Lines Matching refs:gfx
45 class IsShadowCasterModelFunctor : public nw::gfx::ISceneUpdater::IsVisibleModelFunctor
48 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible()
57 class StartShadowRenderCommand : public nw::gfx::RenderCommand
64 nw::gfx::IRenderTarget* renderTarget, in StartShadowRenderCommand()
66 nw::gfx::Material* shadowMaterial) in StartShadowRenderCommand()
76 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke()
88 nw::gfx::Camera* shadowCamera = renderContext->GetActiveCamera(); in Invoke()
93 renderContext->SetRenderMode(nw::gfx::RenderContext::RENDERMODE_IGNORE_MATERIAL); in Invoke()
101 nw::gfx::IRenderTarget* m_RenderTarget;
103 nw::gfx::Material* m_ShadowMaterial;
109 class EndShadowRenderCommand : public nw::gfx::RenderCommand
121 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke()
124 renderContext->SetRenderMode(nw::gfx::RenderContext::RENDERMODE_DEFAULT); in Invoke()
143 class StartRenderCommand : public nw::gfx::RenderCommand
148 …StartRenderCommand(nw::demo::RenderSystem* renderSystem, nw::gfx::IRenderTarget* renderTarget, s32… in StartRenderCommand()
157 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke()
178 nw::gfx::IRenderTarget* m_RenderTarget;
184 class EndRenderCommand : public nw::gfx::RenderCommand
191 nw::gfx::Camera* leftCamera, in EndRenderCommand()
192 nw::gfx::Camera* rightCamera, in EndRenderCommand()
201 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke()
237 nw::gfx::Camera* m_LeftCamera;
238 nw::gfx::Camera* m_RightCamera;
249 nw::gfx::Camera* s_ShadowCamera = NULL;
265 nw::gfx::Model* s_ShadowDummyModel = NULL;
267 nw::gfx::ResImageTexture s_ShadowTexture;
304 typedef nw::ut::FixedSizeArray<nw::gfx::IRenderTarget*, RENDER_TARGET_COUNT> RenderTargetArray;
318 nw::gfx::SceneNode* s_SceneRoot = NULL;
319 nw::gfx::SceneNode* s_ModelRoot = NULL;
320 nw::gfx::TransformNode* s_LightRoot = NULL;
322 nw::gfx::Camera* s_BaseCamera = NULL;
323 nw::gfx::Camera* s_LeftCamera = NULL;
324 nw::gfx::Camera* s_RightCamera = NULL;
325 nw::gfx::FragmentLight* s_SpotLight = NULL;
334 typedef nw::ut::FixedSizeArray<nw::gfx::SceneEnvironmentSetting*, ENVIRONMENT_SETTINGS_COUNT> Scene…
342 nw::gfx::SkeletalModel* s_AnimModel = NULL;
344 nw::ut::FixedSizeArray<nw::gfx::AnimObject*, MAX_ANIM_OBJECTS> s_AnimObjects;
352 nw::gfx::CommandCacheManager::SetAllocator( &s_DeviceAllocator ); in InitializeGraphics()
377 nw::gfx::ResImageTexture::DynamicBuilder() in InitializeGraphics()
382 .Format(nw::gfx::ResPixelBasedTexture::FORMAT_HW_RGBA8) in InitializeGraphics()
385 s_ShadowTexture.Setup(&s_DeviceAllocator, nw::gfx::ResGraphicsFile(NULL)); in InitializeGraphics()
388 nw::gfx::IRenderTarget* offScreenTarget = in InitializeGraphics()
389 nw::gfx::IRenderTarget::CreateOffScreenBuffer(&s_DeviceAllocator, s_ShadowTexture); in InitializeGraphics()
419 nw::gfx::SafeDestroy(s_LeftCamera); in TerminateGraphics()
421 nw::gfx::SafeDestroy(s_RightCamera); in TerminateGraphics()
423 nw::gfx::SafeDestroy(s_SceneSystem); in TerminateGraphics()
425 nw::gfx::SafeDestroyAll(s_RenderTargets); in TerminateGraphics()
429 nw::gfx::SafeDestroy(s_RenderSystem); in TerminateGraphics()
443 nw::gfx::TransformAnimEvaluator*
469 nw::gfx::TransformAnimEvaluator* evaluator = nw::gfx::TransformAnimEvaluator::Builder() in CreateTransformAnimEvaluator()
487 InitializeSkeletalAnim(nw::gfx::SkeletalModel* model) in InitializeSkeletalAnim()
489 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim()
495 nw::gfx::ResSkeletalModel resModel = model->GetResSkeletalModel(); in InitializeSkeletalAnim()
496 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim()
499 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
503 nw::gfx::TransformAnimEvaluator* evaluator = CreateTransformAnimEvaluator( in InitializeSkeletalAnim()
527 nw::gfx::SafeDestroy(s_AnimObjects[animIdx]); in TerminateAnim()
539 s_SceneRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
545 s_ModelRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
552 s_LightRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
638 SetupShadowMaterial(nw::gfx::ResMaterial resMaterial) in SetupShadowMaterial()
640 nw::gfx::ResTextureCoordinator resTexCoord = resMaterial.GetTextureCoordinators(0); in SetupShadowMaterial()
642 nw::gfx::ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers(0); in SetupShadowMaterial()
644 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()
655 …resourceSet->resource.ForeachTexture(nw::gfx::TextureLocationFlagSetter(NN_GX_MEM_VRAMA | GL_NO_CO… in BuildResources()
656 …resourceSet->resource.ForeachIndexStream(nw::gfx::IndexStreamLocationFlagSetter(NN_GX_MEM_VRAMB | … in BuildResources()
657 …resourceSet->resource.ForeachVertexStream(nw::gfx::VertexStreamLocationFlagSetter(NN_GX_MEM_VRAMB … in BuildResources()
