Lines Matching refs:gfx

67 typedef nw::ut::FixedSizeArray<nw::gfx::IRenderTarget*, RENDER_TARGET_COUNT> RenderTargetArray;
72 nw::gfx::ParticleContext* s_ParticleContext = NULL;
82 nw::gfx::SceneNode* s_SceneRoot = NULL;
84 nw::gfx::Camera* s_BaseCamera = NULL;
85 nw::gfx::Camera* s_LeftCamera = NULL;
86 nw::gfx::Camera* s_RightCamera = NULL;
93 typedef nw::ut::FixedSizeArray<nw::gfx::SceneEnvironmentSetting*, ENVIRONMENT_SETTINGS_COUNT> Scene…
100 nw::gfx::ParticleSceneUpdater* s_ParticleSceneUpdater = NULL;
111 nw::gfx::CommandCacheManager::SetAllocator( &s_DeviceAllocator ); in InitializeGraphics()
139 s_ParticleContext = nw::gfx::ParticleContext::Builder() in InitializeGraphics()
143 s_ParticleSceneUpdater = nw::gfx::ParticleSceneUpdater::Builder() in InitializeGraphics()
159 nw::gfx::SafeDestroy(s_LeftCamera); in TerminateGraphics()
161 nw::gfx::SafeDestroy(s_RightCamera); in TerminateGraphics()
163 nw::gfx::SafeDestroy(s_ParticleSceneUpdater); in TerminateGraphics()
165 nw::gfx::SafeDestroy(s_ParticleContext); in TerminateGraphics()
167 nw::gfx::SafeDestroy(s_SceneSystem); in TerminateGraphics()
169 nw::gfx::SafeDestroyAll(s_RenderTargets); in TerminateGraphics()
173 nw::gfx::SafeDestroy(s_RenderSystem); in TerminateGraphics()
186 nw::gfx::SceneContext* sceneContext = s_SceneSystem->GetSceneContext(); in SetStepFrame()
188 nw::gfx::SceneNodeArray::iterator end = sceneContext->GetSceneNodesEnd(); in SetStepFrame()
189 for (nw::gfx::SceneNodeArray::iterator i = sceneContext->GetSceneNodesBegin(); i != end; ++i) in SetStepFrame()
191 nw::gfx::ParticleEmitter* emitter = nw::ut::DynamicCast<nw::gfx::ParticleEmitter*>(*i); in SetStepFrame()
198 nw::gfx::ParticleModel* model = nw::ut::DynamicCast<nw::gfx::ParticleModel*>(*i); in SetStepFrame()
211 nw::gfx::ParticleContext* context, in UserUpdater()
212 nw::gfx::ParticleSet* particleSet, in UserUpdater()
213 const nw::gfx::ResParticleUserUpdater* userUpdater, in UserUpdater()
224 nw::gfx::ParticleCollection* collection = particleSet->GetParticleCollection(); in UserUpdater()
238 nw::gfx::PARTICLEUSAGE_ACTIVEINDEX, in UserUpdater()
239 nw::gfx::PARTICLE_BUFFER_BACK); in UserUpdater()
244 nw::gfx::PARTICLEUSAGE_TRANSLATE, in UserUpdater()
245 nw::gfx::PARTICLE_BUFFER_FRONT); in UserUpdater()
255 nw::gfx::PARTICLEUSAGE_VELOCITY, in UserUpdater()
256 nw::gfx::PARTICLE_BUFFER_FRONT); in UserUpdater()
295 nw::ut::MoveArray<nw::gfx::SceneNode*> *sceneNodeArray in SetUserUpdater()
300 NW_FOREACH(nw::gfx::SceneNode* node, *sceneNodeArray) in SetUserUpdater()
304 case nw::gfx::ResParticleModel::TYPE_INFO: in SetUserUpdater()
306 nw::gfx::ParticleModel* model = reinterpret_cast<nw::gfx::ParticleModel*>(node); in SetUserUpdater()
310 nw::gfx::ParticleSet* particleSet = model->GetParticleSets(i); in SetUserUpdater()
312 nw::ut::MoveArray<nw::gfx::ParticleSet::Updater>* updaters = in SetUserUpdater()
315 … nw::ut::MoveArray<nw::gfx::ParticleSet::Updater>::iterator endIter = updaters->end(); in SetUserUpdater()
316 … for (nw::ut::MoveArray<nw::gfx::ParticleSet::Updater>::iterator iter = updaters->begin(); in SetUserUpdater()
