| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_RenderQueue.h | 81 IsCalculatingOnlyLayer1Functor(Model* model, ResMesh mesh) in IsCalculatingOnlyLayer1Functor() 84 model->GetRenderLayerId(mesh) == ResMaterial::TRANSLUCENCY_KIND_LAYER1; in IsCalculatingOnlyLayer1Functor() 105 AlwaysCalculatingFunctor(Model* model, ResMesh mesh) in AlwaysCalculatingFunctor() 106 { NW_UNUSED_VARIABLE(model); NW_UNUSED_VARIABLE(mesh); } in AlwaysCalculatingFunctor() 124 CalculateDepthFunctor(ModelType* model) in CalculateDepthFunctor() 125 : model(model) in CalculateDepthFunctor() 127 NW_NULL_ASSERT(model); in CalculateDepthFunctor() 128 this->resModel = model->GetResModel(); in CalculateDepthFunctor() 141 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator() 149 ModelType* model; member [all …]
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| D | gfx_SceneUpdateHelper.h | 79 void operator() (Model* model) in operator() 82 SkeletalModel* skeletalModel = ut::DynamicCast<SkeletalModel*>(model); in operator() 91 if (!m_IsVisibleModel->IsVisible(model)) { return; } in operator() 108 … model->UpdateModelViewMatrixAndNormalMatrix(this->m_Camera->ViewMatrix(), isModelCoordinate); in operator() 110 u8 meshLayerId = m_LayerId | model->GetLayerId(); in operator() 121 model->UpdateModelViewMatrixAndNormalMatrix(this->m_Camera->ViewMatrix(), false); in operator() 124 ut::IsTypeOf<ParticleModel>(model) in operator() 127 meshLayerId |= model->GetLayerId(); in operator() 130 gfx::ResMeshArray meshs = model->GetResMeshes(); in operator() 134 EnqueueModelMesh(this->m_RenderQueue, model, meshLayerId, *this->m_Camera)); in operator()
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| D | gfx_MeshRenderer.h | 87 void RenderMesh(ResMesh mesh, Model* model); 107 Model* model, 118 Model* model,
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| D | gfx_RenderElement.h | 283 BasicRenderElement(ResMesh mesh, Model* model) in BasicRenderElement() argument 284 : m_Key(0), m_Mesh(mesh), m_Model(model) in BasicRenderElement() 443 const Model* model = renderElement.GetModel(); in CreateRenderKey() local 445 if (mesh.IsValid() && model) in CreateRenderKey() 447 const Material* material = model->GetMaterial(mesh.GetMaterialIndex()); in CreateRenderKey() 539 const Model* model = renderElement.GetModel(); in CreateRenderKey() local 541 if (mesh.IsValid() && model) in CreateRenderKey() 543 const Material* material = model->GetMaterial(mesh.GetMaterialIndex()); in CreateRenderKey() 638 const Model* model = renderElement.GetModel(); in CreateRenderKey() local 640 if (mesh.IsValid() && model) in CreateRenderKey() [all …]
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| D | gfx_ParticleSet.h | 331 ParticleModel* model = static_cast<ParticleModel*>(this->GetParent()); in WorldMatrix() local 332 return model->WorldMatrix(); in WorldMatrix() 345 ParticleModel* model = static_cast<ParticleModel*>(this->GetParent()); in InverseWorldMatrix() local 346 return model->InverseWorldMatrix(); in InverseWorldMatrix()
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| D | gfx_SceneTraverser.h | 69 virtual void VisitModel(Model* model); 70 virtual void VisitSkeletalModel(SkeletalModel* model);
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| D | gfx_ISceneUpdater.h | 63 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument 65 NW_UNUSED_VARIABLE(model); in IsVisible()
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| D | gfx_SceneInitializer.h | 90 virtual void VisitModel(Model* model); 91 virtual void VisitSkeletalModel(SkeletalModel* model);
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| D | gfx_ISceneVisitor.h | 68 virtual void VisitModel(Model* model) = 0; 74 virtual void VisitSkeletalModel(SkeletalModel* model) = 0;
