Lines Matching refs:gfx
24 : public std::unary_function<nw::gfx::RenderElement&, void>
26 nw::gfx::RenderContext* m_RenderContext;
27 nw::gfx::MeshRenderer* m_MeshRenderer;
29 …RenderSceneInternalFunctor(nw::gfx::RenderContext* renderContext, nw::gfx::MeshRenderer* meshRende… in RenderSceneInternalFunctor()
36 void operator()(nw::gfx::RenderElement& element) in operator ()()
40 nw::gfx::RenderCommand* command = element.GetCommand(); in operator ()()
46 nw::gfx::ResMesh mesh = element.GetMesh(); in operator ()()
47 nw::gfx::Model* model = element.GetModel(); in operator ()()
59 SmSceneCtrl::SmSceneCtrl( nw::gfx::RenderContext* renderContext ) in SmSceneCtrl()
70 m_SceneContext = nw::gfx::SceneContext::Builder() in SmSceneCtrl()
73 m_SceneTraverser = nw::gfx::SceneTraverser::Builder() in SmSceneCtrl()
76 nw::gfx::WorldMatrixUpdater* worldMatrixUpdater = nw::gfx::WorldMatrixUpdater::Builder() in SmSceneCtrl()
79 nw::gfx::SkeletonUpdater* skeletonUpdater = nw::gfx::SkeletonUpdater::Builder() in SmSceneCtrl()
82 m_SceneUpdater = nw::gfx::SceneUpdater::Builder() in SmSceneCtrl()
87 nw::gfx::IMaterialIdGenerator* materialIdGenerator = in SmSceneCtrl()
88 nw::gfx::SortingMaterialIdGenerator::Builder() in SmSceneCtrl()
93 m_SceneInitializer = nw::gfx::SceneInitializer::Builder() in SmSceneCtrl()
98 nw::gfx::CreatePriorMaterialRenderKeyFactory( m_Allocator ); in SmSceneCtrl()
101 nw::gfx::CreatePriorDepthReverseDepthRenderKeyFactory( m_Allocator ); in SmSceneCtrl()
103 m_RenderQueue = nw::gfx::RenderQueue::Builder() in SmSceneCtrl()
113 m_MeshRenderer = nw::gfx::MeshRenderer::Create( m_Allocator ); in SmSceneCtrl()
122 nw::gfx::SafeDestroy(m_SceneInitializer); in ~SmSceneCtrl()
123 nw::gfx::SafeDestroy(m_SceneTraverser); in ~SmSceneCtrl()
124 nw::gfx::SafeDestroy(m_SceneUpdater); in ~SmSceneCtrl()
125 nw::gfx::SafeDestroy(m_SceneContext); in ~SmSceneCtrl()
128 nw::gfx::SafeDestroy(m_MeshRenderer); in ~SmSceneCtrl()
129 nw::gfx::SafeDestroy(m_RenderQueue); in ~SmSceneCtrl()
130 nw::gfx::SafeDestroy(m_PriorMaterialRenderKeyFactory); in ~SmSceneCtrl()
131 nw::gfx::SafeDestroy(m_PriorDepthRenderKeyFactory); in ~SmSceneCtrl()
147 SmSceneCtrl::InitializeScene(nw::gfx::SceneNode* sceneRoot) in InitializeScene()
159 SmSceneCtrl::TraverseScene(nw::gfx::SceneNode* sceneRoot) in TraverseScene()
169 nw::gfx::ParticleSetCompare()); in TraverseScene()
174 SmSceneCtrl::SetSceneEnvironmentSetting( nw::gfx::SceneEnvironmentSetting* sceneEnvironmentSetting ) in SetSceneEnvironmentSetting()
176 nw::gfx::SceneEnvironment& sceneEnvironment = m_RenderContext->GetSceneEnvironment(); in SetSceneEnvironmentSetting()
186 SmSceneCtrl::SubmitView( nw::gfx::Camera* currentCamera ) in SubmitView()
188 nw::gfx::SceneEnvironment& sceneEnvironment = m_RenderContext->GetSceneEnvironment(); in SubmitView()
192 nw::gfx::FogArray::iterator fogEnd = m_SceneContext->GetFogEnd(); in SubmitView()
193 for (nw::gfx::FogArray::iterator fog = m_SceneContext->GetFogBegin(); in SubmitView()
207 std::sort( m_RenderQueue->Begin(), m_RenderQueue->End(), nw::gfx::RenderElementCompare()); in SubmitView()
233 … nw::gfx::SceneContext::SceneNodeArray::iterator end = m_SceneContext->GetSceneNodesEnd(); in OutputLog()
234 …for (nw::gfx::SceneContext::SceneNodeArray::iterator i = m_SceneContext->GetSceneNodesBegin(); i !… in OutputLog()
244 nw::gfx::SceneContext::ModelArray::iterator end = m_SceneContext->GetModelsEnd(); in OutputLog()
245 … for (nw::gfx::SceneContext::ModelArray::iterator i = m_SceneContext->GetModelsBegin(); i != end;) in OutputLog()
255 … nw::gfx::SceneContext::ParticleModelArray::iterator end = m_SceneContext->GetParticleModelEnd(); in OutputLog()
256 …for (nw::gfx::SceneContext::ParticleModelArray::iterator i = m_SceneContext->GetParticleModelBegin… in OutputLog()
266 … nw::gfx::SceneContext::ParticleSetArray::iterator end = m_SceneContext->GetParticleSetEnd(); in OutputLog()
267 …for (nw::gfx::SceneContext::ParticleSetArray::iterator i = m_SceneContext->GetParticleSetBegin(); … in OutputLog()
288 nw::gfx::SceneEnvironment& sceneEnvironment = m_RenderContext->GetSceneEnvironment();
306 … std::bind1st(std::mem_fun(&nw::gfx::SceneEnvironment::SetFragmentLight), &sceneEnvironment));
311 std::bind1st(std::mem_fun(&nw::gfx::SceneEnvironment::SetVertexLight), &sceneEnvironment));