319 nw::gfx::ParticleSet::Updater& updater = *iter++; in SetUserUpdater()
321 nw::gfx::ResParticleUpdater resUpdater(updater.resource); in SetUserUpdater()
324 if (resUpdater.GetTypeInfo() == nw::gfx::ResParticleUserUpdater::TYPE_INFO) in SetUserUpdater()
326 nw::gfx::ResParticleUserUpdater userUpdater = in SetUserUpdater()
327 … nw::gfx::ResDynamicCast<nw::gfx::ResParticleUserUpdater>(resUpdater); in SetUserUpdater()
346 s_SceneRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
378 …resourceSet->resource.ForeachTexture(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMA | GL_NO_COPY_FCRA… in BuildResources()
379 …resourceSet->resource.ForeachIndexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY_… in BuildResources()
380 …resourceSet->resource.ForeachVertexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY… in BuildResources()
382 nw::gfx::Result result = resourceSet->resource.Setup(&s_DeviceAllocator); in BuildResources()
389 nw::ut::MoveArray<nw::gfx::SceneNode*> sceneNodeArray(&s_DeviceAllocator); in BuildResources()
391 nw::gfx::ResModelArray models = resourceSet->resource.GetModels(); in BuildResources()
392 nw::gfx::ResModelArray::iterator modelsEnd = models.end(); in BuildResources()
393 for (nw::gfx::ResModelArray::iterator modelResource = models.begin(); in BuildResources()
396 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
406 nw::gfx::ResEmitterArray emitters = resourceSet->resource.GetEmitters(); in BuildResources()
407 for (nw::gfx::ResEmitterArray::iterator emitterResource = emitters.begin(); in BuildResources()
410 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
420 nw::gfx::ResLightArray lights = resourceSet->resource.GetLights(); in BuildResources()
421 for (nw::gfx::ResLightArray::iterator lightResource = lights.begin(); in BuildResources()
424 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
433 nw::gfx::SceneHelper::ResolveReference(sceneNodeArray); in BuildResources()
435 nw::gfx::ParticleUtil::SetupParticleObject(&sceneNodeArray, s_ParticleContext); in BuildResources()
440 nw::gfx::SceneHelper::ForeachRootNodes( in BuildResources()
443 nw::gfx::AttachNode(s_SceneRoot) in BuildResources()
446 …nw::gfx::ResSceneEnvironmentSettingArray settings = resourceSet->resource.GetSceneEnvironmentSetti… in BuildResources()
447 nw::gfx::ResSceneEnvironmentSettingArray::iterator settingsEnd = settings.end(); in BuildResources()
448 for (nw::gfx::ResSceneEnvironmentSettingArray::iterator settingResource = settings.begin(); in BuildResources()
451 nw::gfx::SceneObject* sceneObject = nw::gfx::SceneBuilder() in BuildResources()
455 nw::gfx::SceneEnvironmentSetting* sceneEnvironmentSetting = in BuildResources()
456 nw::ut::DynamicCast<nw::gfx::SceneEnvironmentSetting*>(sceneObject); in BuildResources()
485 nw::gfx::SceneEnvironment& sceneEnvironment = s_RenderSystem->GetSceneEnvironment(); in InitializeScenes()
500 nw::gfx::SafeDestroyBranch(s_SceneRoot); in TerminateScenes()
578 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in DemoScene()