Lines Matching refs:gfx
59 nw::gfx::IRenderTarget* s_RenderTarget = NULL;
61 nw::gfx::RenderContext* s_RenderContext = NULL;
62 nw::gfx::MeshRenderer* s_MeshRenderer = NULL;
76 nw::gfx::ResGraphicsFile resource;
85 nw::gfx::WorldMatrixUpdater* s_WorldMatrixUpdater = NULL;
86 nw::gfx::SkeletonUpdater* s_SkeletonUpdater = NULL;
87 nw::gfx::BillboardUpdater* s_BillboardUpdater = NULL;
90 nw::gfx::Camera* s_BaseCamera = NULL;
91 nw::gfx::Camera* s_LeftCamera = NULL;
92 nw::gfx::Camera* s_RightCamera = NULL;
102 typedef nw::ut::FixedSizeArray<nw::gfx::SkeletalModel*, MODEL_COUNT> SkeletalModelArray;
103 typedef nw::ut::FixedSizeArray<nw::gfx::FragmentLight*, LIGHT_COUNT> FragmentLightArray;
110 nw::gfx::AnimObject* s_AnimObject;
113 nw::ut::FixedSizeArray<nw::gfx::ResGraphicsFile, ANIMATION_RESOURCES_COUNT> s_ResAnims;
115 void UpdateNode(nw::gfx::TransformNode* node);
221 nw::gfx::CommandCacheManager::SetAllocator( &s_DeviceAllocator ); in InitializeGraphics()
224 s_RenderContext = nw::gfx::RenderContext::Builder() in InitializeGraphics()
233 s_MeshRenderer = nw::gfx::MeshRenderer::Create(&s_DeviceAllocator); in InitializeGraphics()
237 nw::gfx::RenderColorFormat renderColorFormat = nw::gfx::RENDER_COLOR_FORMAT_RGBA8; in InitializeGraphics()
239 nw::gfx::IRenderTarget::Builder() in InitializeGraphics()
246 s_WorldMatrixUpdater = nw::gfx::WorldMatrixUpdater::Builder() in InitializeGraphics()
251 s_SkeletonUpdater = nw::gfx::SkeletonUpdater::Builder() in InitializeGraphics()
255 s_BillboardUpdater = nw::gfx::BillboardUpdater::Create(&s_DeviceAllocator); in InitializeGraphics()
271 nw::gfx::SafeDestroy(s_SkeletonUpdater); in TerminateGraphics()
272 nw::gfx::SafeDestroy(s_WorldMatrixUpdater); in TerminateGraphics()
274 nw::gfx::SafeDestroy(s_RenderTarget); in TerminateGraphics()
276 nw::gfx::SafeDestroy(s_MeshRenderer); in TerminateGraphics()
277 nw::gfx::SafeDestroy(s_CommandListSwapper); in TerminateGraphics()
278 nw::gfx::SafeDestroy(s_UpperSwapper); in TerminateGraphics()
279 nw::gfx::SafeDestroy(s_ExtensionSwapper); in TerminateGraphics()
280 nw::gfx::SafeDestroy(s_RenderContext); in TerminateGraphics()
282 nw::gfx::SafeDestroy(s_BillboardUpdater); in TerminateGraphics()
311 resourceSet.resource = nw::gfx::ResGraphicsFile(&(resourceSet.buffer.front())); in LoadResources()
327 nw::gfx::SceneNode*
328 CreateSceneNode(nw::gfx::ResSceneObject resource) in CreateSceneNode()
330 nw::gfx::SceneObject* sceneObject = nw::gfx::SceneBuilder() in CreateSceneNode()
335 return nw::ut::DynamicCast<nw::gfx::SceneNode*>(sceneObject); in CreateSceneNode()
344 …resourceSet->resource.ForeachTexture(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMA | GL_NO_COPY_FCRA… in BuildResources()
345 …resourceSet->resource.ForeachIndexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY_… in BuildResources()
346 …resourceSet->resource.ForeachVertexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY… in BuildResources()
348 nw::gfx::Result result = resourceSet->resource.Setup(&s_DeviceAllocator); in BuildResources()
354 nw::gfx::ResModelArray models = resourceSet->resource.GetModels(); in BuildResources()
