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Searched refs:light (Results 1 – 23 of 23) sorted by relevance

/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_SceneTraverser.cpp125 void SceneTraverser::VisitLight(Light* light) in VisitLight() argument
127 NW_UNUSED_VARIABLE(light); in VisitLight()
128 this->m_SceneContext->PushSceneNode(light); in VisitLight()
129 this->m_SceneContext->PushLight(light); in VisitLight()
130 this->m_SceneContext->PushAnimatableNode(light); in VisitLight()
134 void SceneTraverser::VisitFragmentLight(FragmentLight* light) in VisitFragmentLight() argument
137 this->m_SceneContext->PushSceneNode(light); in VisitFragmentLight()
138 this->m_SceneContext->PushLight(light); in VisitFragmentLight()
139 this->m_SceneContext->PushFragmentLight(light); in VisitFragmentLight()
140 this->m_SceneContext->PushAnimatableNode(light); in VisitFragmentLight()
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Dgfx_AmbientLight.cpp44 AmbientLight* light = new(memory) AmbientLight( in Create() local
49 Result result = light->Initialize(allocator); in Create()
52 return light; in Create()
73 AmbientLight* light = new(memory) AmbientLight( in Create() local
78 Result result = light->Initialize(allocator); in Create()
83 bool isAttached = parent->AttachChild(light); in Create()
87 return light; in Create()
Dgfx_HemiSphereLight.cpp46 HemiSphereLight* light = new(memory) HemiSphereLight( in Create() local
51 Result result = light->Initialize(allocator); in Create()
54 return light; in Create()
75 HemiSphereLight* light = new(memory) HemiSphereLight( in Create() local
80 Result result = light->Initialize(allocator); in Create()
85 bool isAttached = parent->AttachChild(light); in Create()
89 return light; in Create()
Dgfx_VertexLight.cpp47 VertexLight* light = new(memory) VertexLight( in Create() local
52 Result result = light->Initialize(allocator); in Create()
55 return light; in Create()
76 VertexLight* light = new(memory) VertexLight( in Create() local
81 Result result = light->Initialize(allocator); in Create()
86 bool isAttached = parent->AttachChild(light); in Create()
90 return light; in Create()
Dgfx_FragmentLight.cpp46 FragmentLight* light = new(memory) FragmentLight( in Create() local
51 Result result = light->Initialize(allocator); in Create()
54 return light; in Create()
75 FragmentLight* light = new(memory) FragmentLight( in Create() local
80 Result result = light->Initialize(allocator); in Create()
85 bool isAttached = parent->AttachChild(light); in Create()
89 return light; in Create()
Dgfx_RenderContext.cpp617 const FragmentLight* light = this->m_SceneEnvironment.GetFragmentLight(i); in ActivateFragmentLights() local
619 this->ActivateFragmentLight(i, light); in ActivateFragmentLights()
627 RenderContext::ActivateFragmentLight(int index, const FragmentLight* light) in ActivateFragmentLight() argument
629 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight()
642 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight()
674 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
708 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight()
713 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
754 RenderContext::ActivateVertexLight(int index, const VertexLight* light) in ActivateVertexLight() argument
764 ResVertexLight resLight = light->GetResVertexLight(); in ActivateVertexLight()
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/NW4C-1.2.23/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp534 ResLight light(object); in SetValue() local
540 light.SetLightEnabled(boolValue); in SetValue()
552 ResFragmentLight light(object); in SetValue() local
558 light.SetAmbient(color); in SetValue()
562 light.SetDiffuse(color); in SetValue()
566 light.SetSpecular0(color); in SetValue()
570 light.SetSpecular1(color); in SetValue()
577 light.SetDirection(direction); in SetValue()
584 light.SetDistanceAttenuationStart(start); in SetValue()
591 light.SetDistanceAttenuationEnd(end); in SetValue()
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/NW4C-1.2.23/include/nw/gfx/
Dgfx_LightSet.h133 void SetAmbientLight(AmbientLight* light) in SetAmbientLight() argument
135 this->m_AmbientLight = light; in SetAmbientLight()
160 void SetHemiSphereLight(HemiSphereLight* light) in SetHemiSphereLight() argument
162 this->m_HemiSphereLight = light; in SetHemiSphereLight()
187 void SetVertexLight(VertexLight* light) in SetVertexLight() argument
189 this->m_VertexLights.push_back(light); in SetVertexLight()
241 void SetFragmentLight(FragmentLight* light) in SetFragmentLight() argument
243 this->m_FragmentLights.push_back(light); in SetFragmentLight()
Dgfx_SceneTraverser.h73 virtual void VisitLight(Light* light);
74 virtual void VisitFragmentLight(FragmentLight* light);
76 virtual void VisitVertexLight(VertexLight* light);
