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Searched refs:ResDynamicCast (Results 1 – 25 of 40) sorted by relevance

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/NW4C-1.3.3/sources/libraries/gfx/res/
Dgfx_ResLight.cpp34 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()
Dgfx_ResFragmentShader.cpp58 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()
Dgfx_ResUtil.cpp33 …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()
Dgfx_ResMaterial.cpp343 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()
Dgfx_ResTexture.cpp190 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()
Dgfx_ResFog.cpp35 ResDynamicCast<ResReferenceLookupTable>(this->GetFogSampler()); in Setup()
Dgfx_ResShader.cpp131 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()
Dgfx_ResTextureMapper.cpp244 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/
Dgfx_Camera.cpp64 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 …]
Dgfx_ParticleModel.cpp74 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()
Dgfx_ParticleUtil.cpp139 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()
Dgfx_ParticleAnimationOption.cpp105 ResDynamicCast<ResParticleFrameLoopAnimationOption>(*this); in EvaluateAnimationFrame()
Dgfx_Model.cpp44 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/
Ddemo_CameraController.cpp141 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/
DSmCamera.h120 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/
Dgfx_SceneEnvironmentSetting.h160 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting()
169 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting()
Dgfx_ParticleModel.h218 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel()
225 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel()
Dgfx_ParticleSet.h193 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet()
200 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet()
Dgfx_ParticleUtil.h104 ResParticleModel resParticleModel = ResDynamicCast<ResParticleModel>(resModel); in operator()
Dgfx_ParticleEmitter.h140 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter()
147 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter()
Dgfx_SkeletalModel.h267 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel()
273 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel()
Dgfx_Common.h163 using nw::ut::ResDynamicCast;
Dgfx_ParticleShape.h159 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape()
166 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape()
/NW4C-1.3.3/include/nw/ut/
Dut_ResUtil.h72 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/
Dgfx_ResGraphicsFile.h696 … ResSeparateDataShape resSeparateDataShape = ResDynamicCast<ResSeparateDataShape>(*shape); in ForeachVertexStream()
704 … ResVertexStreamBase resVertexStream = ResDynamicCast<ResVertexStreamBase>(*vertexAttribute); in ForeachVertexStream()
935 … ResReferenceShader referenceShader = ResDynamicCast<ResReferenceShader>(resMaterial.GetShader()); in operator()

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