Lines Matching refs:index
618 RenderContext::ActivateFragmentLight(int index, const FragmentLight* light) in ActivateFragmentLight() argument
639 GraphicsDevice::ActivateFragmentLightPosition(index, -direction); in ActivateFragmentLight()
640 GraphicsDevice::SetFragmentLightPositionW(index, (direction.w == 0.0f)); in ActivateFragmentLight()
642 GraphicsDevice::SetFragmentLightSpotEnabled(index, false); in ActivateFragmentLight()
643 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, false); in ActivateFragmentLight()
647 GraphicsDevice::SetFragmentLightSpotEnabled(index, false); in ActivateFragmentLight()
652 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, true); in ActivateFragmentLight()
653 …GraphicsDevice::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Derefe… in ActivateFragmentLight()
656 index, in ActivateFragmentLight()
662 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, false); in ActivateFragmentLight()
669 GraphicsDevice::ActivateFragmentLightPosition(index, position); in ActivateFragmentLight()
670 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight()
679 GraphicsDevice::SetFragmentLightSpotEnabled(index, true); in ActivateFragmentLight()
680 …GraphicsDevice::ActivateFragmentLightSpotTable(index, resLight.GetAngleSampler().GetSampler().Dere… in ActivateFragmentLight()
689 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, true); in ActivateFragmentLight()
690 …GraphicsDevice::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Derefe… in ActivateFragmentLight()
693 index, in ActivateFragmentLight()
699 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, false); in ActivateFragmentLight()
712 GraphicsDevice::ActivateFragmentLightPosition(index, position, spotDirection); in ActivateFragmentLight()
713 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight()
748 RenderContext::ActivateVertexLight(int index, const VertexLight* light) in ActivateVertexLight() argument
750 if (m_ShaderProgram->GetActiveDescription().GetMaxVertexLightCount() > index) in ActivateVertexLight()
765 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_AMBIENT, in ActivateVertexLight()
769 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_DIFFUSE, in ActivateVertexLight()
781 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_POSITION, in ActivateVertexLight()
791 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_POSITION, in ActivateVertexLight()
796 … endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_DISTANCE_ATTENUATION, in ActivateVertexLight()
826 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_SPOT_DIRECTION, in ActivateVertexLight()
830 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_SPOT_FACTOR, in ActivateVertexLight()
836 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_SPOT_DIRECTION, in ActivateVertexLight()