Lines Matching refs:index
620 RenderContext::ActivateFragmentLight(int index, const FragmentLight* light) in ActivateFragmentLight() argument
641 GraphicsDevice::ActivateFragmentLightPosition(index, -direction); in ActivateFragmentLight()
642 GraphicsDevice::SetFragmentLightPositionW(index, (direction.w == 0.0f)); in ActivateFragmentLight()
644 GraphicsDevice::SetFragmentLightSpotEnabled(index, false); in ActivateFragmentLight()
645 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, false); in ActivateFragmentLight()
649 GraphicsDevice::SetFragmentLightSpotEnabled(index, false); in ActivateFragmentLight()
654 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, true); in ActivateFragmentLight()
655 …GraphicsDevice::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Derefe… in ActivateFragmentLight()
658 index, in ActivateFragmentLight()
664 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, false); in ActivateFragmentLight()
671 GraphicsDevice::ActivateFragmentLightPosition(index, position); in ActivateFragmentLight()
672 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight()
681 GraphicsDevice::SetFragmentLightSpotEnabled(index, true); in ActivateFragmentLight()
682 …GraphicsDevice::ActivateFragmentLightSpotTable(index, resLight.GetAngleSampler().GetSampler().Dere… in ActivateFragmentLight()
691 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, true); in ActivateFragmentLight()
692 …GraphicsDevice::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Derefe… in ActivateFragmentLight()
695 index, in ActivateFragmentLight()
701 GraphicsDevice::SetFragmentLightDistanceAttnEnabled(index, false); in ActivateFragmentLight()
714 GraphicsDevice::ActivateFragmentLightPosition(index, position, spotDirection); in ActivateFragmentLight()
715 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight()
750 RenderContext::ActivateVertexLight(int index, const VertexLight* light) in ActivateVertexLight() argument
752 if (m_ShaderProgram->GetActiveDescription().GetMaxVertexLightCount() > index) in ActivateVertexLight()
767 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_AMBIENT, in ActivateVertexLight()
771 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_DIFFUSE, in ActivateVertexLight()
783 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_POSITION, in ActivateVertexLight()
793 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_POSITION, in ActivateVertexLight()
798 … endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_DISTANCE_ATTENUATION, in ActivateVertexLight()
828 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_SPOT_DIRECTION, in ActivateVertexLight()
832 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_SPOT_FACTOR, in ActivateVertexLight()
838 endUniform - (index + 1) * VERTEX_LIGHT_SET_COUNT + VERTEX_LIGHT_SPOT_DIRECTION, in ActivateVertexLight()