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Searched refs:model (Results 1 – 25 of 55) sorted by relevance

123

/NW4C-1.2.23/include/nw/gfx/
Dgfx_RenderQueue.h81 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
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Dgfx_SceneUpdateHelper.h79 void operator() (Model* model) in operator()
82 SkeletalModel* skeletalModel = ut::DynamicCast<SkeletalModel*>(model); in operator()
91 if (!m_IsVisibleModel->IsVisible(model)) { return; } in operator()
108model->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()
Dgfx_MeshRenderer.h87 void RenderMesh(ResMesh mesh, Model* model);
107 Model* model,
118 Model* model,
Dgfx_RenderElement.h283 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()
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Dgfx_ParticleSet.h331 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()
Dgfx_SceneTraverser.h69 virtual void VisitModel(Model* model);
70 virtual void VisitSkeletalModel(SkeletalModel* model);
Dgfx_ISceneUpdater.h63 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument
65 NW_UNUSED_VARIABLE(model); in IsVisible()
Dgfx_SceneInitializer.h90 virtual void VisitModel(Model* model);
91 virtual void VisitSkeletalModel(SkeletalModel* model);
Dgfx_ISceneVisitor.h68 virtual void VisitModel(Model* model) = 0;
74 virtual void VisitSkeletalModel(SkeletalModel* model) = 0;
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_SceneTraverser.cpp89 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
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Dgfx_SceneInitializer.cpp61 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()
Dgfx_MeshRenderer.cpp97 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
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Dgfx_ParticleSceneUpdater.cpp72 ParticleModel* model = *i++; in UpdateNode() local
73 NW_NULL_ASSERT(model); in UpdateNode()
75 model->UpdateParticleFrame(); in UpdateNode()
Dgfx_SceneUpdater.cpp181 …for (SkeletalModelArray::iterator model = sceneContext->GetSkeletalModelsBegin(); model != end; ++ in UpdateSkeletalModel() local
183 Skeleton* skeleton = (*model)->GetSkeleton(); in UpdateSkeletalModel()
Dgfx_SkeletalModel.cpp81 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()
/NW4C-1.2.23/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp566 …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()
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/NW4C-1.2.23/include/nw/demo/
Ddemo_Particle.h166 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()
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/NW4C-1.2.23/include/nw/gfx/res/
Dgfx_ResGraphicsFile.h497 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()
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/NW4C-1.2.23/demos/gfx/DynamicMaterialDemo/sources/
DDynamicMaterialDemo.cpp48 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()
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/NW4C-1.2.23/demos/gfx/LowLayerDemo/sources/
DLowLayerDemo.cpp520 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()
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DSmModel.cpp212 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()
DSmSceneCtrl.cpp45 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 ()()
/NW4C-1.2.23/sources/libraries/demo/
Ddemo_Utility.cpp465 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
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/NW4C-1.2.23/demos/gfx/AnimationBlendDemo/sources/
DAnimationBlendDemo.cpp275 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()
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/NW4C-1.2.23/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp48 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
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