Lines Matching refs:gfx

47 class IsShadowCasterModelFunctor : public nw::gfx::ISceneUpdater::IsVisibleModelFunctor
50 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible()
59 class StartShadowRenderCommand : public nw::gfx::RenderCommand
66 nw::gfx::IRenderTarget* renderTarget, in StartShadowRenderCommand()
68 nw::gfx::Material* shadowMaterial) in StartShadowRenderCommand()
78 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke()
90 nw::gfx::Camera* shadowCamera = renderContext->GetActiveCamera(); in Invoke()
95 renderContext->SetRenderMode(nw::gfx::RenderContext::RENDERMODE_IGNORE_MATERIAL); in Invoke()
103 nw::gfx::IRenderTarget* m_RenderTarget;
105 nw::gfx::Material* m_ShadowMaterial;
111 class EndShadowRenderCommand : public nw::gfx::RenderCommand
123 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke()
126 renderContext->SetRenderMode(nw::gfx::RenderContext::RENDERMODE_DEFAULT); in Invoke()
145 class StartRenderCommand : public nw::gfx::RenderCommand
150 …StartRenderCommand(nw::demo::RenderSystem* renderSystem, nw::gfx::IRenderTarget* renderTarget, s32… in StartRenderCommand()
159 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke()
180 nw::gfx::IRenderTarget* m_RenderTarget;
186 class EndRenderCommand : public nw::gfx::RenderCommand
193 nw::gfx::Camera* leftCamera, in EndRenderCommand()
194 nw::gfx::Camera* rightCamera, in EndRenderCommand()
203 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke()
239 nw::gfx::Camera* m_LeftCamera;
240 nw::gfx::Camera* m_RightCamera;
251 nw::gfx::Camera* s_ShadowCamera = NULL;
267 nw::gfx::Model* s_ShadowDummyModel = NULL;
269 nw::gfx::ResImageTexture s_ShadowTexture;
300 typedef nw::ut::FixedSizeArray<nw::gfx::IRenderTarget*, RENDER_TARGET_COUNT> RenderTargetArray;
314 nw::gfx::SceneNode* s_SceneRoot = NULL;
315 nw::gfx::SceneNode* s_ModelRoot = NULL;
316 nw::gfx::TransformNode* s_LightRoot = NULL;
318 nw::gfx::Camera* s_BaseCamera = NULL;
319 nw::gfx::Camera* s_LeftCamera = NULL;
320 nw::gfx::Camera* s_RightCamera = NULL;
321 nw::gfx::FragmentLight* s_SpotLight = NULL;
330 typedef nw::ut::FixedSizeArray<nw::gfx::SceneEnvironmentSetting*, ENVIRONMENT_SETTINGS_COUNT> Scene…
338 nw::gfx::SkeletalModel* s_AnimModel = NULL;
340 nw::ut::FixedSizeArray<nw::gfx::AnimObject*, MAX_ANIM_OBJECTS> s_AnimObjects;
348 nw::gfx::CommandCacheManager::SetAllocator( &s_DeviceAllocator ); in InitializeGraphics()
374 nw::gfx::ResImageTexture::DynamicBuilder() in InitializeGraphics()
379 .Format(nw::gfx::ResPixelBasedTexture::FORMAT_HW_RGBA8) in InitializeGraphics()
383 s_ShadowTexture.Setup(&s_DeviceAllocator, nw::gfx::ResGraphicsFile(NULL)); in InitializeGraphics()
386 nw::gfx::IRenderTarget* offScreenTarget = in InitializeGraphics()
387 nw::gfx::IRenderTarget::CreateOffScreenBuffer(&s_DeviceAllocator, s_ShadowTexture); in InitializeGraphics()
417 nw::gfx::SafeDestroy(s_LeftCamera); in TerminateGraphics()
419 nw::gfx::SafeDestroy(s_RightCamera); in TerminateGraphics()
421 nw::gfx::SafeDestroy(s_SceneSystem); in TerminateGraphics()
423 nw::gfx::SafeDestroyAll(s_RenderTargets); in TerminateGraphics()
427 nw::gfx::SafeDestroy(s_RenderSystem); in TerminateGraphics()
441 nw::gfx::TransformAnimEvaluator*
467 nw::gfx::TransformAnimEvaluator* evaluator = nw::gfx::TransformAnimEvaluator::Builder() in CreateTransformAnimEvaluator()
485 InitializeSkeletalAnim(nw::gfx::SkeletalModel* model) in InitializeSkeletalAnim()
487 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim()
493 nw::gfx::ResSkeletalModel resModel = model->GetResSkeletalModel(); in InitializeSkeletalAnim()
494 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim()
497 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
501 nw::gfx::TransformAnimEvaluator* evaluator = CreateTransformAnimEvaluator( in InitializeSkeletalAnim()
525 nw::gfx::SafeDestroy(s_AnimObjects[animIdx]); in TerminateAnim()
537 s_SceneRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
543 s_ModelRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
550 s_LightRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
636 SetupShadowMaterial(nw::gfx::ResMaterial resMaterial) in SetupShadowMaterial()
638 nw::gfx::ResTextureCoordinator resTexCoord = resMaterial.GetTextureCoordinators(0); in SetupShadowMaterial()
640 nw::gfx::ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers(0); in SetupShadowMaterial()
642 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()
653 …resourceSet->resource.ForeachTexture(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMA | GL_NO_COPY_FCRA… in BuildResources()
654 …resourceSet->resource.ForeachIndexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY_… in BuildResources()
655 …resourceSet->resource.ForeachVertexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY… in BuildResources()
