| /NW4C-1.2.23/sources/libraries/gfx/res/ |
| D | gfx_ResLight.cpp | 34 ResFragmentLight fragment = ResDynamicCast<ResFragmentLight>(*this); in Setup() 39 ResDynamicCast<ResReferenceLookupTable>(fragment.GetDistanceSampler()); in Setup() 60 ResDynamicCast<ResReferenceLookupTable>(resLut); in Setup() 85 ResFragmentLight fragment = ResDynamicCast<ResFragmentLight>(*this); in Cleanup()
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| D | gfx_ResFragmentShader.cpp | 58 ResDynamicCast<ResReferenceLookupTable>(this->GetDistribution0Sampler().GetSampler()); in Setup() 73 ResDynamicCast<ResReferenceLookupTable>(this->GetDistribution1Sampler().GetSampler()); in Setup() 88 ResDynamicCast<ResReferenceLookupTable>(this->GetReflectanceRSampler().GetSampler()); in Setup() 103 ResDynamicCast<ResReferenceLookupTable>(this->GetReflectanceGSampler().GetSampler()); in Setup() 118 ResDynamicCast<ResReferenceLookupTable>(this->GetReflectanceBSampler().GetSampler()); in Setup() 133 ResDynamicCast<ResReferenceLookupTable>(this->GetFresnelSampler().GetSampler()); in Setup()
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| D | gfx_ResUtil.cpp | 33 …ResImageLookupTable resImageLut = ResDynamicCast<ResImageLookupTable>(resReferenceLut.GetTargetLut… in SetupReferenceLut() 64 ResDynamicCast<ResImageLookupTable>(resLutSet.GetSamplers(tableName)); in GetReferenceLutTarget() 86 ResReferenceTexture refer = ResDynamicCast<ResReferenceTexture>(resTexture); in GetReferenceTextureTarget() 119 ResReferenceShader refer = ResDynamicCast<ResReferenceShader>(resShader); in GetReferenceShaderTarget()
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| D | gfx_ResMaterial.cpp | 307 ResReferenceShader refer = ResDynamicCast<ResReferenceShader>(resShader); in SetupShader() 406 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 416 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 427 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 438 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 450 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 462 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash()
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| D | gfx_ResTexture.cpp | 190 ResImageTexture resImgTex = ResDynamicCast<ResImageTexture>( resTex ); in ResImageTexture_Setup() 217 ResShadowTexture resSdwTex = ResDynamicCast<ResShadowTexture>( resTex ); in ResShadowTexture_Setup() 244 ResCubeTexture resCubeTex = ResDynamicCast<ResCubeTexture>( resTex ); in ResCubeTexture_Setup() 276 ResReferenceTexture resRefTex = ResDynamicCast<ResReferenceTexture>( resTex ); in ResReferenceTexture_Setup() 334 ResImageTexture resImgTex = ResDynamicCast<ResImageTexture>( resTex ); in ResImageTexture_Cleanup() 356 ResShadowTexture resSdwTex = ResDynamicCast<ResShadowTexture>( resTex ); in ResShadowTexture_Cleanup() 378 ResCubeTexture resCubeTex = ResDynamicCast<ResCubeTexture>( resTex ); in ResCubeTexture_Cleanup() 404 ResReferenceTexture resRefTex = ResDynamicCast<ResReferenceTexture>( resTex ); in ResReferenceTexture_Cleanup() 417 ResProceduralTexture resProcTex = ResDynamicCast<ResProceduralTexture>( resTex ); in ResProceduralTexture_Cleanup()
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| D | gfx_ResShader.cpp | 84 ResReferenceShader resRefShader = ResDynamicCast<ResReferenceShader>( *this ); in Dereference() 131 ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(resShader); in ResBinaryShader_Setup() 208 ResReferenceShader resRefShader = ResDynamicCast<ResReferenceShader>( resShader ); in ResReferenceShader_Setup() 213 ResBinaryShader binaryShader = ResDynamicCast<ResBinaryShader>(resRefShader.GetTargetShader()); in ResReferenceShader_Setup() 226 ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(*this); in Cleanup()
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| D | gfx_ResFog.cpp | 35 ResDynamicCast<ResReferenceLookupTable>(this->GetFogSampler()); in Setup()
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| D | gfx_ResTextureMapper.cpp | 212 ResDynamicCast<ResStandardTextureSampler>(resPixelBasedTextureMapper.GetSampler()); in ResPixelBasedTextureMapper_CloneDynamic() 366 …NW_ASSERT(ResDynamicCast<ResStandardTextureSampler>(ResStaticCast<ResPixelBasedTextureMapper>(*thi… in GetMemorySizeForCloneInternal() 583 ResReferenceTexture referenceTexture = ResDynamicCast<ResReferenceTexture>(resTexture); in ReferResTexture() 620 ResReferenceTexture refer = ResDynamicCast<ResReferenceTexture>(resTexture); in SetupTexture()
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_Camera.cpp | 64 ResCamera resCamera = ResDynamicCast<ResCamera>(this->GetResSceneNode()); in ~Camera() 290 ResCamera resCamera = ResDynamicCast<ResCamera>(resource); in Create() 426 ResDynamicCast<const ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetTargetPosition() 428 ResDynamicCast<const ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetTargetPosition() 450 ResDynamicCast<ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetTargetPosition() 452 ResDynamicCast<ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetTargetPosition() 473 ResDynamicCast<const ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetUpwardVector() 485 ResDynamicCast<ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetUpwardVector() 497 ResDynamicCast<ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetTwist() 509 ResDynamicCast<ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetTwist() [all …]
