Searched refs:resLight (Results 1 – 6 of 6) sorted by relevance
| /NW4C-1.3.3/sources/libraries/gfx/ |
| D | gfx_RenderContext.cpp | 572 ResHemiSphereLight resLight = hemiSphereLight->GetResHemiSphereLight(); in ActivateHemiSphereLight() local 573 NW_ASSERT(resLight.IsValid()); in ActivateHemiSphereLight() 575 …internal::NWSetVertexUniform4fv(VERTEX_SHADER_UNIFORM_HSLGCOL_INDEX, 1, resLight.GetGroundColor()); in ActivateHemiSphereLight() 576 … internal::NWSetVertexUniform4fv(VERTEX_SHADER_UNIFORM_HSLSCOL_INDEX, 1, resLight.GetSkyColor()); in ActivateHemiSphereLight() 578 math::VEC3 direction(resLight.GetDirection()); in ActivateHemiSphereLight() 579 …if (ut::CheckFlag(resLight.GetFlags(), ResHemiSphereLightData::FLAG_IS_INHERITING_DIRECTION_ROTATE… in ActivateHemiSphereLight() 583 &direction, &hemiSphereLight->TrackbackWorldMatrix(), &resLight.GetDirection()); in ActivateHemiSphereLight() 592 … math::VEC4 directionAndLerp(direction.x, direction.y, direction.z, resLight.GetLerpFactor()); in ActivateHemiSphereLight() 620 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight() local 621 NW_ASSERT(resLight.IsValid()); in ActivateFragmentLight() [all …]
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| D | gfx_VertexLight.cpp | 128 ResVertexLight resLight = this->GetResVertexLight(); in UpdateDirection() local 130 … if (ut::CheckFlag(resLight.GetFlags(), ResFragmentLightData::FLAG_IS_INHERITING_DIRECTION_ROTATE)) in UpdateDirection() 132 this->CalcInheritingDiretion(this->Direction(), resLight.GetDirection()); in UpdateDirection() 136 this->Direction() = resLight.GetDirection(); in UpdateDirection()
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| D | gfx_FragmentLight.cpp | 130 ResFragmentLight resLight = this->GetResFragmentLight(); in UpdateDirection() local 132 … if (ut::CheckFlag(resLight.GetFlags(), ResFragmentLightData::FLAG_IS_INHERITING_DIRECTION_ROTATE)) in UpdateDirection() 134 this->CalcInheritingDiretion(this->Direction(), resLight.GetDirection()); in UpdateDirection() 138 this->Direction() = resLight.GetDirection(); in UpdateDirection()
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| D | gfx_Light.cpp | 139 ResLight resLight = ResDynamicCast<ResLight>(this->GetResSceneObject()); in GetAnimTargetObject() local 140 NW_ASSERT(resLight.IsValid()); in GetAnimTargetObject() 142 ResLightData* ptr = resLight.ptr(); in GetAnimTargetObject()
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| /NW4C-1.3.3/include/nw/gfx/ |
| D | gfx_ActivateCommand.h | 190 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight() local 192 …u32 specular0U32 = CommandCacheHelper::MultU32Color(resLight.GetSpecular0U32(), materialColor.Get… in ActivateFragmentLight() 193 …u32 diffuseU32 = CommandCacheHelper::MultU32Color(resLight.GetDiffuseU32(), materialColor.GetDi… in ActivateFragmentLight() 194 …u32 ambientU32 = CommandCacheHelper::MultU32Color(resLight.GetAmbientU32(), materialColor.GetAm… in ActivateFragmentLight() 195 u32 specular1U32 = resLight.GetSpecular1U32(); in ActivateFragmentLight() 207 …specular1U32 = CommandCacheHelper::MultU32Color(resLight.GetSpecular1U32(), materialColor.GetSpecu… in ActivateFragmentLight() 239 ResAmbientLight resLight = light->GetResAmbientLight(); in ActivateFragmentAmbientLight() local 240 …ambientU32 = CommandCacheHelper::MultAddU32Color(resLight.GetAmbientU32(), materialColor.GetAmbien… in ActivateFragmentAmbientLight()
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| D | gfx_MaterialState.h | 669 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLighting() local 670 s32 lightKind = resLight.GetLightKind(); in ActivateFragmentLighting() 672 …bool twoSideDiffuse = ut::CheckFlag(resLight.GetFlags(), ResFragmentLightData::FLAG_TWO_SIDE_DIFFU… in ActivateFragmentLighting()
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