78 virtual void VisitAmbientLight(AmbientLight* light);
79 virtual void VisitHemiSphereLight(HemiSphereLight* light);
Dgfx_ISceneVisitor.h92 virtual void VisitLight(Light* light) = 0;
98 virtual void VisitFragmentLight(FragmentLight* light) = 0;
105 virtual void VisitVertexLight(VertexLight* light) = 0;
111 virtual void VisitAmbientLight(AmbientLight* light) = 0;
117 virtual void VisitHemiSphereLight(HemiSphereLight* light) = 0;
Dgfx_SceneContext.h448 void PushLight(Light* light) in PushLight() argument
450 bool isPushed = m_Lights.push_back(light); in PushLight()
494 void PushFragmentLight(FragmentLight* light) in PushFragmentLight() argument
496 bool isPushed = m_FragmentLights.push_back(light); in PushFragmentLight()
540 void PushVertexLight(VertexLight* light) in PushVertexLight() argument
542 bool isPushed = m_VertexLights.push_back(light); in PushVertexLight()
586 void PushHemiSphereLight(HemiSphereLight* light) in PushHemiSphereLight() argument
588 bool isPushed = m_HemiSphereLights.push_back(light); in PushHemiSphereLight()
632 void PushAmbientLight(AmbientLight* light) in PushAmbientLight() argument
634 bool isPushed = m_AmbientLights.push_back(light); in PushAmbientLight()
Dgfx_ActivateCommand.h180 ActivateFragmentLight(s32 index, ResMaterialColor materialColor, const FragmentLight* light, bool u… in ActivateFragmentLight() argument
186 NW_NULL_ASSERT( light ); in ActivateFragmentLight()
188 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight()
228 ActivateFragmentAmbientLight(ResMaterialColor materialColor, const AmbientLight* light) in ActivateFragmentAmbientLight() argument
235 if (light) in ActivateFragmentAmbientLight()
237 ResAmbientLight resLight = light->GetResAmbientLight(); in ActivateFragmentAmbientLight()
Dgfx_SceneEnvironment.h211 void SetFragmentLight(FragmentLight* light) in SetFragmentLight() argument
218 m_FragmentLights[m_ActiveFragmentLightCount] = (light); in SetFragmentLight()
252 void SetVertexLight(VertexLight* light) in SetVertexLight() argument
259 this->m_VertexLights[m_ActiveVertexLightCount] = light; in SetVertexLight()
Dgfx_MaterialState.h631 const FragmentLight* light = sceneEnvironment.GetFragmentLight(i); in ActivateMaterialColor() local
633 internal::ActivateFragmentLight(i, materialColor, light, useReflection); in ActivateMaterialColor()
668 const FragmentLight* light = sceneEnvironment.GetFragmentLight(i); in ActivateFragmentLighting() local
669 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLighting()
Dgfx_RenderContext.h536 void ActivateFragmentLight(int index, const FragmentLight* light);
542 void ActivateVertexLight(int index, const VertexLight* light);
/NW4C-1.2.23/tools/Viewer/
DViewer.ini135 /g3d/light/global_ambient_color = 0x333333FF
138 /g3d/light/light0_kind = DIRECTIONAL # (DIRECTIONAL | POINT)
140 /g3d/light/light0_ambient_color = 0x333333FF
142 /g3d/light/light0_diffuse_color = 0xFFFFFFFF
144 /g3d/light/light0_specular0_color = 0xFFFFFFFF
146 /g3d/light/light0_specular1_color = 0xFFFFFFFF
148 /g3d/light/light0_direction/x = -0.5
149 /g3d/light/light0_direction/y = -1.0
150 /g3d/light/light0_direction/z = -1.0
/NW4C-1.2.23/demos/gfx/LowLayerDemo/sources/
DLowLayerDemo.cpp513 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in UpdateNodes() local
515 UpdateNode(*light); in UpdateNodes()
550 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in SetEnvironment() local
552 sceneEnvironment.SetFragmentLight(*light); in SetEnvironment()
/NW4C-1.2.23/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp558 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in UpdateNodes() local
560 UpdateNode(*light); in UpdateNodes()
636 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in SetEnvironment() local
638 sceneEnvironment.SetFragmentLight(*light); in SetEnvironment()
/NW4C-1.2.23/sources/libraries/demo/
Ddemo_Utility.cpp486 nw::gfx::Light* light = nw::ut::DynamicCast<nw::gfx::Light*>(object); in GetAnimGroup() local
487 NW_ASSERT(light); in GetAnimGroup()
488 animGroup = light->GetAnimGroup(); in GetAnimGroup()
549 nw::gfx::Light* light = nw::ut::DynamicCast<nw::gfx::Light*>(object); in BindAnimationObject() local
550 NW_ASSERT(light); in BindAnimationObject()
551 light->SetAnimObject(animObject); in BindAnimationObject()
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DGfxCtrl.cpp494 nw::gfx::Light* light = in CreateSceneEnvironment() local
497 nw::gfx::AnimGroup* animGroup = light->GetAnimGroup(); in CreateSceneEnvironment()
514 light->SetAnimObject( lightAnimEvaluator ); in CreateSceneEnvironment()
/NW4C-1.2.23/tools/DccPlugin/Maya/scripts/
DNW4C_SetNoCompressNode.mel30 get selected transform (except camera & light)
DNW4C_SetBillboard.mel30 get selected transform (except camera & light)
DNW4C_SetCombineGroup.mel30 get selected transform (except camera & light)