| /NW4C-2.0.3/sources/libraries/gfx/res/ |
| D | gfx_ResLight.cpp | 36 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()
|
| D | gfx_ResFragmentShader.cpp | 60 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()
|
| D | gfx_ResUtil.cpp | 35 …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()
|
| D | gfx_ResMaterial.cpp | 93 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()
|
| D | gfx_ResFog.cpp | 37 ResDynamicCast<ResReferenceLookupTable>(this->GetFogSampler()); in Setup()
|
| D | gfx_ResShader.cpp | 140 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()
|
| D | gfx_ResTexture.cpp | 251 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()
|
| D | gfx_ResTextureMapper.cpp | 246 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/ |
| D | gfx_Camera.cpp | 67 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 …]
|
| D | gfx_ParticleModel.cpp | 83 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()
|
| D | gfx_ParticleUtil.cpp | 141 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()
|
| D | gfx_ParticleAnimationOption.cpp | 107 ResDynamicCast<ResParticleFrameLoopAnimationOption>(*this); in EvaluateAnimationFrame()
|
| D | gfx_Model.cpp | 46 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/ |
| D | demo_CameraController.cpp | 143 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/ |
| D | SmCamera.h | 122 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/ |
| D | gfx_SceneEnvironmentSetting.h | 162 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting() 171 return ResDynamicCast<ResSceneEnvironmentSetting>(this->GetResSceneObject()); in GetResSceneEnvironmentSetting()
|
| D | gfx_ParticleModel.h | 231 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel() 238 return ResDynamicCast<ResParticleModel>(this->GetResSceneObject()); in GetResModel()
|
| D | gfx_ParticleUtil.h | 106 ResParticleModel resParticleModel = ResDynamicCast<ResParticleModel>(resModel); in operator()
|
| D | gfx_SkeletalModel.h | 269 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel() 275 return ResDynamicCast<ResSkeletalModel>(this->GetResSceneObject()); in GetResSkeletalModel()
|
| D | gfx_ParticleEmitter.h | 137 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter() 144 return ResDynamicCast<ResParticleEmitter>( this->GetResSceneObject() ); in GetResParticleEmitter()
|
| D | gfx_ParticleSet.h | 197 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet() 204 return ResDynamicCast<ResParticleSet>( this->GetResSceneObject() ); in GetResParticleSet()
|
| D | gfx_Common.h | 167 using nw::ut::ResDynamicCast;
|
| D | gfx_ParticleShape.h | 161 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape() 168 return ResDynamicCast<ResParticleShape>( this->GetResSceneObject() ); in GetResParticleShape()
|
| /NW4C-2.0.3/include/nw/gfx/res/ |
| D | gfx_ResGraphicsFile.h | 702 … 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/ |
| D | ut_ResUtil.h | 74 ResDynamicCast( TBase res ) in ResDynamicCast() function 102 NW_ASSERT( (! res.IsValid()) || ResDynamicCast<TDest>( res ).IsValid() ); in ResStaticCast()
|