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

/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_SceneTraverser.cpp126 void SceneTraverser::VisitLight(Light* light) in VisitLight() argument
128 NW_UNUSED_VARIABLE(light); in VisitLight()
129 this->m_SceneContext->PushSceneNode(light); in VisitLight()
130 this->m_SceneContext->PushLight(light); in VisitLight()
131 this->m_SceneContext->PushAnimatableNode(light); in VisitLight()
135 void SceneTraverser::VisitFragmentLight(FragmentLight* light) in VisitFragmentLight() argument
138 this->m_SceneContext->PushSceneNode(light); in VisitFragmentLight()
139 this->m_SceneContext->PushLight(light); in VisitFragmentLight()
140 this->m_SceneContext->PushFragmentLight(light); in VisitFragmentLight()
141 this->m_SceneContext->PushAnimatableNode(light); in VisitFragmentLight()
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Dgfx_AmbientLight.cpp47 AmbientLight* light = new(memory) AmbientLight( in Create() local
52 Result result = light->Initialize(allocator); in Create()
55 return light; in Create()
104 AmbientLight* light = new(memory) AmbientLight( in Create() local
109 Result result = light->Initialize(allocator); in Create()
114 bool isAttached = parent->AttachChild(light); in Create()
118 return light; in Create()
Dgfx_HemiSphereLight.cpp49 HemiSphereLight* light = new(memory) HemiSphereLight( in Create() local
54 Result result = light->Initialize(allocator); in Create()
57 return light; in Create()
106 HemiSphereLight* light = new(memory) HemiSphereLight( in Create() local
111 Result result = light->Initialize(allocator); in Create()
116 bool isAttached = parent->AttachChild(light); in Create()
120 return light; in Create()
Dgfx_VertexLight.cpp50 VertexLight* light = new(memory) VertexLight( in Create() local
55 Result result = light->Initialize(allocator); in Create()
58 return light; in Create()
107 VertexLight* light = new(memory) VertexLight( in Create() local
112 Result result = light->Initialize(allocator); in Create()
117 bool isAttached = parent->AttachChild(light); in Create()
121 return light; in Create()
Dgfx_FragmentLight.cpp49 FragmentLight* light = new(memory) FragmentLight( in Create() local
54 Result result = light->Initialize(allocator); in Create()
57 return light; in Create()
109 FragmentLight* light = new(memory) FragmentLight( in Create() local
114 Result result = light->Initialize(allocator); in Create()
119 bool isAttached = parent->AttachChild(light); in Create()
123 return light; in Create()
Dgfx_RenderContext.cpp608 const FragmentLight* light = this->m_SceneEnvironment.GetFragmentLight(i); in ActivateFragmentLights() local
610 this->ActivateFragmentLight(i, light); in ActivateFragmentLights()
618 RenderContext::ActivateFragmentLight(int index, const FragmentLight* light) in ActivateFragmentLight() argument
620 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight()
633 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight()
665 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
702 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight()
707 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
748 RenderContext::ActivateVertexLight(int index, const VertexLight* light) in ActivateVertexLight() argument
756 ResVertexLight resLight = light->GetResVertexLight(); in ActivateVertexLight()
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/NW4C-1.3.3/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp544 ResLight light(object); in SetValue() local
550 light.SetLightEnabled(boolValue); in SetValue()
562 ResFragmentLight light(object); in SetValue() local
568 light.SetAmbient(color); in SetValue()
572 light.SetDiffuse(color); in SetValue()
576 light.SetSpecular0(color); in SetValue()
580 light.SetSpecular1(color); in SetValue()
587 light.SetDirection(direction); in SetValue()
594 light.SetDistanceAttenuationStart(start); in SetValue()
601 light.SetDistanceAttenuationEnd(end); in SetValue()
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/NW4C-1.3.3/include/nw/gfx/
Dgfx_LightSet.h147 void SetAmbientLight(AmbientLight* light) in SetAmbientLight() argument
149 this->m_AmbientLight = light; in SetAmbientLight()
174 void SetHemiSphereLight(HemiSphereLight* light) in SetHemiSphereLight() argument
176 this->m_HemiSphereLight = light; in SetHemiSphereLight()
201 void SetVertexLight(VertexLight* light) in SetVertexLight() argument
203 this->m_VertexLights.push_back(light); in SetVertexLight()
255 void SetFragmentLight(FragmentLight* light) in SetFragmentLight() argument
257 this->m_FragmentLights.push_back(light); in SetFragmentLight()
Dgfx_SceneTraverser.h73 virtual void VisitLight(Light* light);
74 virtual void VisitFragmentLight(FragmentLight* light);
76 virtual void VisitVertexLight(VertexLight* light);
78 virtual void VisitAmbientLight(AmbientLight* light);
79 virtual void VisitHemiSphereLight(HemiSphereLight* light);
Dgfx_ISceneVisitor.h92 virtual void VisitLight(Light* light) = 0;
98 virtual void VisitFragmentLight(FragmentLight* light) = 0;
105 virtual void VisitVertexLight(VertexLight* light) = 0;
