| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_OrthoProjectionUpdater.cpp | 76 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() [all …]
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| D | gfx_FrustumProjectionUpdater.cpp | 74 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() [all …]
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| D | gfx_AimTargetViewUpdater.cpp | 73 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() [all …]
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| D | gfx_PerspectiveProjectionUpdater.cpp | 74 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()
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| D | gfx_RotateViewUpdater.cpp | 71 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()
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| D | gfx_LookAtTargetViewUpdater.cpp | 70 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()
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| D | gfx_SceneBuilder.cpp | 48 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()
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_FrustumProjectionUpdater.h | 90 return this->m_Resource; in GetResource() 96 return this->m_Resource; in GetResource() 119 ResFrustumProjectionUpdater m_Resource; variable
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| D | gfx_OrthoProjectionUpdater.h | 90 return this->m_Resource; in GetResource() 96 return this->m_Resource; in GetResource() 119 ResOrthoProjectionUpdater m_Resource; variable
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| D | gfx_PerspectiveProjectionUpdater.h | 90 return this->m_Resource; in GetResource() 96 return this->m_Resource; in GetResource() 120 ResPerspectiveProjectionUpdater m_Resource; variable
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| D | gfx_LookAtTargetViewUpdater.h | 94 return this->m_Resource; in GetResource() 100 return this->m_Resource; in GetResource() 123 ResLookAtTargetViewUpdater m_Resource; variable
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| D | gfx_AimTargetViewUpdater.h | 94 return this->m_Resource; in GetResource() 100 return this->m_Resource; in GetResource() 123 ResAimTargetViewUpdater m_Resource; variable
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| D | gfx_RotateViewUpdater.h | 93 return this->m_Resource; in GetResource() 99 return this->m_Resource; in GetResource() 122 ResRotateViewUpdater m_Resource; variable
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| D | gfx_Skeleton.h | 218 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;
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| D | gfx_SceneBuilder.h | 54 SceneBuilder& Resource(ResSceneObject resource) { m_Resource = resource; return *this; } in Resource() 185 ResSceneObject m_Resource; variable
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| D | gfx_AmbientLight.h | 187 m_Resource(resource) in AmbientLight() 223 ResPtr m_Resource; variable
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| D | gfx_HemiSphereLight.h | 188 m_Resource(resource) in HemiSphereLight() 223 ResPtr m_Resource; variable
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| D | gfx_FragmentLight.h | 231 m_Resource(resource) in FragmentLight() 268 ResPtr m_Resource; variable
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| D | gfx_VertexLight.h | 230 m_Resource(resource) in VertexLight() 267 ResPtr m_Resource; variable
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| D | gfx_LightSet.h | 314 m_Resource(resObj), in LightSet() 335 ResLightSet m_Resource;
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| D | gfx_Fog.h | 238 m_Resource(resource), in Fog() 292 ResPtr m_Resource; variable
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