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_SceneTraverser.cpp | 89 void SceneTraverser::VisitModel(Model* model) in VisitModel() argument 92 this->m_SceneContext->PushSceneNode(model); in VisitModel() 93 this->m_SceneContext->PushModel(model); in VisitModel() 94 this->m_SceneContext->PushAnimatableNode(model); in VisitModel() 98 void SceneTraverser::VisitSkeletalModel(SkeletalModel* model) in VisitSkeletalModel() argument 101 this->m_SceneContext->PushSceneNode(model); in VisitSkeletalModel() 102 this->m_SceneContext->PushModel(model); in VisitSkeletalModel() 103 this->m_SceneContext->PushSkeletalModel(model); in VisitSkeletalModel() 104 this->m_SceneContext->PushAnimatableNode(model); in VisitSkeletalModel() 194 void SceneTraverser::VisitParticleModel(ParticleModel* model) in VisitParticleModel() argument [all …]
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| D | gfx_SceneInitializer.cpp | 61 void SceneInitializer::VisitModel(Model* model) in VisitModel() argument 65 nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second; in VisitModel() 66 for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first; in VisitModel() 76 void SceneInitializer::VisitSkeletalModel(SkeletalModel* model) in VisitSkeletalModel() argument 80 nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second; in VisitSkeletalModel() 81 for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first; in VisitSkeletalModel()
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| D | gfx_MeshRenderer.cpp | 97 MeshRenderer::RenderMesh(ResMesh mesh, Model* model) in RenderMesh() argument 102 ResShape shape = model->GetResModel().GetShapes(mesh.GetShapeIndex()); in RenderMesh() 108 m_RenderContext->SetMaterial(model->GetMaterial(mesh.GetMaterialIndex())); in RenderMesh() 113 if (m_RenderContext->GetModelCache() != model) in RenderMesh() 115 m_RenderContext->SetModelMatrix(model); in RenderMesh() 121 model, in RenderMesh() 130 ParticleModel* particleModel = static_cast<ParticleModel*>(model); in RenderMesh() 139 m_RenderContext->SetMaterial(model->GetMaterial(mesh.GetMaterialIndex())); in RenderMesh() 145 model, in RenderMesh() 160 Model* model, in RenderSeparateDataShape() argument [all …]
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| D | gfx_ParticleSceneUpdater.cpp | 72 ParticleModel* model = *i++; in UpdateNode() local 73 NW_NULL_ASSERT(model); in UpdateNode() 75 model->UpdateParticleFrame(); in UpdateNode()
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| D | gfx_SceneUpdater.cpp | 181 …for (SkeletalModelArray::iterator model = sceneContext->GetSkeletalModelsBegin(); model != end; ++… in UpdateSkeletalModel() local 183 Skeleton* skeleton = (*model)->GetSkeleton(); in UpdateSkeletalModel()
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| D | gfx_SkeletalModel.cpp | 81 SkeletalModel* model = new(memory) SkeletalModel( in Create() local 88 Result result = model->Initialize(allocator); in Create() 93 bool isAttached = parent->AttachChild(model); in Create() 97 return model; in Create()
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| /NW4C-1.2.23/demos/gfx/LowLayerAnimationDemo/sources/ |
| D | LowLayerAnimationDemo.cpp | 566 …for (SkeletalModelArray::iterator model = s_SkeletalModels.begin(); model != skeletalModelEnd; ++m… in UpdateNodes() local 568 UpdateNode(*model); in UpdateNodes() 571 if ((*model)->GetSkeleton()->IsUpdated()) { continue; } in UpdateNodes() 574 s_SkeletonUpdater->UpdateWorld((*model)->GetSkeleton(), *s_WorldMatrixUpdater); in UpdateNodes() 577 (*model)->GetSkeleton()->SetUpdated(true); in UpdateNodes() 588 …for (SkeletalModelArray::iterator model = s_SkeletalModels.begin(); model != skeletalModelEnd; ++m… in EvaluateSkeletalAnim() local 590 …(*model)->GetAnimBinding()->Evaluate(nw::anim::ResGraphicsAnimGroup::EVALUATION_BEFORE_WORLD_UPDAT… in EvaluateSkeletalAnim() 591 …(*model)->GetAnimBinding()->Evaluate(nw::anim::ResGraphicsAnimGroup::EVALUATION_AFTER_SCENE_CULLIN… in EvaluateSkeletalAnim() 602 …for (SkeletalModelArray::iterator model = s_SkeletalModels.begin(); model != skeletalModelEnd; ++m… in UpdateFrame() local 604 (*model)->UpdateFrame(); in UpdateFrame() [all …]
