| /NW4C-1.3.3/sources/libraries/gfx/ |
| D | gfx_SceneTraverser.cpp | 126 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() [all …]
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| D | gfx_AmbientLight.cpp | 47 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()
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| D | gfx_HemiSphereLight.cpp | 49 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()
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| D | gfx_VertexLight.cpp | 50 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()
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| D | gfx_FragmentLight.cpp | 49 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()
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| D | gfx_RenderContext.cpp | 608 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() [all …]
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| /NW4C-1.3.3/sources/libraries/anim/res/ |
| D | anim_ResAnimGroup.cpp | 544 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() [all …]
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| /NW4C-1.3.3/include/nw/gfx/ |
| D | gfx_LightSet.h | 147 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()
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| D | gfx_SceneTraverser.h | 73 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);
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| D | gfx_ISceneVisitor.h | 92 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;
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| D | gfx_SceneContext.h | 485 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() [all …]
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| D | gfx_ActivateCommand.h | 182 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()
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| D | gfx_SceneEnvironment.h | 210 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()
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| D | gfx_MaterialState.h | 631 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()
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| D | gfx_RenderContext.h | 584 void ActivateFragmentLight(int index, const FragmentLight* light); 590 void ActivateVertexLight(int index, const VertexLight* light);
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| /NW4C-1.3.3/tools/Viewer/ |
| D | Viewer.ini | 147 /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
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| /NW4C-1.3.3/SampleData/Graphics/Shader/JShader/ |
| D | ReadMe.txt | 17 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)
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| /NW4C-1.3.3/demos/gfx/LowLayerDemo/sources/ |
| D | LowLayerDemo.cpp | 514 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()
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| /NW4C-1.3.3/demos/gfx/LowLayerAnimationDemo/sources/ |
| D | LowLayerAnimationDemo.cpp | 559 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()
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| /NW4C-1.3.3/sources/libraries/demo/ |
| D | demo_Utility.cpp | 508 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()
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| /NW4C-1.3.3/demos/Nw4cDemo/sources/ |
| D | GfxCtrl.cpp | 494 nw::gfx::Light* light = in CreateSceneEnvironment() local 497 nw::gfx::AnimGroup* animGroup = light->GetAnimGroup(); in CreateSceneEnvironment() 514 light->SetAnimObject( lightAnimEvaluator ); in CreateSceneEnvironment()
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| /NW4C-1.3.3/tools/DccPlugin/Maya/scripts/ |
| D | NW4C_SetNoCompressNode.mel | 30 get selected transform (except camera & light)
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| D | NW4C_SetBillboard.mel | 30 get selected transform (except camera & light)
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| D | NW4C_SetForceExportKey.mel | 30 get selected transform (except camera & light)
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| D | NW4C_SetCombineGroup.mel | 30 get selected transform (except camera & light)
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