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Searched refs:ResDynamicCast (Results 1 – 25 of 40) sorted by relevance

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/NW4C-2.0.3/sources/libraries/gfx/res/
Dgfx_ResLight.cpp36 ResFragmentLight fragment = ResDynamicCast<ResFragmentLight>(*this); in Setup()
41 ResDynamicCast<ResReferenceLookupTable>(fragment.GetDistanceSampler()); in Setup()
62 ResDynamicCast<ResReferenceLookupTable>(resLut); in Setup()
87 ResFragmentLight fragment = ResDynamicCast<ResFragmentLight>(*this); in Cleanup()
Dgfx_ResFragmentShader.cpp60 ResDynamicCast<ResReferenceLookupTable>(this->GetDistribution0Sampler().GetSampler()); in Setup()
75 ResDynamicCast<ResReferenceLookupTable>(this->GetDistribution1Sampler().GetSampler()); in Setup()
90 ResDynamicCast<ResReferenceLookupTable>(this->GetReflectanceRSampler().GetSampler()); in Setup()
105 ResDynamicCast<ResReferenceLookupTable>(this->GetReflectanceGSampler().GetSampler()); in Setup()
120 ResDynamicCast<ResReferenceLookupTable>(this->GetReflectanceBSampler().GetSampler()); in Setup()
135 ResDynamicCast<ResReferenceLookupTable>(this->GetFresnelSampler().GetSampler()); in Setup()
Dgfx_ResUtil.cpp35 …ResImageLookupTable resImageLut = ResDynamicCast<ResImageLookupTable>(resReferenceLut.GetTargetLut… in SetupReferenceLut()
66 ResDynamicCast<ResImageLookupTable>(resLutSet.GetSamplers(tableName)); in GetReferenceLutTarget()
88 ResReferenceTexture refer = ResDynamicCast<ResReferenceTexture>(resTexture); in GetReferenceTextureTarget()
121 ResReferenceShader refer = ResDynamicCast<ResReferenceShader>(resShader); in GetReferenceShaderTarget()
Dgfx_ResMaterial.cpp93 ResReferenceShader resShader = ResDynamicCast<ResReferenceShader>(this->GetShader()); in Cleanup()
351 ResReferenceShader refer = ResDynamicCast<ResReferenceShader>(resShader); in SetupShader()
464 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash()
474 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash()
485 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash()
496 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash()
508 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash()
520 …ResReferenceLookupTable refLut = ResDynamicCast<ResReferenceLookupTable>(resFragmentLightingTable.… in CalcFragmentLightingTableHash()
546 ResReferenceTexture target = ResDynamicCast<ResReferenceTexture>(texMap.GetTexture()); in ForceSetupTexture()
582 ResReferenceShader referenceShader = ResDynamicCast<ResReferenceShader>(this->GetShader()); in ForceSetupShader()
Dgfx_ResFog.cpp37 ResDynamicCast<ResReferenceLookupTable>(this->GetFogSampler()); in Setup()
Dgfx_ResShader.cpp140 ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(resShader); in ResBinaryShader_Setup()
220 ResReferenceShader resRefShader = ResDynamicCast<ResReferenceShader>( resShader ); in ResReferenceShader_Setup()
225 ResBinaryShader binaryShader = ResDynamicCast<ResBinaryShader>(resRefShader.GetTargetShader()); in ResReferenceShader_Setup()
238 ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(*this); in Cleanup()
Dgfx_ResTexture.cpp251 ResImageTexture resImgTex = ResDynamicCast<ResImageTexture>( resTex ); in ResImageTexture_Setup()
278 ResShadowTexture resSdwTex = ResDynamicCast<ResShadowTexture>( resTex ); in ResShadowTexture_Setup()
305 ResCubeTexture resCubeTex = ResDynamicCast<ResCubeTexture>( resTex ); in ResCubeTexture_Setup()
394 ResImageTexture resImgTex = ResDynamicCast<ResImageTexture>( resTex ); in ResImageTexture_Cleanup()
416 ResShadowTexture resSdwTex = ResDynamicCast<ResShadowTexture>( resTex ); in ResShadowTexture_Cleanup()
438 ResCubeTexture resCubeTex = ResDynamicCast<ResCubeTexture>( resTex ); in ResCubeTexture_Cleanup()
477 ResProceduralTexture resProcTex = ResDynamicCast<ResProceduralTexture>( resTex ); in ResProceduralTexture_Cleanup()
Dgfx_ResTextureMapper.cpp246 ResDynamicCast<ResStandardTextureSampler>(resPixelBasedTextureMapper.GetSampler()); in ResPixelBasedTextureMapper_CloneDynamic()
400 …NW_ASSERT(ResDynamicCast<ResStandardTextureSampler>(ResStaticCast<ResPixelBasedTextureMapper>(*thi… in GetMemorySizeForCloneInternal()
580 ResReferenceTexture referenceTexture = ResDynamicCast<ResReferenceTexture>(resTexture); in ReferResTexture()
617 ResReferenceTexture refer = ResDynamicCast<ResReferenceTexture>(resTexture); in SetupTexture()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_Camera.cpp67 ResCamera resCamera = ResDynamicCast<ResCamera>(this->GetResSceneNode()); in ~Camera()
399 ResCamera resCamera = ResDynamicCast<ResCamera>(resource); in Create()
627 ResDynamicCast<const ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetTargetPosition()
629 ResDynamicCast<const ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetTargetPosition()
651 ResDynamicCast<ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetTargetPosition()
653 ResDynamicCast<ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetTargetPosition()
