene()
693 for(nw::gfx::ResMeshArray::iterator mesh = resMeshes.begin(); in RenderScene()