111 virtual void VisitAmbientLight(AmbientLight* light) = 0;
117 virtual void VisitHemiSphereLight(HemiSphereLight* light) = 0;
Dgfx_SceneContext.h485 void PushLight(Light* light) in PushLight() argument
487 bool isPushed = m_Lights.push_back(light); in PushLight()
498 bool TryPushLight(Light* light) in TryPushLight() argument
500 bool isPushed = m_Lights.push_back(light); in TryPushLight()
544 void PushFragmentLight(FragmentLight* light) in PushFragmentLight() argument
546 bool isPushed = m_FragmentLights.push_back(light); in PushFragmentLight()
556 bool TryPushFragmentLight(FragmentLight* light) in TryPushFragmentLight() argument
558 bool isPushed = m_FragmentLights.push_back(light); in TryPushFragmentLight()
602 void PushVertexLight(VertexLight* light) in PushVertexLight() argument
604 bool isPushed = m_VertexLights.push_back(light); in PushVertexLight()
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Dgfx_ActivateCommand.h182 ActivateFragmentLight(s32 index, ResMaterialColor materialColor, const FragmentLight* light, bool u… in ActivateFragmentLight() argument
188 NW_NULL_ASSERT( light ); in ActivateFragmentLight()
190 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight()
230 ActivateFragmentAmbientLight(ResMaterialColor materialColor, const AmbientLight* light) in ActivateFragmentAmbientLight() argument
237 if (light) in ActivateFragmentAmbientLight()
239 ResAmbientLight resLight = light->GetResAmbientLight(); in ActivateFragmentAmbientLight()
Dgfx_SceneEnvironment.h210 void SetFragmentLight(FragmentLight* light) in SetFragmentLight() argument
217 m_FragmentLights[m_ActiveFragmentLightCount] = (light); in SetFragmentLight()
251 void SetVertexLight(VertexLight* light) in SetVertexLight() argument
258 this->m_VertexLights[m_ActiveVertexLightCount] = light; in SetVertexLight()
Dgfx_MaterialState.h631 const FragmentLight* light = sceneEnvironment.GetFragmentLight(i); in ActivateMaterialColor() local
633 internal::ActivateFragmentLight(i, materialColor, light, useReflection); in ActivateMaterialColor()
668 const FragmentLight* light = sceneEnvironment.GetFragmentLight(i); in ActivateFragmentLighting() local
669 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLighting()
Dgfx_RenderContext.h584 void ActivateFragmentLight(int index, const FragmentLight* light);
590 void ActivateVertexLight(int index, const VertexLight* light);
/NW4C-1.3.3/tools/Viewer/
DViewer.ini147 /g3d/light/global_ambient_color = 0x333333FF
150 /g3d/light/light0_kind = DIRECTIONAL # (DIRECTIONAL | POINT)
152 /g3d/light/light0_ambient_color = 0x333333FF
154 /g3d/light/light0_diffuse_color = 0xFFFFFFFF
156 /g3d/light/light0_specular0_color = 0xFFFFFFFF
158 /g3d/light/light0_specular1_color = 0xFFFFFFFF
160 /g3d/light/light0_direction/x = -0.5
161 /g3d/light/light0_direction/y = -1.0
162 /g3d/light/light0_direction/z = -1.0
/NW4C-1.3.3/SampleData/Graphics/Shader/JShader/
DReadMe.txt17 Hemispherical light x Vertex color
18 Note: The vertex color is output if there is no hemispherical light.
19 (The value of the hemispherical light is 1.)
20 Note: You can also make everything completely black by setting the hemispherical light color to 0.
30 Hemispherical light x 1
31 Note: A fixed value is used if there is no hemispherical light (1 x 1 results in white)
/NW4C-1.3.3/demos/gfx/LowLayerDemo/sources/
DLowLayerDemo.cpp514 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in UpdateNodes() local
516 UpdateNode(*light); in UpdateNodes()
551 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in SetEnvironment() local
553 sceneEnvironment.SetFragmentLight(*light); in SetEnvironment()
/NW4C-1.3.3/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp559 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in UpdateNodes() local
561 UpdateNode(*light); in UpdateNodes()
640 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in SetEnvironment() local
642 sceneEnvironment.SetFragmentLight(*light); in SetEnvironment()
/NW4C-1.3.3/sources/libraries/demo/
Ddemo_Utility.cpp508 nw::gfx::Light* light = nw::ut::DynamicCast<nw::gfx::Light*>(object); in GetAnimGroup() local
509 NW_ASSERT(light); in GetAnimGroup()
510 animGroup = light->GetAnimGroup(); in GetAnimGroup()
606 nw::gfx::Light* light = nw::ut::DynamicCast<nw::gfx::Light*>(object); in BindAnimationObject() local
607 NW_ASSERT(light); in BindAnimationObject()
608 light->SetAnimObject(animObject); in BindAnimationObject()
/NW4C-1.3.3/demos/Nw4cDemo/sources/
DGfxCtrl.cpp494 nw::gfx::Light* light = in CreateSceneEnvironment() local
497 nw::gfx::AnimGroup* animGroup = light->GetAnimGroup(); in CreateSceneEnvironment()
514 light->SetAnimObject( lightAnimEvaluator ); in CreateSceneEnvironment()
/NW4C-1.3.3/tools/DccPlugin/Maya/scripts/
DNW4C_SetNoCompressNode.mel30 get selected transform (except camera & light)
DNW4C_SetBillboard.mel30 get selected transform (except camera & light)
DNW4C_SetForceExportKey.mel30 get selected transform (except camera & light)
DNW4C_SetCombineGroup.mel30 get selected transform (except camera & light)