Lines Matching refs:model

83         IsCalculatingOnlyLayer1Functor(Model* model, ResMesh mesh)  in IsCalculatingOnlyLayer1Functor()
86 model->GetRenderLayerId(mesh) == ResMaterial::TRANSLUCENCY_KIND_LAYER1; in IsCalculatingOnlyLayer1Functor()
107 AlwaysCalculatingFunctor(Model* model, ResMesh mesh) in AlwaysCalculatingFunctor()
108 { NW_UNUSED_VARIABLE(model); NW_UNUSED_VARIABLE(mesh); } in AlwaysCalculatingFunctor()
126 CalculateDepthFunctor(ModelType* model) in CalculateDepthFunctor()
127 : model(model) in CalculateDepthFunctor()
129 NW_NULL_ASSERT(model); in CalculateDepthFunctor()
130 this->resModel = model->GetResModel(); in CalculateDepthFunctor()
143 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
151 ModelType* model; member
162 CalculateDepthOfSkeletalModelFunctor(ModelType* model) in CalculateDepthOfSkeletalModelFunctor()
163 : model(model) in CalculateDepthOfSkeletalModelFunctor()
165 NW_NULL_ASSERT(model); in CalculateDepthOfSkeletalModelFunctor()
166 this->resModel = model->GetResModel(); in CalculateDepthOfSkeletalModelFunctor()
184 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
191 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
202 ModelType* model; member
214 ModelType* model, in BasicEnqueueModelFunctor()
217 : calculateDepth(model), in BasicEnqueueModelFunctor()
225 if (calculateDepth.model->IsMeshVisible(mesh)) in operator()
227 … float depth = calculateDepth(mesh, camera, IsCalculating(calculateDepth.model, mesh)); in operator()
228 renderQueue->EnqueueMesh(mesh, calculateDepth.model, depth, layerId); in operator()
266 ModelType* model, in BasicEnqueueModelTranslucentModelBaseFunctor()
269 : calculateDepth(model), in BasicEnqueueModelTranslucentModelBaseFunctor()
276 modelDepth = SceneHelper::CalculateDepth(model->WorldMatrix(), camera); in BasicEnqueueModelTranslucentModelBaseFunctor()
282 if (calculateDepth.model->IsMeshVisible(mesh)) in operator()
285 calculateDepth.model->GetRenderLayerId(mesh); in operator()
292 ElementType(mesh, calculateDepth.model), translucencyKind, depth, layerId); in operator()
345 const ResModel model = element.GetModel()->GetResModel(); in operator()
350 model.GetName(), in operator()
487 Model* model, in EnqueueMesh() argument
492 NW_NULL_ASSERT(model); in EnqueueMesh()
495 ElementType(mesh, model), model->GetRenderLayerId(mesh), depth, layerId); in EnqueueMesh()
505 Model* model, in EnqueueModel() argument
509 NW_NULL_ASSERT(model); in EnqueueModel()
510 gfx::ResMeshArray meshs = model->GetResMeshes(); in EnqueueModel()
514 EnqueueModelFunctor(this, model, layerId, camera)); in EnqueueModel()
524 SkeletalModel* model, in EnqueueSkeletalModel() argument
528 NW_NULL_ASSERT(model); in EnqueueSkeletalModel()
529 gfx::ResMeshArray meshs = model->GetResMeshes(); in EnqueueSkeletalModel()
533 EnqueueSkeletalModelFunctor(this, model, layerId, camera)); in EnqueueSkeletalModel()