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Searched refs:m_Resource (Results 1 – 21 of 21) sorted by relevance

/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_OrthoProjectionUpdater.cpp76 m_Resource(resUpdater) in OrthoProjectionUpdater()
83 if (this->IsDynamic() && this->m_Resource.IsValid()) in ~OrthoProjectionUpdater()
85 this->GetAllocator().Free(m_Resource.ptr()); in ~OrthoProjectionUpdater()
93 NW_ASSERT(m_Resource.IsValid()); in Update()
94 NW_ASSERT(m_Resource.GetRect().GetAspectRatio() != 0); in Update()
95 NW_ASSERT(m_Resource.GetRect().GetHeight() != 0); in Update()
97 float halfWidth = m_Resource.GetRect().GetWidth() / 2.0f; in Update()
98 float halfHeight = m_Resource.GetRect().GetHeight() / 2.0f; in Update()
100 float left = m_Resource.GetRect().GetCenter().x - halfWidth; in Update()
101 float right = m_Resource.GetRect().GetCenter().x + halfWidth; in Update()
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Dgfx_FrustumProjectionUpdater.cpp74 m_Resource(resUpdater) in FrustumProjectionUpdater()
81 if (this->IsDynamic() && this->m_Resource.IsValid()) in ~FrustumProjectionUpdater()
83 this->GetAllocator().Free(m_Resource.ptr()); in ~FrustumProjectionUpdater()
92 NW_ASSERT(m_Resource.IsValid()); in Update()
94 float halfWidth = m_Resource.GetRect().GetWidth() / 2.0f; in Update()
95 float halfHeight = m_Resource.GetRect().GetHeight() / 2.0f; in Update()
97 float left = m_Resource.GetRect().GetCenter().x - halfWidth; in Update()
98 float right = m_Resource.GetRect().GetCenter().x + halfWidth; in Update()
99 float bottom = m_Resource.GetRect().GetCenter().y - halfHeight; in Update()
100 float top = m_Resource.GetRect().GetCenter().y + halfHeight; in Update()
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Dgfx_AimTargetViewUpdater.cpp73 m_Resource(resUpdater) in AimTargetViewUpdater()
80 if (this->IsDynamic() && this->m_Resource.IsValid()) in ~AimTargetViewUpdater()
82 this->GetAllocator().Free(m_Resource.ptr()); in ~AimTargetViewUpdater()
93 NW_ASSERT(m_Resource.IsValid()); in Update()
94 u32 flags = m_Resource.GetFlags(); in Update()
103 cameraPosition.x - this->m_Resource.GetTargetPosition().x, in Update()
104 cameraPosition.y - this->m_Resource.GetTargetPosition().y, in Update()
105 cameraPosition.z - this->m_Resource.GetTargetPosition().z); in Update()
110 …math::MTX34LookAtRad(viewMatrix, &cameraPosition, this->m_Resource.GetTwist(), &this->m_Resource.G… in Update()
127 math::SinCosRad(&st, &ct, this->m_Resource.GetTwist()); in Update()
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Dgfx_PerspectiveProjectionUpdater.cpp74 m_Resource(resUpdater) in PerspectiveProjectionUpdater()
81 if (this->IsDynamic() && this->m_Resource.IsValid()) in ~PerspectiveProjectionUpdater()
83 this->GetAllocator().Free(m_Resource.ptr()); in ~PerspectiveProjectionUpdater()
91 NW_ASSERT(m_Resource.IsValid()); in Update()
93 float fovy = this->m_Resource.GetFovy(); in Update()
96 float aspect = this->m_Resource.GetAspectRatio(); in Update()
99 float near = this->m_Resource.GetNear(); in Update()
100 float far = this->m_Resource.GetFar(); in Update()
Dgfx_RotateViewUpdater.cpp71 m_Resource(resUpdater) in RotateViewUpdater()
78 if (this->IsDynamic() && this->m_Resource.IsValid()) in ~RotateViewUpdater()
80 this->GetAllocator().Free(m_Resource.ptr()); in ~RotateViewUpdater()
91 NW_ASSERT(m_Resource.IsValid()); in Update()
92 u32 flags = m_Resource.GetFlags(); in Update()
