| /NW4C-1.3.3/include/nw/gfx/ |
| D | gfx_MaterialState.h | 63 const ShaderProgram* shaderProgram, 75 const ShaderProgram* shaderProgram, 87 const ShaderProgram* shaderProgram, 116 const ShaderProgram* shaderProgram, 128 const ShaderProgram* shaderProgram, 141 const ShaderProgram* shaderProgram, 179 const ShaderProgram* shaderProgram, 403 const ShaderProgram* shaderProgram, in ActivateShaderParameter() argument 411 ResShaderProgramDescription description = shaderProgram->GetActiveDescription(); in ActivateShaderParameter() 434 … shaderProgram->SetUserGeometryUniform(shaderSymbol.GetLocation(), (*parameter).GetParameter()); in ActivateShaderParameter() [all …]
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| D | gfx_RenderContext.h | 531 GfxPtr<ShaderProgram> shaderProgram,
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| /NW4C-1.3.3/sources/libraries/gfx/ |
| D | gfx_DirectMaterialActivator.cpp | 51 const ShaderProgram* shaderProgram = renderContext->GetShaderProgram(); in Activate() local 52 NW_NULL_ASSERT(shaderProgram); in Activate() 63 …internal::MaterialState::ActivateShaderParameter(shaderProgram, material->GetShaderParameterResMat… in Activate() 70 …internal::MaterialState::ActivateFragmentLightParameters(sceneEnvironment, shaderProgram, resShadi… in Activate() 74 …internal::MaterialState::ActivateShadingParameters(sceneEnvironment, shaderProgram, resShadingPara… in Activate() 87 …internal::MaterialState::ActivateTextureCoordinators(renderContext, shaderProgram, material->GetTe… in Activate() 120 …internal::MaterialState::ActivateMaterialColor(sceneEnvironment, shaderProgram, resMaterialColor, … in Activate()
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| D | gfx_SimpleMaterialActivator.cpp | 69 const ShaderProgram* shaderProgram = renderContext->GetShaderProgram(); in Activate() local 70 NW_NULL_ASSERT(shaderProgram); in Activate() 86 internal::MaterialState::ActivateShaderParameter(shaderProgram, resShaderParameterMaterial); in Activate() 93 …internal::MaterialState::ActivateFragmentLightParameters(sceneEnvironment, shaderProgram, resShadi… in Activate() 100 …internal::MaterialState::ActivateShadingParameters(sceneEnvironment, shaderProgram, resShadingPara… in Activate() 118 …internal::MaterialState::ActivateTextureCoordinators(renderContext, shaderProgram, resTextureCoord… in Activate() 133 …internal::MaterialState::ActivateProceduralTextureMapper(renderContext, shaderProgram, resProcedur… in Activate() 173 …internal::MaterialState::ActivateMaterialColor(sceneEnvironment, shaderProgram, resMaterialColor, … in Activate()
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| D | gfx_MaterialActivator.cpp | 51 const ShaderProgram* shaderProgram = renderContext->GetShaderProgram(); in Activate() local 52 NW_NULL_ASSERT(shaderProgram); in Activate() 71 internal::MaterialState::ActivateShaderParameter(shaderProgram, resShaderParameterMaterial); in Activate() 78 …internal::MaterialState::ActivateFragmentLightParameters(sceneEnvironment, shaderProgram, resShadi… in Activate() 85 …internal::MaterialState::ActivateShadingParameters(sceneEnvironment, shaderProgram, resShadingPara… in Activate() 103 …internal::MaterialState::ActivateTextureCoordinators(renderContext, shaderProgram, resTextureCoord… in Activate() 118 …internal::MaterialState::ActivateProceduralTextureMapper(renderContext, shaderProgram, resProcedur… in Activate() 164 …internal::MaterialState::ActivateMaterialColor(sceneEnvironment, shaderProgram, resMaterialColor, … in Activate()
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| D | gfx_ParticleMaterialActivator.cpp | 67 const ShaderProgram* shaderProgram = renderContext->GetShaderProgram(); in Activate() local 68 NW_NULL_ASSERT(shaderProgram); in Activate() 100 …internal::MaterialState::ActivateParticleTextureCoordinators(renderContext, shaderProgram, resText… in Activate()
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| D | gfx_MeshRenderer.cpp | 194 const ShaderProgram* shaderProgram = m_RenderContext->GetShaderProgram(); in RenderSeparateDataShape() local 196 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISSMOSK), false); in RenderSeparateDataShape() 197 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISRGDSK), false); in RenderSeparateDataShape() 202 shaderProgram->SetUniversal(0, worldMatrix); in RenderSeparateDataShape() 204 shaderProgram->SetUniversal(0, model->WorldMatrix()); in RenderSeparateDataShape() 527 const ShaderProgram* shaderProgram = m_RenderContext->GetShaderProgram(); in SetMatrixPalette() local 531 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISSMOSK), !isRigid); in SetMatrixPalette() 532 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISRGDSK), isRigid); in SetMatrixPalette()
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| D | gfx_MaterialState.cpp | 223 const ShaderProgram* shaderProgram, in ActivateTextureCoordinators() argument 285 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 293 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 298 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 353 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 504 const ShaderProgram* shaderProgram, in ActivateParticleTextureCoordinators() argument 566 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(UVMAP0), false); in ActivateParticleTextureCoordinators() 608 shaderProgram->SetVertexUniformBool( NW_GFX_VERTEX_UNIFORM(UVMAP0), true); in ActivateParticleTextureCoordinators()
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| D | gfx_RenderContext.cpp | 97 GfxPtr<ShaderProgram> shaderProgram(new(shaderProgramMemory) ShaderProgram(allocator)); in Create() local 115 shaderProgram, in Create() 123 GfxPtr<ShaderProgram> shaderProgram, in RenderContext() argument 127 m_ShaderProgram(shaderProgram), in RenderContext() 725 const ShaderProgram* shaderProgram = this->GetShaderProgram(); in ActivateVertexLights() local 730 if(shaderProgram->GetActiveDescription().GetMaxVertexLightCount() > 0) in ActivateVertexLights() 732 shaderProgram->SetVertexUniformInt( in ActivateVertexLights()
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