| /NW4C-1.3.3/sources/libraries/gfx/res/ |
| D | gfx_ResLight.cpp | 34 ResFragmentLight fragment = ResDynamicCast<ResFragmentLight>(*this); in Setup() 39 ResDynamicCast<ResReferenceLookupTable>(fragment.GetDistanceSampler()); in Setup() 60 ResDynamicCast<ResReferenceLookupTable>(resLut); in Setup() 85 ResFragmentLight fragment = ResDynamicCast<ResFragmentLight>(*this); in Cleanup()
|
| D | gfx_ResFragmentShader.cpp | 58 ResDynamicCast<ResReferenceLookupTable>(this->GetDistribution0Sampler().GetSampler()); in Setup() 73 ResDynamicCast<ResReferenceLookupTable>(this->GetDistribution1Sampler().GetSampler()); in Setup() 88 ResDynamicCast<ResReferenceLookupTable>(this->GetReflectanceRSampler().GetSampler()); in Setup() 103 ResDynamicCast<ResReferenceLookupTable>(this->GetReflectanceGSampler().GetSampler()); in Setup() 118 ResDynamicCast<ResReferenceLookupTable>(this->GetReflectanceBSampler().GetSampler()); in Setup() 133 ResDynamicCast<ResReferenceLookupTable>(this->GetFresnelSampler().GetSampler()); in Setup()
|
| D | gfx_ResUtil.cpp | 33 …ResImageLookupTable resImageLut = ResDynamicCast<ResImageLookupTable>(resReferenceLut.GetTargetLut… in SetupReferenceLut() 64 ResDynamicCast<ResImageLookupTable>(resLutSet.GetSamplers(tableName)); in GetReferenceLutTarget() 86 ResReferenceTexture refer = ResDynamicCast<ResReferenceTexture>(resTexture); in GetReferenceTextureTarget() 119 ResReferenceShader refer = ResDynamicCast<ResReferenceShader>(resShader); in GetReferenceShaderTarget()
|
| D | gfx_ResMaterial.cpp | 343 ResReferenceShader refer = ResDynamicCast<ResReferenceShader>(resShader); in SetupShader() 456 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 466 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 477 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 488 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 500 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash() 512 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash()
|
| D | gfx_ResTexture.cpp | 190 ResImageTexture resImgTex = ResDynamicCast<ResImageTexture>( resTex ); in ResImageTexture_Setup() 217 ResShadowTexture resSdwTex = ResDynamicCast<ResShadowTexture>( resTex ); in ResShadowTexture_Setup() 244 ResCubeTexture resCubeTex = ResDynamicCast<ResCubeTexture>( resTex ); in ResCubeTexture_Setup() 276 ResReferenceTexture resRefTex = ResDynamicCast<ResReferenceTexture>( resTex ); in ResReferenceTexture_Setup() 334 ResImageTexture resImgTex = ResDynamicCast<ResImageTexture>( resTex ); in ResImageTexture_Cleanup() 356 ResShadowTexture resSdwTex = ResDynamicCast<ResShadowTexture>( resTex ); in ResShadowTexture_Cleanup() 378 ResCubeTexture resCubeTex = ResDynamicCast<ResCubeTexture>( resTex ); in ResCubeTexture_Cleanup() 404 ResReferenceTexture resRefTex = ResDynamicCast<ResReferenceTexture>( resTex ); in ResReferenceTexture_Cleanup() 417 ResProceduralTexture resProcTex = ResDynamicCast<ResProceduralTexture>( resTex ); in ResProceduralTexture_Cleanup()
|
| D | gfx_ResFog.cpp | 35 ResDynamicCast<ResReferenceLookupTable>(this->GetFogSampler()); in Setup()
|
| D | gfx_ResShader.cpp | 131 ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(resShader); in ResBinaryShader_Setup() 211 ResReferenceShader resRefShader = ResDynamicCast<ResReferenceShader>( resShader ); in ResReferenceShader_Setup() 216 ResBinaryShader binaryShader = ResDynamicCast<ResBinaryShader>(resRefShader.GetTargetShader()); in ResReferenceShader_Setup() 229 ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(*this); in Cleanup()
|
| D | gfx_ResTextureMapper.cpp | 244 ResDynamicCast<ResStandardTextureSampler>(resPixelBasedTextureMapper.GetSampler()); in ResPixelBasedTextureMapper_CloneDynamic() 398 …NW_ASSERT(ResDynamicCast<ResStandardTextureSampler>(ResStaticCast<ResPixelBasedTextureMapper>(*thi… in GetMemorySizeForCloneInternal() 580 ResReferenceTexture referenceTexture = ResDynamicCast<ResReferenceTexture>(resTexture); in ReferResTexture() 617 ResReferenceTexture refer = ResDynamicCast<ResReferenceTexture>(resTexture); in SetupTexture()
|
| /NW4C-1.3.3/sources/libraries/gfx/ |