674 ResDynamicCast<const ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetUpwardVector()
686 ResDynamicCast<ResLookAtTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetUpwardVector()
698 ResDynamicCast<ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in GetTwist()
710 ResDynamicCast<ResAimTargetViewUpdater>( GetViewUpdater()->GetResource() ); in SetTwist()
[all …]
Dgfx_ParticleModel.cpp83 ResDynamicCast<ResParticleShape>(resNode.GetShapes(i)); in GetMemorySizeInternal()
118 ResDynamicCast<ResParticleShape>(resNode.GetShapes(i)); in GetDeviceMemorySizeInternal()
141 ResParticleModel resNode = ResDynamicCast<ResParticleModel>(resource); in Create()
173 ResDynamicCast<ResParticleShape>(resNode.GetShapes(i)); in Create()
Dgfx_ParticleUtil.cpp141 ResDynamicCast<ResParticleChildUpdater>(resUpdater); in ResolveParticleObject()
393 const ResParticleChildUpdater& child = ResDynamicCast<ResParticleChildUpdater>(*src); in GetMemorySizeForDuplicateResParticleUpdaterInternal()
577 const ResParticleChildUpdater& child = ResDynamicCast<ResParticleChildUpdater>(*src); in DuplicateResParticleUpdater()
793 const ResParticleChildUpdater& child = ResDynamicCast<ResParticleChildUpdater>(*src); in DuplicateResParticleUpdater()
Dgfx_ParticleAnimationOption.cpp107 ResDynamicCast<ResParticleFrameLoopAnimationOption>(*this); in EvaluateAnimationFrame()
Dgfx_Model.cpp46 ResModel resNode = ResDynamicCast<ResModel>(resource); in Create()
184 ResDynamicCast<ResMeshMember>(resAnimGroupMember); in BindVisibilityAnim()
199 ResDynamicCast<ResMeshNodeVisibilityMember>(resAnimGroupMember); in BindVisibilityAnim()
/NW4C-2.0.3/sources/libraries/demo/
Ddemo_CameraController.cpp143 nw::gfx::ResDynamicCast<nw::gfx::ResAimTargetViewUpdater>(resViewUpdater); in CameraEntry()
145 nw::gfx::ResDynamicCast<nw::gfx::ResLookAtTargetViewUpdater>(resViewUpdater); in CameraEntry()
147 nw::gfx::ResDynamicCast<nw::gfx::ResRotateViewUpdater>(resViewUpdater); in CameraEntry()
255 nw::gfx::ResDynamicCast<nw::gfx::ResAimTargetViewUpdater>(resViewUpdater); in UpdateCamera()
257 nw::gfx::ResDynamicCast<nw::gfx::ResLookAtTargetViewUpdater>(resViewUpdater); in UpdateCamera()
259 nw::gfx::ResDynamicCast<nw::gfx::ResRotateViewUpdater>(resViewUpdater); in UpdateCamera()
/NW4C-2.0.3/demos/Nw4cDemo/include/
DSmCamera.h122 nw::gfx::ResDynamicCast<nw::gfx::ResAimTargetViewUpdater>(resViewUpdater); in SetTarget()
124 nw::gfx::ResDynamicCast<nw::gfx::ResLookAtTargetViewUpdater>(resViewUpdater); in SetTarget()
126 nw::gfx::ResDynamicCast<nw::gfx::ResRotateViewUpdater>(resViewUpdater); in SetTarget()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_SceneEnvironmentSetting.h162 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting()
171 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting()
Dgfx_ParticleModel.h231 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel()
238 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel()
Dgfx_ParticleUtil.h106 ResParticleModel resParticleModel = ResDynamicCast<ResParticleModel>(resModel); in operator()
Dgfx_SkeletalModel.h269 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel()
275 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel()
Dgfx_ParticleEmitter.h137 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter()
144 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter()
Dgfx_ParticleSet.h197 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet()
204 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet()
Dgfx_Common.h167 using nw::ut::ResDynamicCast;
Dgfx_ParticleShape.h161 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape()
168 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape()
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResGraphicsFile.h702 … ResSeparateDataShape resSeparateDataShape = ResDynamicCast<ResSeparateDataShape>(*shape); in ForeachVertexStream()
710 … ResVertexStreamBase resVertexStream = ResDynamicCast<ResVertexStreamBase>(*vertexAttribute); in ForeachVertexStream()
781 ResDynamicCast<ResFragmentLight>(this->GetLights(i)); in ForeachUnresolvedReferenceLut()
787 ResDynamicCast<ResReferenceLookupTable>(fragmentLight.GetDistanceSampler()); in ForeachUnresolvedReferenceLut()
798 ResDynamicCast<ResReferenceLookupTable>(lightingLut.GetSampler()); in ForeachUnresolvedReferenceLut()
837 ResDynamicCast<ResReferenceShader>(this->GetShaders(i)); in ForeachUnresolvedReferenceShader()
1097 ResDynamicCast<ResReferenceLookupTable>(lightingLut.GetSampler()); in CheckReferenceLutAndExec()
1312 … ResReferenceShader referenceShader = ResDynamicCast<ResReferenceShader>(resMaterial.GetShader()); in operator()
/NW4C-2.0.3/include/nw/ut/
Dut_ResUtil.h74 ResDynamicCast( TBase res ) in ResDynamicCast() function
102 NW_ASSERT( (! res.IsValid()) || ResDynamicCast<TDest>( res ).IsValid() ); in ResStaticCast()

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