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Searched refs:graphicsFile (Results 1 – 25 of 26) sorted by relevance

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/NW4C-1.3.3/sources/libraries/gfx/res/
Dgfx_ResGraphicsFile.cpp35 ResGraphicsFile::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
40 NW_ASSERT( internal::ResCheckRevision( graphicsFile ) ); in Setup()
45 result |= this->GetLutSets( i ).Setup(allocator, graphicsFile); in Setup()
51 result |= this->GetLights( i ).Setup(allocator, graphicsFile); in Setup()
57 result |= this->GetFogs( i ).Setup(allocator, graphicsFile); in Setup()
63 result |= this->GetShaders( i ).Setup(allocator, graphicsFile); in Setup()
69 result |= this->GetTextures( i ).Setup(allocator, graphicsFile); in Setup()
75 result |= this->GetSkeletalAnims( i ).Setup(allocator, graphicsFile); in Setup()
81 result |= this->GetMaterialAnims( i ).Setup(allocator, graphicsFile); in Setup()
87 result |= this->GetVisibilityAnims( i ).Setup(allocator, graphicsFile); in Setup()
[all …]
Dgfx_ResUtil.cpp27 SetupReferenceLut(ResReferenceLookupTable resReferenceLut, ResGraphicsFile graphicsFile) in SetupReferenceLut() argument
37 referenceResult = GetReferenceLutTarget(resReferenceLut, graphicsFile); in SetupReferenceLut()
52 GetReferenceLutTarget(ResReferenceLookupTable referenceLut, ResGraphicsFile graphicsFile) in GetReferenceLutTarget() argument
57 int lutSetNum = graphicsFile.GetLutSetsCount(); in GetReferenceLutTarget()
59 ResLookupTableSet resLutSet = graphicsFile.GetLutSets(path); in GetReferenceLutTarget()
78 GetReferenceTextureTarget(ResReferenceTexture referenceTexture, ResGraphicsFile graphicsFile) in GetReferenceTextureTarget() argument
82 ResTexture resTexture = graphicsFile.GetTextures(path); in GetReferenceTextureTarget()
92 referenceResult = GetReferenceTextureTarget(refer, graphicsFile); in GetReferenceTextureTarget()
111 GetReferenceShaderTarget(ResReferenceShader referenceShader, ResGraphicsFile graphicsFile) in GetReferenceShaderTarget() argument
115 ResShader resShader = graphicsFile.GetShaders(path); in GetReferenceShaderTarget()
[all …]
Dgfx_ResFragmentShader.cpp28 ResFragmentShader::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
35 result |= resFragmentLightingTable.Setup(allocator, graphicsFile); in Setup()
48 ResFragmentLightingTable::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
60 Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); in Setup()
75 Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); in Setup()
90 Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); in Setup()
105 Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); in Setup()
120 Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); in Setup()
135 Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); in Setup()
Dgfx_ResModel.cpp35 ResModel::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
40 NW_ASSERT( internal::ResCheckRevision( graphicsFile ) ); in Setup()
56 result |= this->GetMaterials( i ).Setup(allocator, graphicsFile); in Setup()
71 mesh.Setup( *this, allocator, graphicsFile ); in Setup()
Dgfx_ResMaterial.cpp31 ResMaterial::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
33 NW_ASSERT( internal::ResCheckRevision( graphicsFile ) ); in Setup()
43 result |= this->SetupTextures(allocator, *this, graphicsFile); in Setup()
49 result |= this->SetupShader(allocator, this->GetShader(), graphicsFile); in Setup()
57 Result resultFragmentShader = resFragmentShader.Setup(allocator, graphicsFile); in Setup()
110 …al::SetupTextures(os::IAllocator* allocator, ResMaterial resMaterial, ResGraphicsFile graphicsFile) in SetupTextures() argument
133 result |= resTextureMapper.Setup(allocator, graphicsFile); in SetupTextures()
219 result |= resMaterial.GetProceduralTextureMapper().Setup(allocator, graphicsFile); in SetupTextures()
334 ResGraphicsFile graphicsFile in SetupShader() argument
354 referenceResult = GetReferenceShaderTarget(refer, graphicsFile); in SetupShader()
[all …]
Dgfx_ResLight.cpp28 ResLight::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
41 Result distanceResult = SetupReferenceLut(referenceDistanceSampler, graphicsFile); in Setup()
