Lines Matching refs:model

81         IsCalculatingOnlyLayer1Functor(Model* model, ResMesh mesh)  in IsCalculatingOnlyLayer1Functor()
84 model->GetRenderLayerId(mesh) == ResMaterial::TRANSLUCENCY_KIND_LAYER1; in IsCalculatingOnlyLayer1Functor()
105 AlwaysCalculatingFunctor(Model* model, ResMesh mesh) in AlwaysCalculatingFunctor()
106 { NW_UNUSED_VARIABLE(model); NW_UNUSED_VARIABLE(mesh); } in AlwaysCalculatingFunctor()
124 CalculateDepthFunctor(ModelType* model) in CalculateDepthFunctor()
125 : model(model) in CalculateDepthFunctor()
127 NW_NULL_ASSERT(model); in CalculateDepthFunctor()
128 this->resModel = model->GetResModel(); in CalculateDepthFunctor()
141 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
149 ModelType* model; member
160 CalculateDepthOfSkeletalModelFunctor(ModelType* model) in CalculateDepthOfSkeletalModelFunctor()
161 : model(model) in CalculateDepthOfSkeletalModelFunctor()
163 NW_NULL_ASSERT(model); in CalculateDepthOfSkeletalModelFunctor()
164 this->resModel = model->GetResModel(); in CalculateDepthOfSkeletalModelFunctor()
182 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
189 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
200 ModelType* model; member
212 ModelType* model, in BasicEnqueueModelFunctor()
215 : calculateDepth(model), in BasicEnqueueModelFunctor()
223 if (calculateDepth.model->IsMeshVisible(mesh)) in operator()
225 … float depth = calculateDepth(mesh, camera, IsCalculating(calculateDepth.model, mesh)); in operator()
226 renderQueue->EnqueueMesh(mesh, calculateDepth.model, depth, layerId); in operator()
264 ModelType* model, in BasicEnqueueModelTranslucentModelBaseFunctor()
267 : calculateDepth(model), in BasicEnqueueModelTranslucentModelBaseFunctor()
274 modelDepth = SceneHelper::CalculateDepth(model->WorldMatrix(), camera); in BasicEnqueueModelTranslucentModelBaseFunctor()
280 if (calculateDepth.model->IsMeshVisible(mesh)) in operator()
283 calculateDepth.model->GetRenderLayerId(mesh); in operator()
290 ElementType(mesh, calculateDepth.model), translucencyKind, depth, layerId); in operator()
343 const ResModel model = element.GetModel()->GetResModel(); in operator()
348 model.GetName(), in operator()
479 Model* model, in EnqueueMesh() argument
484 NW_NULL_ASSERT(model); in EnqueueMesh()
487 ElementType(mesh, model), model->GetRenderLayerId(mesh), depth, layerId); in EnqueueMesh()
497 Model* model, in EnqueueModel() argument
501 NW_NULL_ASSERT(model); in EnqueueModel()
502 gfx::ResMeshArray meshs = model->GetResMeshes(); in EnqueueModel()
506 EnqueueModelFunctor(this, model, layerId, camera)); in EnqueueModel()
516 SkeletalModel* model, in EnqueueSkeletalModel() argument
520 NW_NULL_ASSERT(model); in EnqueueSkeletalModel()
521 gfx::ResMeshArray meshs = model->GetResMeshes(); in EnqueueSkeletalModel()
525 EnqueueSkeletalModelFunctor(this, model, layerId, camera)); in EnqueueSkeletalModel()