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| /NW4C-1.2.23/include/nw/demo/ |
| D | demo_Particle.h | 166 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in SetStepFrame() local 167 model->ParticleAnimFrameController().SetStepFrame(stepFrame); in SetStepFrame() 187 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in SetFrame() local 188 model->ParticleAnimFrameController().SetFrame(frame); in SetFrame() 209 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in Reset() local 210 model->ForeachParticleSet(nw::gfx::ParticleSetsClear()); in Reset() 211 model->ParticleAnimFrameController().SetFrame(0.f); in Reset() 242 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in GetParticleSize() local 243 for (u32 j = 0; j < model->GetParticleSetsCount(); ++j ) in GetParticleSize() 245 nw::gfx::ParticleSet* particleSet = model->GetParticleSets(j); in GetParticleSize() [all …]
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| /NW4C-1.2.23/include/nw/gfx/res/ |
| D | gfx_ResGraphicsFile.h | 497 for (ResModelArray::iterator model = this->GetModels().begin(); in ForeachModel() local 498 model != end; ++model) in ForeachModel() 500 function(*model); in ForeachModel() 527 for (ResModelArray::iterator model = this->GetModels().begin(); in ForeachMaterial() local 528 model != end; ++model) in ForeachMaterial() 530 ResMaterialArray::iterator materialEnd = (*model).GetMaterials().end(); in ForeachMaterial() 531 for (ResMaterialArray::iterator material = (*model).GetMaterials().begin(); in ForeachMaterial() 563 for (ResModelArray::iterator model = this->GetModels().begin(); in ForeachModelMaterial() local 564 model != end; ++model) in ForeachModelMaterial() 566 ResMaterialArray::iterator materialEnd = (*model).GetMaterials().end(); in ForeachModelMaterial() [all …]
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| /NW4C-1.2.23/demos/gfx/DynamicMaterialDemo/sources/ |
| D | DynamicMaterialDemo.cpp | 48 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument 50 return nw::ut::CheckFlag(model->GetUserParameter<u32>(), MATERIAL_DEFAULT); in IsVisible() 58 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument 60 return nw::ut::CheckFlag(model->GetUserParameter<u32>(), MATERIAL_CHANGE); in IsVisible() 329 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(node); in BuildResources() local 330 NW_NULL_ASSERT(model); in BuildResources() 332 if (::std::strcmp(model->GetName(), "Edge") == 0) in BuildResources() 334 model->SetVisible(false); in BuildResources() 335 s_EdgeMaterial = model->GetMaterial(0); in BuildResources() 337 else if(::std::strcmp(model->GetName(), "LutTorus") == 0) in BuildResources() [all …]
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| /NW4C-1.2.23/demos/gfx/LowLayerDemo/sources/ |
| D | LowLayerDemo.cpp | 520 for (ModelArray::iterator model = s_Models.begin(); model != modelEnd; ++model) in UpdateNodes() local 522 UpdateNode(*model); in UpdateNodes() 563 for (ModelArray::iterator model = s_Models.begin(); model != modelEnd; ++model) in SubmitView() local 565 if (!(*model)->IsVisible()) in SubmitView() 570 (*model)->UpdateModelViewMatrixAndNormalMatrix(s_BaseCamera->ViewMatrix(), false); in SubmitView() 592 for (ModelArray::iterator model = s_Models.begin(); model != modelEnd; ++model) in RenderScene() local 594 if ((*model)->IsVisible()) in RenderScene() 596 nw::gfx::ResMeshArray resMeshes = (*model)->GetResMeshes(); in RenderScene() 603 if ((*model)->IsMeshVisible(*mesh)) in RenderScene() 605 s_MeshRenderer->RenderMesh(*mesh, *model); in RenderScene()
