Lines Matching refs:resLight

581 …    ResHemiSphereLight resLight = m_SceneEnvironment.GetHemiSphereLight()->GetResHemiSphereLight();  in ActivateHemiSphereLight()  local
582 NW_ASSERT(resLight.IsValid()); in ActivateHemiSphereLight()
584 …internal::NWSetVertexUniform4fv(VERTEX_SHADER_UNIFORM_HSLGCOL_INDEX, 1, resLight.GetGroundColor()); in ActivateHemiSphereLight()
585 … internal::NWSetVertexUniform4fv(VERTEX_SHADER_UNIFORM_HSLSCOL_INDEX, 1, resLight.GetSkyColor()); in ActivateHemiSphereLight()
587 math::VEC3 direction(resLight.GetDirection()); in ActivateHemiSphereLight()
588 …if (ut::CheckFlag(resLight.GetFlags(), ResHemiSphereLightData::FLAG_IS_INHERITING_DIRECTION_ROTATE… in ActivateHemiSphereLight()
592 …ction, &m_SceneEnvironment.GetHemiSphereLight()->TrackbackWorldMatrix(), &resLight.GetDirection()); in ActivateHemiSphereLight()
601 … math::VEC4 directionAndLerp(direction.x, direction.y, direction.z, resLight.GetLerpFactor()); in ActivateHemiSphereLight()
629 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight() local
630 NW_ASSERT(resLight.IsValid()); in ActivateFragmentLight()
632 s32 lightKind = resLight.GetLightKind(); in ActivateFragmentLight()
658 … if ( ut::CheckFlag(resLight.GetFlags(), ResFragmentLightData::FLAG_DISTANCE_ATTENUATION_ENABLED) in ActivateFragmentLight()
659 && resLight.GetDistanceSampler().IsValid() ) in ActivateFragmentLight()
662 …GraphicsDevice::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Derefe… in ActivateFragmentLight()
666 resLight.ref().m_DistanceAttenuationScale, in ActivateFragmentLight()
667 resLight.ref().m_DistanceAttenuationBias ); in ActivateFragmentLight()
683 NW_ASSERT(resLight.GetAngleSampler().IsValid()); in ActivateFragmentLight()
684 NW_ASSERT(resLight.GetAngleSampler().GetSampler().IsValid()); in ActivateFragmentLight()
687 …GraphicsDevice::ActivateFragmentLightSpotTable(index, resLight.GetAngleSampler().GetSampler().Dere… in ActivateFragmentLight()
688 …GraphicsDevice::SetLutIsAbs( GraphicsDevice::LUT_TARGET_SP, resLight.GetAngleSampler().GetSampler(… in ActivateFragmentLight()
689 …GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_SP, resLight.GetAngleSampler().GetInput() … in ActivateFragmentLight()
690 …GraphicsDevice::SetLutScale( GraphicsDevice::LUT_TARGET_SP, resLight.GetAngleSampler().GetScale() … in ActivateFragmentLight()
692 … if ( ut::CheckFlag(resLight.GetFlags(), ResFragmentLightData::FLAG_DISTANCE_ATTENUATION_ENABLED ) in ActivateFragmentLight()
693 && resLight.GetDistanceSampler().IsValid()) in ActivateFragmentLight()
696 …GraphicsDevice::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Derefe… in ActivateFragmentLight()
700 resLight.ref().m_DistanceAttenuationScale, in ActivateFragmentLight()
701 resLight.ref().m_DistanceAttenuationBias ); in ActivateFragmentLight()
764 ResVertexLight resLight = light->GetResVertexLight(); in ActivateVertexLight() local
765 NW_ASSERT(resLight.IsValid()); in ActivateVertexLight()
774 resLight.GetAmbient()); in ActivateVertexLight()
778 resLight.GetDiffuse()); in ActivateVertexLight()
780 if (resLight.GetLightKind() == ResVertexLight::KIND_DIRECTIONAL) in ActivateVertexLight()
805 resLight.GetDistanceAttenuationAndEnabled()); in ActivateVertexLight()
807 if (resLight.GetLightKind() == ResVertexLight::KIND_SPOT) in ActivateVertexLight()
815 … math::VEC4 spotFactor(resLight.GetSpotFactor().x, resLight.GetSpotFactor().y, 0.0f, 0.0f); in ActivateVertexLight()
816 if (resLight.GetSpotFactor().y > 0.0f && resLight.GetSpotFactor().y < math::F_PI) in ActivateVertexLight()
818 spotFactor.y = nw::math::CosRad(resLight.GetSpotFactor().y); in ActivateVertexLight()
821 else if (resLight.GetSpotFactor().y == 0.0f) in ActivateVertexLight()