Lines Matching refs:gfx

71 typedef nw::ut::FixedSizeArray<nw::gfx::IRenderTarget*, RENDER_TARGET_COUNT> RenderTargetArray;
76 nw::gfx::ParticleContext* s_ParticleContext = NULL;
86 nw::gfx::SceneNode* s_SceneRoot = NULL;
88 nw::gfx::Camera* s_BaseCamera = NULL;
89 nw::gfx::Camera* s_LeftCamera = NULL;
90 nw::gfx::Camera* s_RightCamera = NULL;
97 typedef nw::ut::FixedSizeArray<nw::gfx::SceneEnvironmentSetting*, ENVIRONMENT_SETTINGS_COUNT> Scene…
104 nw::gfx::ParticleSceneUpdater* s_ParticleSceneUpdater = NULL;
115 nw::gfx::CommandCacheManager::SetAllocator( &s_DeviceAllocator ); in InitializeGraphics()
145 s_ParticleContext = nw::gfx::ParticleContext::Builder() in InitializeGraphics()
149 s_ParticleSceneUpdater = nw::gfx::ParticleSceneUpdater::Builder() in InitializeGraphics()
165 nw::gfx::SafeDestroy(s_LeftCamera); in TerminateGraphics()
167 nw::gfx::SafeDestroy(s_RightCamera); in TerminateGraphics()
169 nw::gfx::SafeDestroy(s_ParticleSceneUpdater); in TerminateGraphics()
171 nw::gfx::SafeDestroy(s_ParticleContext); in TerminateGraphics()
173 nw::gfx::SafeDestroy(s_SceneSystem); in TerminateGraphics()
175 nw::gfx::SafeDestroyAll(s_RenderTargets); in TerminateGraphics()
179 nw::gfx::SafeDestroy(s_RenderSystem); in TerminateGraphics()
192 nw::gfx::SceneContext* sceneContext = s_SceneSystem->GetSceneContext(); in SetStepFrame()
194 nw::gfx::SceneNodeArray::iterator end = sceneContext->GetSceneNodesEnd(); in SetStepFrame()
195 for (nw::gfx::SceneNodeArray::iterator i = sceneContext->GetSceneNodesBegin(); i != end; ++i) in SetStepFrame()
197 nw::gfx::ParticleEmitter* emitter = nw::ut::DynamicCast<nw::gfx::ParticleEmitter*>(*i); in SetStepFrame()
204 nw::gfx::ParticleModel* model = nw::ut::DynamicCast<nw::gfx::ParticleModel*>(*i); in SetStepFrame()
217 nw::gfx::ParticleContext* context, in UserUpdater()
218 nw::gfx::ParticleSet* particleSet, in UserUpdater()
219 const nw::gfx::ResParticleUserUpdater* userUpdater, in UserUpdater()
230 nw::gfx::ParticleCollection* collection = particleSet->GetParticleCollection(); in UserUpdater()
244 nw::gfx::PARTICLEUSAGE_ACTIVEINDEX, in UserUpdater()
245 nw::gfx::PARTICLE_BUFFER_BACK); in UserUpdater()
250 nw::gfx::PARTICLEUSAGE_TRANSLATE, in UserUpdater()
251 nw::gfx::PARTICLE_BUFFER_FRONT); in UserUpdater()
261 nw::gfx::PARTICLEUSAGE_VELOCITY, in UserUpdater()
262 nw::gfx::PARTICLE_BUFFER_FRONT); in UserUpdater()
301 nw::ut::MoveArray<nw::gfx::SceneNode*> *sceneNodeArray in SetUserUpdater()
306 NW_FOREACH(nw::gfx::SceneNode* node, *sceneNodeArray) in SetUserUpdater()
310 case nw::gfx::ResParticleModel::TYPE_INFO: in SetUserUpdater()
312 nw::gfx::ParticleModel* model = reinterpret_cast<nw::gfx::ParticleModel*>(node); in SetUserUpdater()
316 nw::gfx::ParticleSet* particleSet = model->GetParticleSets(i); in SetUserUpdater()
318 nw::ut::MoveArray<nw::gfx::ParticleSet::Updater>* updaters = in SetUserUpdater()
321 … nw::ut::MoveArray<nw::gfx::ParticleSet::Updater>::iterator endIter = updaters->end(); in SetUserUpdater()
322 … for (nw::ut::MoveArray<nw::gfx::ParticleSet::Updater>::iterator iter = updaters->begin(); in SetUserUpdater()