355 nw::gfx::ResModelArray::iterator modelsEnd = models.end(); in BuildResources()
356 for (nw::gfx::ResModelArray::iterator modelResource = models.begin(); in BuildResources()
359 nw::gfx::SceneNode* node = CreateSceneNode(*modelResource); in BuildResources()
361 NW_ASSERT(nw::ut::IsTypeOf<nw::gfx::SkeletalModel>(node)); in BuildResources()
363 s_SkeletalModels.push_back(static_cast<nw::gfx::SkeletalModel*>(node)); in BuildResources()
366 nw::gfx::ResLightArray lights = resourceSet->resource.GetLights(); in BuildResources()
367 for (nw::gfx::ResLightArray::iterator lightResource = lights.begin(); in BuildResources()
370 nw::gfx::SceneNode* node = CreateSceneNode(*lightResource); in BuildResources()
372 NW_ASSERT(nw::ut::IsTypeOf<nw::gfx::FragmentLight>(node)); in BuildResources()
374 s_FragmentLights.push_back(static_cast<nw::gfx::FragmentLight*>(node)); in BuildResources()
384 nw::gfx::LookAtTargetViewUpdater* viewUpdater in BuildCameras()
385 = nw::gfx::LookAtTargetViewUpdater::Create(&s_DeviceAllocator); in BuildCameras()
387 nw::gfx::ResLookAtTargetViewUpdater resViewUpdater = in BuildCameras()
388 nw::gfx::ResStaticCast<nw::gfx::ResLookAtTargetViewUpdater>( in BuildCameras()
393 nw::gfx::PerspectiveProjectionUpdater* projectionUpdater in BuildCameras()
394 = nw::gfx::PerspectiveProjectionUpdater::Create(&s_DeviceAllocator); in BuildCameras()
396 nw::gfx::ResPerspectiveProjectionUpdater resProjectionUpdater = in BuildCameras()
397 nw::gfx::ResStaticCast<nw::gfx::ResPerspectiveProjectionUpdater>( in BuildCameras()
408 nw::gfx::Camera::DynamicBuilder() in BuildCameras()
418 nw::gfx::Camera::DynamicBuilder() in BuildCameras()
425 nw::gfx::Camera::DynamicBuilder() in BuildCameras()
482 nw::gfx::SafeDestroyAll(s_FragmentLights); in TerminateScenes()
483 nw::gfx::SafeDestroyAll(s_SkeletalModels); in TerminateScenes()
485 nw::gfx::SafeDestroy(s_BaseCamera); in TerminateScenes()
486 nw::gfx::SafeDestroy(s_LeftCamera); in TerminateScenes()
487 nw::gfx::SafeDestroy(s_RightCamera); in TerminateScenes()
488 nw::gfx::SafeDestroy(s_CameraController); in TerminateScenes()
489 nw::gfx::SafeDestroy(s_AnimObject); in TerminateScenes()
501 UpdateNode(nw::gfx::TransformNode* node) in UpdateNode()
505 if (node->Transform().IsEnabledFlags(nw::gfx::CalculatedTransform::FLAG_IS_DIRTY)) in UpdateNode()
511 nw::gfx::CalculatedTransform::Identity(), in UpdateNode()
512 nw::gfx::CalculatedTransform::Identity()); in UpdateNode()
514 node->Transform().DisableFlags(nw::gfx::CalculatedTransform::FLAG_IS_DIRTY); in UpdateNode()
637 nw::gfx::SceneEnvironment& sceneEnvironment = s_RenderContext->GetSceneEnvironment(); in SetEnvironment()
666 nw::gfx::ResSkeleton resSkeleton = (*model)->GetSkeleton()->GetResSkeleton(); in SubmitView()
668 … nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_MODEL_COORDINATE); in SubmitView()
696 nw::gfx::ResMeshArray resMeshes = (*model)->GetResMeshes(); in RenderScene()
698 nw::gfx::ResMeshArray::iterator meshEnd = resMeshes.end(); in RenderScene()
699 for(nw::gfx::ResMeshArray::iterator mesh = resMeshes.begin(); in RenderScene()