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| D | gfx_ParticleModel.cpp | 74 ResDynamicCast<ResParticleShape>(resNode.GetShapes(i)); in GetMemorySizeInternal() 108 ResDynamicCast<ResParticleShape>(resNode.GetShapes(i)); in GetDeviceMemorySizeInternal() 131 ResParticleModel resNode = ResDynamicCast<ResParticleModel>(resource); in Create() 163 ResDynamicCast<ResParticleShape>(resNode.GetShapes(i)); in Create()
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| D | gfx_ParticleAnimationOption.cpp | 105 ResDynamicCast<ResParticleFrameLoopAnimationOption>(*this); in EvaluateAnimationFrame()
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| D | gfx_ParticleUtil.cpp | 139 ResDynamicCast<ResParticleChildUpdater>(resUpdater); in ResolveParticleObject() 391 const ResParticleChildUpdater& child = ResDynamicCast<ResParticleChildUpdater>(*src); in GetMemorySizeForDuplicateResParticleUpdaterInternal() 575 const ResParticleChildUpdater& child = ResDynamicCast<ResParticleChildUpdater>(*src); in DuplicateResParticleUpdater() 791 const ResParticleChildUpdater& child = ResDynamicCast<ResParticleChildUpdater>(*src); in DuplicateResParticleUpdater()
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| /NW4C-1.2.23/sources/libraries/demo/ |
| D | demo_CameraController.cpp | 141 nw::gfx::ResDynamicCast<nw::gfx::ResAimTargetViewUpdater>(resViewUpdater); in CameraEntry() 143 nw::gfx::ResDynamicCast<nw::gfx::ResLookAtTargetViewUpdater>(resViewUpdater); in CameraEntry() 145 nw::gfx::ResDynamicCast<nw::gfx::ResRotateViewUpdater>(resViewUpdater); in CameraEntry() 253 nw::gfx::ResDynamicCast<nw::gfx::ResAimTargetViewUpdater>(resViewUpdater); in UpdateCamera() 255 nw::gfx::ResDynamicCast<nw::gfx::ResLookAtTargetViewUpdater>(resViewUpdater); in UpdateCamera() 257 nw::gfx::ResDynamicCast<nw::gfx::ResRotateViewUpdater>(resViewUpdater); in UpdateCamera()
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| D | demo_Particle.cpp | 153 … m_ResModels.PushBack(nw::gfx::ResDynamicCast<nw::gfx::ResParticleModel>(*modelResource)); in Register() 195 … m_ResModels.PushBack(nw::gfx::ResDynamicCast<nw::gfx::ResParticleModel>(*modelResource)); in Register()
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| /NW4C-1.2.23/demos/Nw4cDemo/include/ |
| D | SmCamera.h | 120 nw::gfx::ResDynamicCast<nw::gfx::ResAimTargetViewUpdater>(resViewUpdater); in SetTarget() 122 nw::gfx::ResDynamicCast<nw::gfx::ResLookAtTargetViewUpdater>(resViewUpdater); in SetTarget() 124 nw::gfx::ResDynamicCast<nw::gfx::ResRotateViewUpdater>(resViewUpdater); in SetTarget()
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_SceneEnvironmentSetting.h | 129 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting() 135 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting()
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| D | gfx_ParticleModel.h | 216 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel() 223 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel()
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| D | gfx_ParticleSet.h | 193 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet() 200 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet()
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| D | gfx_SkeletalModel.h | 253 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel() 259 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel()
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| D | gfx_ParticleUtil.h | 104 ResParticleModel resParticleModel = ResDynamicCast<ResParticleModel>(resModel); in operator()
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| D | gfx_ParticleEmitter.h | 140 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter() 147 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter()
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| D | gfx_Common.h | 151 using nw::ut::ResDynamicCast;
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| D | gfx_ParticleShape.h | 159 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape() 166 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape()
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| /NW4C-1.2.23/include/nw/ut/ |
| D | ut_ResUtil.h | 72 ResDynamicCast( TBase res ) in ResDynamicCast() function 99 NW_ASSERT( (! res.IsValid()) || ResDynamicCast<TDest>( res ).IsValid() ); in ResStaticCast()
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| /NW4C-1.2.23/include/nw/gfx/res/ |
| D | gfx_ResGraphicsFile.h | 694 … ResSeparateDataShape resSeparateDataShape = ResDynamicCast<ResSeparateDataShape>(*shape); in ForeachVertexStream() 702 … ResVertexStreamBase resVertexStream = ResDynamicCast<ResVertexStreamBase>(*vertexAttribute); in ForeachVertexStream() 933 … ResReferenceShader referenceShader = ResDynamicCast<ResReferenceShader>(resMaterial.GetShader()); in operator()
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