62 Result angleResult = SetupReferenceLut(referenceAngleSampler, graphicsFile); in Setup()
Dgfx_ResTextureMapper.cpp27 …pFunc)(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile);
32 …_Setup(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile);
33 …_Setup(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile);
46 ResGraphicsFile graphicsFile
127 …r_Setup(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile) in ResPixelBasedTextureMapper_Setup() argument
133 Result result = SetupTexture(allocator, resTexture, graphicsFile); in ResPixelBasedTextureMapper_Setup()
168 …r_Setup(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile) in ResProceduralTextureMapper_Setup() argument
170 return SetupTexture(allocator, resTextureMapper.GetTexture(), graphicsFile); in ResProceduralTextureMapper_Setup()
445 ResGraphicsFile graphicsFile in Setup() argument
455 result |= s_TextureMapperSetupTable[0]( *this, allocator, graphicsFile ); in Setup()
[all …]
Dgfx_ResFog.cpp28 ResFog::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
37 Result referenceResult = SetupReferenceLut(refLut, graphicsFile); in Setup()
Dgfx_ResLookupTable.cpp143 ResLookupTableSet::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
146 NW_UNUSED_VARIABLE(graphicsFile); in Setup()
Dgfx_ResMesh.cpp139 ResMesh::Setup(ResModel owner, os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
141 NW_UNUSED_VARIABLE(graphicsFile); in Setup()
Dgfx_ResShader.cpp99 ResShader::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
101 NW_UNUSED_VARIABLE(graphicsFile); in Setup()
Dgfx_ResTexture.cpp437 ResTexture::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
440 NW_UNUSED_VARIABLE(graphicsFile); in Setup()
/NW4C-1.3.3/include/nw/gfx/res/
Dgfx_ResUtil.h35 Result SetupReferenceLut(ResReferenceLookupTable resReferenceLut, ResGraphicsFile graphicsFile);
39 GetReferenceLutTarget(ResReferenceLookupTable referenceLut, ResGraphicsFile graphicsFile);
43 GetReferenceTextureTarget(ResReferenceTexture referenceTexture, ResGraphicsFile graphicsFile);
47 GetReferenceShaderTarget(ResReferenceShader referenceShader, ResGraphicsFile graphicsFile);
Dgfx_ResMesh.h172 Result Setup(ResModel owner, os::IAllocator* allocator, ResGraphicsFile graphicsFile);
Dgfx_ResFog.h177 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
Dgfx_ResModel.h178 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
Dgfx_ResLookupTable.h209 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
Dgfx_ResMaterial.h1533 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
1652 … Result SetupShader(os::IAllocator* allocator, ResShader resShader, ResGraphicsFile graphicsFile);
1655 …lt SetupTextures(os::IAllocator* allocator, ResMaterial resMaterial, ResGraphicsFile graphicsFile);
1664 …s::IAllocator* allocator, ResFragmentLightingTable resLightingTable, ResGraphicsFile graphicsFile);
Dgfx_ResFragmentShader.h512 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
1124 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
Dgfx_ResLight.h165 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
Dgfx_ResShader.h715 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
Dgfx_ResTexture.h156 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
Dgfx_ResTextureMapper.h529 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
/NW4C-1.3.3/sources/libraries/anim/res/
Danim_ResAnim.cpp217 ResTextureAnim::Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile) in Setup() argument
227 …:pair<gfx::ResTexture, bool> target = gfx::GetReferenceTextureTarget(GetTextures(i), graphicsFile); in Setup()
378 ResMemberAnim::Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile) in Setup() argument
383 return static_cast<ResTextureAnim&>(*this).Setup(allocator, graphicsFile); in Setup()
495 ResAnim::Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile) in Setup() argument
502 result |= member.Setup(allocator, graphicsFile); in Setup()
/NW4C-1.3.3/include/nw/anim/res/
Danim_ResAnim.h532 gfx::Result Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile);
645 gfx::Result Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile);
1077 gfx::Result Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile);

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