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::ResShadowTexture s_ShadowTexture;
302 typedef nw::ut::FixedSizeArray<nw::gfx::IRenderTarget*, RENDER_TARGET_COUNT> RenderTargetArray;
316 nw::gfx::SceneNode* s_SceneRoot = NULL;
317 nw::gfx::SceneNode* s_ModelRoot = NULL;
318 nw::gfx::TransformNode* s_LightRoot = NULL;
320 nw::gfx::Camera* s_BaseCamera = NULL;
321 nw::gfx::Camera* s_LeftCamera = NULL;
322 nw::gfx::Camera* s_RightCamera = NULL;
323 nw::gfx::FragmentLight* s_SpotLight = NULL;
332 typedef nw::ut::FixedSizeArray<nw::gfx::SceneEnvironmentSetting*, ENVIRONMENT_SETTINGS_COUNT> Scene…
340 nw::gfx::SkeletalModel* s_AnimModel = NULL;
342 nw::ut::FixedSizeArray<nw::gfx::AnimObject*, MAX_ANIM_OBJECTS> s_AnimObjects;
350 nw::gfx::CommandCacheManager::SetAllocator( &s_DeviceAllocator ); in InitializeGraphics()
382 nw::gfx::ResShadowTexture::DynamicBuilder() in InitializeGraphics()
390 s_ShadowTexture.Setup(&s_DeviceAllocator, nw::gfx::ResGraphicsFile(NULL)); in InitializeGraphics()
393 nw::gfx::IRenderTarget* offScreenTarget = in InitializeGraphics()
394 nw::gfx::IRenderTarget::CreateOffScreenBuffer(&s_DeviceAllocator, s_ShadowTexture); in InitializeGraphics()
424 nw::gfx::SafeDestroy(s_LeftCamera); in TerminateGraphics()
426 nw::gfx::SafeDestroy(s_RightCamera); in TerminateGraphics()
428 nw::gfx::SafeDestroy(s_SceneSystem); in TerminateGraphics()
430 nw::gfx::SafeDestroyAll(s_RenderTargets); in TerminateGraphics()
434 nw::gfx::SafeDestroy(s_RenderSystem); in TerminateGraphics()
448 nw::gfx::TransformAnimEvaluator*
474 nw::gfx::TransformAnimEvaluator* evaluator = nw::gfx::TransformAnimEvaluator::Builder() in CreateTransformAnimEvaluator()
492 InitializeSkeletalAnim(nw::gfx::SkeletalModel* model) in InitializeSkeletalAnim()
494 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim()
500 nw::gfx::ResSkeletalModel resModel = model->GetResSkeletalModel(); in InitializeSkeletalAnim()
501 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim()
504 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
508 nw::gfx::TransformAnimEvaluator* evaluator = CreateTransformAnimEvaluator( in InitializeSkeletalAnim()
532 nw::gfx::SafeDestroy(s_AnimObjects[animIdx]); in TerminateAnim()
544 s_SceneRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
550 s_ModelRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
557 s_LightRoot = nw::gfx::TransformNode::DynamicBuilder() in BuildRootNodes()
645 SetupShadowMaterial(nw::gfx::ResMaterial resMaterial) in SetupShadowMaterial()
654 nw::gfx::ResTextureCoordinator resTexCoord = resMaterial.GetTextureCoordinators(0); in SetupShadowMaterial()
658 resTexCoord.SetMappingMethod(nw::gfx::ResTextureCoordinator::MAPPINGMETHOD_SHADOW); in SetupShadowMaterial()
661 nw::gfx::ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers(0); in SetupShadowMaterial()
664 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()
668 nw::gfx::ResFragmentShader resFragmentShader = resMaterial.GetFragmentShader(); in SetupShadowMaterial()
671 nw::gfx::ResTextureCombiner combiner0 = resFragmentShader.GetTextureCombiners(0); in SetupShadowMaterial()
672 combiner0.SetSourceRgb(0, nw::gfx::ResTextureCombiner::SOURCE_TEXTURE0); in SetupShadowMaterial()
673 combiner0.SetSourceRgb(1, nw::gfx::ResTextureCombiner::SOURCE_CONSTANT); in SetupShadowMaterial()
674 combiner0.SetOperandRgb(0, nw::gfx::ResTextureCombiner::OPERANDRGB_ONE_MINUS_SRC_COLOR); in SetupShadowMaterial()
675 combiner0.SetOperandRgb(1, nw::gfx::ResTextureCombiner::OPERANDRGB_SRC_COLOR); in SetupShadowMaterial()
676 combiner0.SetCombineRgb(nw::gfx::ResTextureCombiner::COMBINE_MODULATE); in SetupShadowMaterial()