657 nw::gfx::Result result = resourceSet->resource.Setup(&s_DeviceAllocator); in BuildResources()
663 nw::ut::MoveArray<nw::gfx::SceneNode*> sceneNodeArray(&s_DeviceAllocator); in BuildResources()
665 nw::gfx::ResModelArray models = resourceSet->resource.GetModels(); in BuildResources()
666 nw::gfx::ResModelArray::iterator modelsEnd = models.end(); in BuildResources()
667 for (nw::gfx::ResModelArray::iterator modelResource = models.begin(); in BuildResources()
670 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
678 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(node); in BuildResources()
681 nw::gfx::Material* material = model->GetMaterial(0); in BuildResources()
682 nw::gfx::ResMaterial resMaterial = material->GetOriginal(); in BuildResources()
688 … nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(node); in BuildResources()
698 nw::gfx::ResLightArray lights = resourceSet->resource.GetLights(); in BuildResources()
699 nw::gfx::ResLightArray::iterator lightsEnd = lights.end(); in BuildResources()
700 for (nw::gfx::ResLightArray::iterator lightResource = lights.begin(); in BuildResources()
703 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
710 s_SpotLight = nw::ut::DynamicCast<nw::gfx::FragmentLight*>(node); in BuildResources()
718 nw::gfx::SceneHelper::ResolveReference(sceneNodeArray); in BuildResources()
721 nw::gfx::SceneHelper::ForeachRootNodes( in BuildResources()
724 nw::gfx::AttachNode(s_ModelRoot) in BuildResources()
727 …nw::gfx::ResSceneEnvironmentSettingArray settings = resourceSet->resource.GetSceneEnvironmentSetti… in BuildResources()
728 nw::gfx::ResSceneEnvironmentSettingArray::iterator settingsEnd = settings.end(); in BuildResources()
729 for (nw::gfx::ResSceneEnvironmentSettingArray::iterator settingResource = settings.begin(); in BuildResources()
732 nw::gfx::SceneObject* sceneObject = nw::gfx::SceneBuilder() in BuildResources()
736 nw::gfx::SceneEnvironmentSetting* sceneEnvironmentSetting = in BuildResources()
737 nw::ut::DynamicCast<nw::gfx::SceneEnvironmentSetting*>(sceneObject); in BuildResources()
772 nw::gfx::SceneEnvironment& sceneEnvironment = s_RenderSystem->GetSceneEnvironment(); in InitializeScenes()
779 nw::gfx::ResModel resShadowModel = resourceSet->resource.GetModels("ShadowModel"); in InitializeScenes()
780 nw::gfx::Result result = resShadowModel.Setup(&s_DeviceAllocator, resourceSet->resource); in InitializeScenes()
782 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in InitializeScenes()
786 s_ShadowDummyModel = nw::ut::DynamicCast<nw::gfx::Model*>(node); in InitializeScenes()
792 …nw::gfx::ResMaterialColor materialColor = s_ShadowDummyModel->GetMaterial(0)->GetOriginal().GetMat… in InitializeScenes()
797 nw::gfx::Material* shadowMaterial = s_ShadowDummyModel->GetMaterial(0); in InitializeScenes()
837 nw::gfx::SafeDestroyBranch(s_SceneRoot); in TerminateScenes()
859 nw::gfx::TransformNode* lightNode = in UpdateScene()
860 nw::ut::DynamicCast<nw::gfx::TransformNode*>(s_LightRoot); in UpdateScene()
897 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in SubmitView()
898 nw::gfx::SceneEnvironment& sceneEnvironment = renderContext->GetSceneEnvironment(); in SubmitView()
899 nw::gfx::SceneContext* sceneContext = s_SceneSystem->GetSceneContext(); in SubmitView()
901 nw::gfx::RenderQueue* renderQueue = s_RenderSystem->GetRenderQueue(); in SubmitView()
910 s_StartShadowRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 0, 0); in SubmitView()
924 s_EndShadowRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 0, 1); in SubmitView()
928 s_StartRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 1, 1); in SubmitView()
940 s_EndRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 0, 2); in SubmitView()
945 nw::gfx::RenderElementCompare()); in SubmitView()
950 : public std::unary_function<nw::gfx::RenderElement&, void>
952 nw::gfx::RenderContext* m_RenderContext;
953 nw::gfx::MeshRenderer* m_MeshRenderer;
955 …RenderSceneInternalFunctor(nw::gfx::RenderContext* renderContext, nw::gfx::MeshRenderer* meshRende… in RenderSceneInternalFunctor()
962 void operator()(nw::gfx::RenderElement& element) in operator ()()
966 nw::gfx::RenderCommand* command = element.GetCommand(); in operator ()()
972 nw::gfx::ResMesh mesh = element.GetMesh(); in operator ()()
973 nw::gfx::Model* model = element.GetModel(); in operator ()()
988 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in RenderScene()
989 nw::gfx::RenderQueue* renderQueue = s_RenderSystem->GetRenderQueue(); in RenderScene()
990 nw::gfx::MeshRenderer* meshRenderer = s_RenderSystem->GetMeshRenderer(); in RenderScene()
1045 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in DemoScene()