659 nw::gfx::Result result = resourceSet->resource.Setup(&s_DeviceAllocator); in BuildResources()
665 nw::ut::MoveArray<nw::gfx::SceneNode*> sceneNodeArray(&s_DeviceAllocator); in BuildResources()
667 nw::gfx::ResModelArray models = resourceSet->resource.GetModels(); in BuildResources()
668 nw::gfx::ResModelArray::iterator modelsEnd = models.end(); in BuildResources()
669 for (nw::gfx::ResModelArray::iterator modelResource = models.begin(); in BuildResources()
672 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
680 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(node); in BuildResources()
683 nw::gfx::Material* material = model->GetMaterial(0); in BuildResources()
684 nw::gfx::ResMaterial resMaterial = material->GetOriginal(); in BuildResources()
690 … nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(node); in BuildResources()
700 nw::gfx::ResLightArray lights = resourceSet->resource.GetLights(); in BuildResources()
701 nw::gfx::ResLightArray::iterator lightsEnd = lights.end(); in BuildResources()
702 for (nw::gfx::ResLightArray::iterator lightResource = lights.begin(); in BuildResources()
705 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
712 s_SpotLight = nw::ut::DynamicCast<nw::gfx::FragmentLight*>(node); in BuildResources()
720 nw::gfx::SceneHelper::ResolveReference(sceneNodeArray); in BuildResources()
723 nw::gfx::SceneHelper::ForeachRootNodes( in BuildResources()
726 nw::gfx::AttachNode(s_ModelRoot) in BuildResources()
729 …nw::gfx::ResSceneEnvironmentSettingArray settings = resourceSet->resource.GetSceneEnvironmentSetti… in BuildResources()
730 nw::gfx::ResSceneEnvironmentSettingArray::iterator settingsEnd = settings.end(); in BuildResources()
731 for (nw::gfx::ResSceneEnvironmentSettingArray::iterator settingResource = settings.begin(); in BuildResources()
734 nw::gfx::SceneObject* sceneObject = nw::gfx::SceneBuilder() in BuildResources()
738 nw::gfx::SceneEnvironmentSetting* sceneEnvironmentSetting = in BuildResources()
739 nw::ut::DynamicCast<nw::gfx::SceneEnvironmentSetting*>(sceneObject); in BuildResources()
774 nw::gfx::SceneEnvironment& sceneEnvironment = s_RenderSystem->GetSceneEnvironment(); in InitializeScenes()
781 nw::gfx::ResModel resShadowModel = resourceSet->resource.GetModels("ShadowModel"); in InitializeScenes()
782 nw::gfx::Result result = resShadowModel.Setup(&s_DeviceAllocator, resourceSet->resource); in InitializeScenes()
784 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in InitializeScenes()
788 s_ShadowDummyModel = nw::ut::DynamicCast<nw::gfx::Model*>(node); in InitializeScenes()
794 …nw::gfx::ResMaterialColor materialColor = s_ShadowDummyModel->GetMaterial(0)->GetOriginal().GetMat… in InitializeScenes()
799 nw::gfx::Material* shadowMaterial = s_ShadowDummyModel->GetMaterial(0); in InitializeScenes()
839 nw::gfx::SafeDestroyBranch(s_SceneRoot); in TerminateScenes()
861 nw::gfx::TransformNode* lightNode = in UpdateScene()
862 nw::ut::DynamicCast<nw::gfx::TransformNode*>(s_LightRoot); in UpdateScene()
899 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in SubmitView()
900 nw::gfx::SceneEnvironment& sceneEnvironment = renderContext->GetSceneEnvironment(); in SubmitView()
901 nw::gfx::SceneContext* sceneContext = s_SceneSystem->GetSceneContext(); in SubmitView()
903 nw::gfx::RenderQueue* renderQueue = s_RenderSystem->GetRenderQueue(); in SubmitView()
912 s_StartShadowRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 0, 0); in SubmitView()
926 s_EndShadowRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 0, 1); in SubmitView()
930 s_StartRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 1, 1); in SubmitView()
942 s_EndRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 0, 2); in SubmitView()
947 nw::gfx::RenderElementCompare()); in SubmitView()
952 : public std::unary_function<nw::gfx::RenderElement&, void>
954 nw::gfx::RenderContext* m_RenderContext;
955 nw::gfx::MeshRenderer* m_MeshRenderer;
957 …RenderSceneInternalFunctor(nw::gfx::RenderContext* renderContext, nw::gfx::MeshRenderer* meshRende… in RenderSceneInternalFunctor()
964 void operator()(nw::gfx::RenderElement& element) in operator ()()
968 nw::gfx::RenderCommand* command = element.GetCommand(); in operator ()()
974 nw::gfx::ResMesh mesh = element.GetMesh(); in operator ()()
975 nw::gfx::Model* model = element.GetModel(); in operator ()()
990 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in RenderScene()
991 nw::gfx::RenderQueue* renderQueue = s_RenderSystem->GetRenderQueue(); in RenderScene()
992 nw::gfx::MeshRenderer* meshRenderer = s_RenderSystem->GetMeshRenderer(); in RenderScene()
1037 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in DemoScene()