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| /NW4C-1.2.23/demos/Nw4cDemo/sources/ |
| D | SmModel.cpp | 212 SmModel* model = new SmModel(); in Duplicate() local 228 model->m_SkeletalModel = skeletalModel; in Duplicate() 229 model->m_Duplicated = true; in Duplicate() 230 model->m_pSceneNode = static_cast<nw::gfx::SceneNode*>(model->m_SkeletalModel); in Duplicate() 232 model->SetLayerId( this->GetLayerId() ); in Duplicate() 236 model->m_AnimEvaluatorArray.CopyFrom( m_AnimEvaluatorArray ); in Duplicate() 238 return model; in Duplicate()
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| D | SmSceneCtrl.cpp | 45 nw::gfx::Model* model = element.GetModel(); in operator ()() local 46 model->PreRenderSignal()(model, mesh, m_RenderContext); in operator ()() 47 m_MeshRenderer->RenderMesh(mesh, model); in operator ()() 48 model->PostRenderSignal()(model, mesh, m_RenderContext); in operator ()()
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| /NW4C-1.2.23/sources/libraries/demo/ |
| D | demo_Utility.cpp | 465 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in GetAnimGroup() local 466 NW_ASSERT(model); in GetAnimGroup() 467 animGroup = model->GetMaterialAnimGroup(); in GetAnimGroup() 472 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in GetAnimGroup() local 473 NW_ASSERT(model); in GetAnimGroup() 474 animGroup = model->GetVisibilityAnimGroup(); in GetAnimGroup() 528 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in BindAnimationObject() local 529 NW_ASSERT(model); in BindAnimationObject() 530 model->SetMaterialAnimObject(animObject); in BindAnimationObject() 535 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in BindAnimationObject() local [all …]
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| /NW4C-1.2.23/demos/gfx/AnimationBlendDemo/sources/ |
| D | AnimationBlendDemo.cpp | 275 InitializeSkeletalAnim(nw::gfx::SkeletalModel* model) in InitializeSkeletalAnim() argument 277 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() 283 nw::gfx::ResSkeletalModel resModel = model->GetResSkeletalModel(); in InitializeSkeletalAnim() 336 model->SetSkeletalAnimObject(blender); in InitializeSkeletalAnim() 348 InitializeMaterialAnim(nw::gfx::Model* model) in InitializeMaterialAnim() argument 350 nw::gfx::AnimGroup* animGroup = model->GetMaterialAnimGroup(); in InitializeMaterialAnim() 401 model->SetMaterialAnimObject(blender); in InitializeMaterialAnim() 411 UpdateBlender(nw::gfx::SkeletalModel* model) in UpdateBlender() argument 415 if (model == NULL) in UpdateBlender() 421 nw::gfx::AnimObject* skeletalAnimObject = model->GetSkeletalAnimObject(); in UpdateBlender() [all …]
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| /NW4C-1.2.23/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 48 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument 50 return nw::ut::CheckFlag(model->GetUserParameter<u32>(), SHADOW_CASTER); in IsVisible() 487 InitializeSkeletalAnim(nw::gfx::SkeletalModel* model) in InitializeSkeletalAnim() argument 489 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() 495 nw::gfx::ResSkeletalModel resModel = model->GetResSkeletalModel(); in InitializeSkeletalAnim() 515 model->SetSkeletalAnimObject(evaluator); in InitializeSkeletalAnim() 680 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(node); in BuildResources() local 681 NW_ASSERT(model->GetMaterialCount() != 0); in BuildResources() 683 nw::gfx::Material* material = model->GetMaterial(0); in BuildResources() 975 nw::gfx::Model* model = element.GetModel(); in operator ()() local [all …]
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