Lines Matching refs:gfx

64 typedef nw::ut::FixedSizeArray<nw::gfx::IRenderTarget*, RENDER_TARGET_COUNT> RenderTargetArray;
79 nw::gfx::SceneNode* s_SceneRoot = NULL;
81 nw::gfx::Camera* s_BaseCamera = NULL;
82 nw::gfx::Camera* s_LeftCamera = NULL;
83 nw::gfx::Camera* s_RightCamera = NULL;
84 nw::gfx::Camera* s_AnimCamera = NULL;
85 nw::gfx::Camera* s_ActiveCamera = NULL;
89 nw::gfx::SceneNode* s_SceneRootInvisible = NULL;
90 nw::gfx::SceneNode* s_SkeletalRoot = NULL;
91 nw::gfx::SceneNode* s_MaterialRoot = NULL;
92 nw::gfx::SceneNode* s_VisibilityRoot = NULL;
93 nw::gfx::SceneNode* s_CameraRoot = NULL;
94 nw::gfx::SceneNode* s_LightRoot = NULL;
100 typedef nw::ut::FixedSizeArray<nw::gfx::SceneEnvironmentSetting*, ENVIRONMENT_SETTINGS_COUNT> Scene…
109 nw::ut::FixedSizeArray<nw::gfx::AnimObject*, MAX_ANIM_OBJECTS> s_AnimObjects;
117 nw::ut::FixedSizeArray<nw::gfx::ResGraphicsFile, ANIMATION_RESOURCES_COUNT> s_ResAnims;
118 nw::ut::FixedSizeArray<nw::gfx::SceneObject*, ANIMATION_TARGETS_COUNT> s_AnimTargets;
150 nw::gfx::CommandCacheManager::SetAllocator( &s_DeviceAllocator ); in InitializeGraphics()
191 nw::gfx::SafeDestroy(s_LeftCamera); in TerminateGraphics()
193 nw::gfx::SafeDestroy(s_RightCamera); in TerminateGraphics()
195 nw::gfx::SafeDestroy(s_SceneSystem); in TerminateGraphics()
197 nw::gfx::SafeDestroyAll(s_RenderTargets); in TerminateGraphics()
201 nw::gfx::SafeDestroy(s_RenderSystem); in TerminateGraphics()
214 nw::gfx::SafeDestroy(s_AnimObjects[animIdx]); in TerminateAnim()
240 s_SceneRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
246 s_SceneRootInvisible = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
252 s_SkeletalRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
259 s_MaterialRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
266 s_VisibilityRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
273 s_CameraRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
280 s_LightRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
313 …resourceSet->resource.ForeachTexture(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMA | GL_NO_COPY_FCRA… in BuildResources()
314 …resourceSet->resource.ForeachIndexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY_… in BuildResources()
315 …resourceSet->resource.ForeachVertexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY… in BuildResources()
317 nw::gfx::Result result = resourceSet->resource.Setup(&s_DeviceAllocator); in BuildResources()
318 if (result.GetDescription() & nw::gfx::RESOURCE_RESULT_NOT_FOUND_LUT) in BuildResources()
327 nw::ut::MoveArray<nw::gfx::SceneNode*> sceneNodeArray(&s_DeviceAllocator); in BuildResources()
329 nw::gfx::ResModelArray models = resourceSet->resource.GetModels(); in BuildResources()
330 nw::gfx::ResModelArray::iterator modelsEnd = models.end(); in BuildResources()
331 for (nw::gfx::ResModelArray::iterator modelResource = models.begin(); in BuildResources()
334 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
344 nw::gfx::ResLightArray lights = resourceSet->resource.GetLights(); in BuildResources()
345 nw::gfx::ResLightArray::iterator lightsEnd = lights.end(); in BuildResources()
346 for (nw::gfx::ResLightArray::iterator lightResource = lights.begin(); in BuildResources()
349 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
359 nw::gfx::ResCameraArray cameras = resourceSet->resource.GetCameras(); in BuildResources()
360 nw::gfx::ResCameraArray::iterator camerasEnd = cameras.end(); in BuildResources()
361 for (nw::gfx::ResCameraArray::iterator cameraResource = cameras.begin(); in BuildResources()
364 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
375 nw::gfx::SceneHelper::ResolveReference(sceneNodeArray); in BuildResources()
378 nw::gfx::SceneHelper::ForeachRootNodes( in BuildResources()
381 nw::gfx::AttachNode(s_SceneRoot) in BuildResources()
384 …nw::gfx::ResSceneEnvironmentSettingArray settings = resourceSet->resource.GetSceneEnvironmentSetti… in BuildResources()
385 nw::gfx::ResSceneEnvironmentSettingArray::iterator settingsEnd = settings.end(); in BuildResources()
386 for (nw::gfx::ResSceneEnvironmentSettingArray::iterator settingResource = settings.begin(); in BuildResources()
389 nw::gfx::SceneObject* sceneObject = nw::gfx::SceneBuilder() in BuildResources()
393 nw::gfx::SceneEnvironmentSetting* sceneEnvironmentSetting = in BuildResources()
394 nw::ut::DynamicCast<nw::gfx::SceneEnvironmentSetting*>(sceneObject); in BuildResources()
418 nw::gfx::SceneObject* targetObject; in BuildAnimations()
428 …nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(targetObject); in BuildAnimations()
447 s_AnimCamera = nw::ut::DynamicCast<nw::gfx::Camera*> in BuildAnimations()
459 ReattachObjectByName(const char* name, nw::gfx::SceneNode* root) in ReattachObjectByName()
461 nw::gfx::SceneNode* node = nw::ut::DynamicCast<nw::gfx::SceneNode*> in ReattachObjectByName()
476 nw::gfx::TransformNode* node = nw::ut::DynamicCast<nw::gfx::TransformNode*> in MoveObjectByName()
633 nw::gfx::SceneEnvironment& sceneEnvironment = s_RenderSystem->GetSceneEnvironment(); in InitializeScenes()
650 nw::gfx::SafeDestroyBranch(s_SceneRoot); in TerminateScenes()
651 nw::gfx::SafeDestroyBranch(s_SceneRootInvisible); in TerminateScenes()
768 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in DemoScene()