678 nw::gfx::ResTextureCombiner combiner1 = resFragmentShader.GetTextureCombiners(1); in SetupShadowMaterial()
679 combiner1.SetSourceRgb(0, nw::gfx::ResTextureCombiner::SOURCE_TEXTURE1); in SetupShadowMaterial()
680 combiner1.SetSourceRgb(1, nw::gfx::ResTextureCombiner::SOURCE_PREVIOUS); in SetupShadowMaterial()
681 combiner1.SetOperandRgb(0, nw::gfx::ResTextureCombiner::OPERANDRGB_SRC_COLOR); in SetupShadowMaterial()
682 combiner1.SetOperandRgb(1, nw::gfx::ResTextureCombiner::OPERANDRGB_ONE_MINUS_SRC_COLOR); in SetupShadowMaterial()
683 combiner1.SetCombineRgb(nw::gfx::ResTextureCombiner::COMBINE_MODULATE); in SetupShadowMaterial()
685 nw::gfx::ResTextureCombiner combiner2 = resFragmentShader.GetTextureCombiners(2); in SetupShadowMaterial()
686 combiner2.SetSourceRgb(0, nw::gfx::ResTextureCombiner::SOURCE_FRAGMENT_PRIMARY_COLOR); in SetupShadowMaterial()
687 combiner2.SetSourceRgb(1, nw::gfx::ResTextureCombiner::SOURCE_PREVIOUS); in SetupShadowMaterial()
688 combiner2.SetSourceRgb(2, nw::gfx::ResTextureCombiner::SOURCE_FRAGMENT_SECONDARY_COLOR); in SetupShadowMaterial()
689 combiner2.SetOperandRgb(0, nw::gfx::ResTextureCombiner::OPERANDRGB_SRC_COLOR); in SetupShadowMaterial()
690 combiner2.SetOperandRgb(1, nw::gfx::ResTextureCombiner::OPERANDRGB_SRC_COLOR); in SetupShadowMaterial()
691 combiner2.SetOperandRgb(2, nw::gfx::ResTextureCombiner::OPERANDRGB_SRC_COLOR); in SetupShadowMaterial()
692 combiner2.SetCombineRgb(nw::gfx::ResTextureCombiner::COMBINE_MULT_ADD); in SetupShadowMaterial()
695 nw::gfx::ResMaterialColor color = resMaterial.GetMaterialColor(); in SetupShadowMaterial()
705 …resourceSet->resource.ForeachTexture(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMA | GL_NO_COPY_FCRA… in BuildResources()
706 …resourceSet->resource.ForeachIndexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY_… in BuildResources()
707 …resourceSet->resource.ForeachVertexStream(nw::gfx::LocationFlagSetter(NN_GX_MEM_VRAMB | GL_NO_COPY… in BuildResources()
709 nw::gfx::Result result = resourceSet->resource.Setup(&s_DeviceAllocator); in BuildResources()
715 nw::ut::MoveArray<nw::gfx::SceneNode*> sceneNodeArray(&s_DeviceAllocator); in BuildResources()
717 nw::gfx::ResModelArray models = resourceSet->resource.GetModels(); in BuildResources()
718 nw::gfx::ResModelArray::iterator modelsEnd = models.end(); in BuildResources()
719 for (nw::gfx::ResModelArray::iterator modelResource = models.begin(); in BuildResources()
722 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
730 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(node); in BuildResources()
733 nw::gfx::Material* material = model->GetMaterial(0); in BuildResources()
734 nw::gfx::ResMaterial resMaterial = material->GetOriginal(); in BuildResources()
740 … nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(node); in BuildResources()
743 nw::gfx::Material* material = skeletalModel->GetMaterial(0); in BuildResources()
746 nw::gfx::ResMaterial resMaterial = material->GetOriginal(); in BuildResources()
757 nw::gfx::ResLightArray lights = resourceSet->resource.GetLights(); in BuildResources()
758 nw::gfx::ResLightArray::iterator lightsEnd = lights.end(); in BuildResources()
759 for (nw::gfx::ResLightArray::iterator lightResource = lights.begin(); in BuildResources()
762 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in BuildResources()
769 s_SpotLight = nw::ut::DynamicCast<nw::gfx::FragmentLight*>(node); in BuildResources()
777 nw::gfx::SceneHelper::ResolveReference(sceneNodeArray); in BuildResources()
