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Searched refs:ResDynamicCast (Results 1 – 25 of 40) sorted by relevance

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/NW4C-1.2.23/sources/libraries/gfx/res/
Dgfx_ResLight.cpp34 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()
Dgfx_ResFragmentShader.cpp58 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()
Dgfx_ResUtil.cpp33 …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()
Dgfx_ResMaterial.cpp307 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()
Dgfx_ResTexture.cpp190 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()
Dgfx_ResShader.cpp84 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()
Dgfx_ResFog.cpp35 ResDynamicCast<ResReferenceLookupTable>(this->GetFogSampler()); in Setup()
Dgfx_ResTextureMapper.cpp212 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()
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_Camera.cpp64 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 …]
Dgfx_ParticleModel.cpp74 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()
Dgfx_ParticleAnimationOption.cpp105 ResDynamicCast<ResParticleFrameLoopAnimationOption>(*this); in EvaluateAnimationFrame()
Dgfx_ParticleUtil.cpp139 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()
/NW4C-1.2.23/sources/libraries/demo/
Ddemo_CameraController.cpp141 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()
Ddemo_Particle.cpp153 … 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()
/NW4C-1.2.23/demos/Nw4cDemo/include/
DSmCamera.h120 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()
/NW4C-1.2.23/include/nw/gfx/
Dgfx_SceneEnvironmentSetting.h129 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting()
135 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting()
Dgfx_ParticleModel.h216 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel()
223 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel()
Dgfx_ParticleSet.h193 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet()
200 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet()
Dgfx_SkeletalModel.h253 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel()
259 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel()
Dgfx_ParticleUtil.h104 ResParticleModel resParticleModel = ResDynamicCast<ResParticleModel>(resModel); in operator()
Dgfx_ParticleEmitter.h140 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter()
147 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter()
Dgfx_Common.h151 using nw::ut::ResDynamicCast;
Dgfx_ParticleShape.h159 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape()
166 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape()
/NW4C-1.2.23/include/nw/ut/
Dut_ResUtil.h72 ResDynamicCast( TBase res ) in ResDynamicCast() function
99 NW_ASSERT( (! res.IsValid()) || ResDynamicCast<TDest>( res ).IsValid() ); in ResStaticCast()
/NW4C-1.2.23/include/nw/gfx/res/
Dgfx_ResGraphicsFile.h694 … 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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