106 math::MTX34RotXYZRad(&rotateMatrixX, this->m_Resource.GetViewRotate().x, 0.0f, 0.0f); in Update()
107 math::MTX34RotXYZRad(&rotateMatrixY, 0.0f, this->m_Resource.GetViewRotate().y, 0.0f); in Update()
108 math::MTX34RotXYZRad(&rotateMatrixZ, 0.0f, 0.0f, this->m_Resource.GetViewRotate().z); in Update()
127 math::MTX34CameraRotateRad(viewMatrix, &cameraPosition, &this->m_Resource.GetViewRotate()); in Update()
Dgfx_LookAtTargetViewUpdater.cpp70 m_Resource(resUpdater) in LookAtTargetViewUpdater()
77 if (this->IsDynamic() && this->m_Resource.IsValid()) in ~LookAtTargetViewUpdater()
79 this->GetAllocator().Free(m_Resource.ptr()); in ~LookAtTargetViewUpdater()
90 NW_ASSERT(m_Resource.IsValid()); in Update()
92 u32 flags = m_Resource.GetFlags(); in Update()
93 math::VEC3 targetPosition(this->m_Resource.GetTargetPosition()); in Update()
94 math::VEC3 upwardVector(this->m_Resource.GetUpwardVector()); in Update()
Dgfx_SceneBuilder.cpp48 NW_ASSERT(m_Resource.IsValid()); in CreateObject()
51 SceneObject* root = BuildSceneObject(0, m_Resource, allocator, deviceAllocator, false); in CreateObject()
64 NW_ASSERT(m_Resource.IsValid()); in CreateTree()
67 SceneObject* root = BuildSceneObject(0, m_Resource, allocator, deviceAllocator, true); in CreateTree()
/NW4C-1.2.23/include/nw/gfx/
Dgfx_FrustumProjectionUpdater.h90 return this->m_Resource; in GetResource()
96 return this->m_Resource; in GetResource()
119 ResFrustumProjectionUpdater m_Resource; variable
Dgfx_OrthoProjectionUpdater.h90 return this->m_Resource; in GetResource()
96 return this->m_Resource; in GetResource()
119 ResOrthoProjectionUpdater m_Resource; variable
Dgfx_PerspectiveProjectionUpdater.h90 return this->m_Resource; in GetResource()
96 return this->m_Resource; in GetResource()
120 ResPerspectiveProjectionUpdater m_Resource; variable
Dgfx_LookAtTargetViewUpdater.h94 return this->m_Resource; in GetResource()
100 return this->m_Resource; in GetResource()
123 ResLookAtTargetViewUpdater m_Resource; variable
Dgfx_AimTargetViewUpdater.h94 return this->m_Resource; in GetResource()
100 return this->m_Resource; in GetResource()
123 ResAimTargetViewUpdater m_Resource; variable
Dgfx_RotateViewUpdater.h93 return this->m_Resource; in GetResource()
99 return this->m_Resource; in GetResource()
122 ResRotateViewUpdater m_Resource; variable
Dgfx_Skeleton.h218 explicit OriginalPose(ResSkeleton resource) : m_Resource(resource) {} in OriginalPose()
221 int GetBonesCount() const { return m_Resource.GetBonesCount(); } in GetBonesCount()
227 ResBone bone = m_Resource.GetBones(index); in GetTransform()
237 ResBone bone = m_Resource.GetBones(index); in GetTransform()
246 return &m_Resource.GetBones(index).GetTransform(); in GetTransform()
252 return &m_Resource.GetBones(index).GetTransform(); in GetTransform()
256 ResSkeleton m_Resource;
Dgfx_SceneBuilder.h54 SceneBuilder& Resource(ResSceneObject resource) { m_Resource = resource; return *this; } in Resource()
185 ResSceneObject m_Resource; variable
Dgfx_AmbientLight.h187 m_Resource(resource) in AmbientLight()
223 ResPtr m_Resource; variable
Dgfx_HemiSphereLight.h188 m_Resource(resource) in HemiSphereLight()
223 ResPtr m_Resource; variable
Dgfx_FragmentLight.h231 m_Resource(resource) in FragmentLight()
268 ResPtr m_Resource; variable
Dgfx_VertexLight.h230 m_Resource(resource) in VertexLight()
267 ResPtr m_Resource; variable
Dgfx_LightSet.h314 m_Resource(resObj), in LightSet()
335 ResLightSet m_Resource;
Dgfx_Fog.h238 m_Resource(resource), in Fog()
292 ResPtr m_Resource; variable