780 nw::gfx::SceneHelper::ForeachRootNodes( in BuildResources()
783 nw::gfx::AttachNode(s_ModelRoot) in BuildResources()
786 …nw::gfx::ResSceneEnvironmentSettingArray settings = resourceSet->resource.GetSceneEnvironmentSetti… in BuildResources()
787 nw::gfx::ResSceneEnvironmentSettingArray::iterator settingsEnd = settings.end(); in BuildResources()
788 for (nw::gfx::ResSceneEnvironmentSettingArray::iterator settingResource = settings.begin(); in BuildResources()
791 nw::gfx::SceneObject* sceneObject = nw::gfx::SceneBuilder() in BuildResources()
795 nw::gfx::SceneEnvironmentSetting* sceneEnvironmentSetting = in BuildResources()
796 nw::ut::DynamicCast<nw::gfx::SceneEnvironmentSetting*>(sceneObject); in BuildResources()
831 nw::gfx::SceneEnvironment& sceneEnvironment = s_RenderSystem->GetSceneEnvironment(); in InitializeScenes()
838 nw::gfx::ResModel resShadowModel = resourceSet->resource.GetModels("ShadowModel"); in InitializeScenes()
839 nw::gfx::Result result = resShadowModel.Setup(&s_DeviceAllocator, resourceSet->resource); in InitializeScenes()
841 nw::gfx::SceneNode* node = nw::demo::Utility::CreateSceneNode( in InitializeScenes()
845 s_ShadowDummyModel = nw::ut::DynamicCast<nw::gfx::Model*>(node); in InitializeScenes()
852 …nw::gfx::ResFragmentOperation fragmentOperation = s_ShadowDummyModel->GetMaterial(0)->GetOriginal(… in InitializeScenes()
853 …fragmentOperation.SetFragmentOperationMode(nw::gfx::ResFragmentOperation::FRAGMENT_OPERATION_MODE_… in InitializeScenes()
858 …nw::gfx::ResMaterialColor materialColor = s_ShadowDummyModel->GetMaterial(0)->GetOriginal().GetMat… in InitializeScenes()
863 nw::gfx::Material* shadowMaterial = s_ShadowDummyModel->GetMaterial(0); in InitializeScenes()
903 nw::gfx::SafeDestroyBranch(s_SceneRoot); in TerminateScenes()
925 nw::gfx::TransformNode* lightNode = in UpdateScene()
926 nw::ut::DynamicCast<nw::gfx::TransformNode*>(s_LightRoot); in UpdateScene()
963 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in SubmitView()
964 nw::gfx::SceneEnvironment& sceneEnvironment = renderContext->GetSceneEnvironment(); in SubmitView()
965 nw::gfx::SceneContext* sceneContext = s_SceneSystem->GetSceneContext(); in SubmitView()
967 nw::gfx::RenderQueue* renderQueue = s_RenderSystem->GetRenderQueue(); in SubmitView()
976 s_StartShadowRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 0, 0); in SubmitView()
990 s_EndShadowRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 0, 1); in SubmitView()
994 s_StartRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 1, 1); in SubmitView()
1006 s_EndRenderCommand, nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE, 0, 2); in SubmitView()
1011 nw::gfx::RenderElementCompare()); in SubmitView()
1016 : public std::unary_function<nw::gfx::RenderElement&, void>
1018 nw::gfx::RenderContext* m_RenderContext;
1019 nw::gfx::MeshRenderer* m_MeshRenderer;
1021 …RenderSceneInternalFunctor(nw::gfx::RenderContext* renderContext, nw::gfx::MeshRenderer* meshRende… in RenderSceneInternalFunctor()
1028 void operator()(nw::gfx::RenderElement& element) in operator ()()
1032 nw::gfx::RenderCommand* command = element.GetCommand(); in operator ()()
1038 nw::gfx::ResMesh mesh = element.GetMesh(); in operator ()()
1039 nw::gfx::Model* model = element.GetModel(); in operator ()()
1054 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in RenderScene()
1055 nw::gfx::RenderQueue* renderQueue = s_RenderSystem->GetRenderQueue(); in RenderScene()
1056 nw::gfx::MeshRenderer* meshRenderer = s_RenderSystem->GetMeshRenderer(); in RenderScene()
1111 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in DemoScene()