325 nw::gfx::ParticleSet::Updater& updater = *iter++; in SetUserUpdater()
327 nw::gfx::ResParticleUpdater resUpdater(updater.resource); in SetUserUpdater()
330 if (resUpdater.GetTypeInfo() == nw::gfx::ResParticleUserUpdater::TYPE_INFO) in SetUserUpdater()
332 nw::gfx::ResParticleUserUpdater userUpdater = in SetUserUpdater()
333 … nw::gfx::ResDynamicCast<nw::gfx::ResParticleUserUpdater>(resUpdater); in SetUserUpdater()
352 s_SceneRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
384 …resourceSet->resource.ForeachTexture(nw::gfx::TextureLocationFlagSetter(NN_GX_MEM_VRAMA | GL_NO_CO… in BuildResources()
385 …resourceSet->resource.ForeachIndexStream(nw::gfx::IndexStreamLocationFlagSetter(NN_GX_MEM_VRAMB | … in BuildResources()
386 …resourceSet->resource.ForeachVertexStream(nw::gfx::VertexStreamLocationFlagSetter(NN_GX_MEM_VRAMB … in BuildResources()
388 nw::gfx::Result result = resourceSet->resource.Setup(&s_DeviceAllocator); in BuildResources()
395 nw::ut::MoveArray<nw::gfx::SceneNode*> sceneNodeArray(&s_DeviceAllocator); in BuildResources()
397 nw::gfx::ResModelArray models = resourceSet->resource.GetModels(); in BuildResources()
398 nw::gfx::ResModelArray::iterator modelsEnd = models.end(); in BuildResources()
399 for (nw::gfx::ResModelArray::iterator modelResource = models.begin(); in BuildResources()
402 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
412 nw::gfx::ResEmitterArray emitters = resourceSet->resource.GetEmitters(); in BuildResources()
413 for (nw::gfx::ResEmitterArray::iterator emitterResource = emitters.begin(); in BuildResources()
416 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
426 nw::gfx::ResLightArray lights = resourceSet->resource.GetLights(); in BuildResources()
427 for (nw::gfx::ResLightArray::iterator lightResource = lights.begin(); in BuildResources()
430 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
439 nw::gfx::SceneHelper::ResolveReference(sceneNodeArray); in BuildResources()
441 nw::gfx::ParticleUtil::SetupParticleObject(&sceneNodeArray, s_ParticleContext); in BuildResources()
446 nw::gfx::SceneHelper::ForeachRootNodes( in BuildResources()
449 nw::gfx::AttachNode(s_SceneRoot) in BuildResources()
452 …nw::gfx::ResSceneEnvironmentSettingArray settings = resourceSet->resource.GetSceneEnvironmentSetti… in BuildResources()
453 nw::gfx::ResSceneEnvironmentSettingArray::iterator settingsEnd = settings.end(); in BuildResources()
454 for (nw::gfx::ResSceneEnvironmentSettingArray::iterator settingResource = settings.begin(); in BuildResources()
457 nw::gfx::SceneObject* sceneObject = nw::gfx::SceneBuilder() in BuildResources()
461 nw::gfx::SceneEnvironmentSetting* sceneEnvironmentSetting = in BuildResources()
462 nw::ut::DynamicCast<nw::gfx::SceneEnvironmentSetting*>(sceneObject); in BuildResources()
491 nw::gfx::SceneEnvironment& sceneEnvironment = s_RenderSystem->GetSceneEnvironment(); in InitializeScenes()
506 nw::gfx::SafeDestroyBranch(s_SceneRoot); in TerminateScenes()
574 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in DemoScene()