| D | gfx_Camera.cpp | 64 ResCamera resCamera = ResDynamicCast<ResCamera>(this->GetResSceneNode()); in ~Camera() 396 ResCamera resCamera = ResDynamicCast<ResCamera>(resource); in Create() 624 ResDynamicCast<const ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetTargetPosition() 626 ResDynamicCast<const ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetTargetPosition() 648 ResDynamicCast<ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetTargetPosition() 650 ResDynamicCast<ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetTargetPosition() 671 ResDynamicCast<const ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetUpwardVector() 683 ResDynamicCast<ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetUpwardVector() 695 ResDynamicCast<ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetTwist() 707 ResDynamicCast<ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetTwist() [all …]
|
| D | gfx_ParticleModel.cpp | 74 ResDynamicCast<ResParticleShape>(resNode.GetShapes(i)); in GetMemorySizeInternal() 109 ResDynamicCast<ResParticleShape>(resNode.GetShapes(i)); in GetDeviceMemorySizeInternal() 132 ResParticleModel resNode = ResDynamicCast<ResParticleModel>(resource); in Create() 164 ResDynamicCast<ResParticleShape>(resNode.GetShapes(i)); in Create()
|
| D | gfx_ParticleUtil.cpp | 139 ResDynamicCast<ResParticleChildUpdater>(resUpdater); in ResolveParticleObject() 391 const ResParticleChildUpdater& child = ResDynamicCast<ResParticleChildUpdater>(*src); in GetMemorySizeForDuplicateResParticleUpdaterInternal() 575 const ResParticleChildUpdater& child = ResDynamicCast<ResParticleChildUpdater>(*src); in DuplicateResParticleUpdater() 791 const ResParticleChildUpdater& child = ResDynamicCast<ResParticleChildUpdater>(*src); in DuplicateResParticleUpdater()
|
| D | gfx_ParticleAnimationOption.cpp | 105 ResDynamicCast<ResParticleFrameLoopAnimationOption>(*this); in EvaluateAnimationFrame()
|
| D | gfx_Model.cpp | 44 ResModel resNode = ResDynamicCast<ResModel>(resource); in Create() 182 ResDynamicCast<ResMeshMember>(resAnimGroupMember); in BindVisibilityAnim() 197 ResDynamicCast<ResMeshNodeVisibilityMember>(resAnimGroupMember); in BindVisibilityAnim()
|
| /NW4C-1.3.3/sources/libraries/demo/ |
| D | demo_CameraController.cpp | 141 nw::gfx::ResDynamicCast<nw::gfx::ResAimTargetViewUpdater>(resViewUpdater); in CameraEntry() 143 nw::gfx::ResDynamicCast<nw::gfx::ResLookAtTargetViewUpdater>(resViewUpdater); in CameraEntry() 145 nw::gfx::ResDynamicCast<nw::gfx::ResRotateViewUpdater>(resViewUpdater); in CameraEntry() 253 nw::gfx::ResDynamicCast<nw::gfx::ResAimTargetViewUpdater>(resViewUpdater); in UpdateCamera() 255 nw::gfx::ResDynamicCast<nw::gfx::ResLookAtTargetViewUpdater>(resViewUpdater); in UpdateCamera() 257 nw::gfx::ResDynamicCast<nw::gfx::ResRotateViewUpdater>(resViewUpdater); in UpdateCamera()
|
| /NW4C-1.3.3/demos/Nw4cDemo/include/ |
| D | SmCamera.h | 120 nw::gfx::ResDynamicCast<nw::gfx::ResAimTargetViewUpdater>(resViewUpdater); in SetTarget() 122 nw::gfx::ResDynamicCast<nw::gfx::ResLookAtTargetViewUpdater>(resViewUpdater); in SetTarget() 124 nw::gfx::ResDynamicCast<nw::gfx::ResRotateViewUpdater>(resViewUpdater); in SetTarget()
|
| /NW4C-1.3.3/include/nw/gfx/ |
| D | gfx_SceneEnvironmentSetting.h | 160 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting() 169 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting()
|
| D | gfx_ParticleModel.h | 218 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel() 225 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel()
|
| D | gfx_ParticleSet.h | 193 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet() 200 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet()
|
| D | gfx_ParticleUtil.h | 104 ResParticleModel resParticleModel = ResDynamicCast<ResParticleModel>(resModel); in operator()
|
| D | gfx_ParticleEmitter.h | 140 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter() 147 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter()
|
| D | gfx_SkeletalModel.h | 267 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel() 273 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel()
|
| D | gfx_Common.h | 163 using nw::ut::ResDynamicCast;
|
| D | gfx_ParticleShape.h | 159 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape() 166 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape()
|
| /NW4C-1.3.3/include/nw/ut/ |
| D | ut_ResUtil.h | 72 ResDynamicCast( TBase res ) in ResDynamicCast() function 100 NW_ASSERT( (! res.IsValid()) || ResDynamicCast<TDest>( res ).IsValid() ); in ResStaticCast()
|
| /NW4C-1.3.3/include/nw/gfx/res/ |
| D | gfx_ResGraphicsFile.h | 696 … ResSeparateDataShape resSeparateDataShape = ResDynamicCast<ResSeparateDataShape>(*shape); in ForeachVertexStream() 704 … ResVertexStreamBase resVertexStream = ResDynamicCast<ResVertexStreamBase>(*vertexAttribute); in ForeachVertexStream() 935 … ResReferenceShader referenceShader = ResDynamicCast<ResReferenceShader>(resMaterial.GetShader()); in operator()
|