| /NW4C-2.0.3/include/nw/gfx/res/ |
| D | gfx_ResUtil.h | 34 class ResGraphicsFile; variable 37 Result SetupReferenceLut(ResReferenceLookupTable resReferenceLut, ResGraphicsFile graphicsFile); 41 GetReferenceLutTarget(ResReferenceLookupTable referenceLut, ResGraphicsFile graphicsFile); 45 GetReferenceTextureTarget(ResReferenceTexture referenceTexture, ResGraphicsFile graphicsFile); 49 GetReferenceShaderTarget(ResReferenceShader referenceShader, ResGraphicsFile graphicsFile);
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| D | gfx_ResModel.h | 35 class ResGraphicsFile; variable 180 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
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| D | gfx_ResMesh.h | 174 Result Setup(ResModel owner, os::IAllocator* allocator, ResGraphicsFile graphicsFile);
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| D | gfx_ResFog.h | 179 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
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| D | gfx_ResLight.h | 32 class ResGraphicsFile; variable 167 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
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| D | gfx_ResMaterial.h | 41 class ResGraphicsFile; variable 1551 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile); 1683 … Result SetupShader(os::IAllocator* allocator, ResShader resShader, ResGraphicsFile graphicsFile); 1686 …Result SetupTextures(os::IAllocator* allocator, ResMaterial resMaterial, ResGraphicsFile graphicsF… 1695 …s::IAllocator* allocator, ResFragmentLightingTable resLightingTable, ResGraphicsFile graphicsFile);
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| D | gfx_ResLookupTable.h | 217 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
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| D | gfx_ResShader.h | 39 class ResGraphicsFile; variable 717 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
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| D | gfx_ResTextureMapper.h | 29 class ResGraphicsFile; variable 531 Result Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile);
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| /NW4C-2.0.3/sources/libraries/gfx/res/ |
| D | gfx_ResUtil.cpp | 29 SetupReferenceLut(ResReferenceLookupTable resReferenceLut, ResGraphicsFile graphicsFile) in SetupReferenceLut() 54 GetReferenceLutTarget(ResReferenceLookupTable referenceLut, ResGraphicsFile graphicsFile) in GetReferenceLutTarget() 80 GetReferenceTextureTarget(ResReferenceTexture referenceTexture, ResGraphicsFile graphicsFile) in GetReferenceTextureTarget() 113 GetReferenceShaderTarget(ResReferenceShader referenceShader, ResGraphicsFile graphicsFile) in GetReferenceShaderTarget()
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| D | gfx_ResGraphicsFile.cpp | 36 ResGraphicsFile::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() 114 ResGraphicsFile::Cleanup() in Cleanup()
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| D | gfx_ResTextureMapper.cpp | 29 …pFunc)(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile); 34 …_Setup(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile); 35 …_Setup(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile); 48 ResGraphicsFile graphicsFile 129 …r_Setup(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile) in ResPixelBasedTextureMapper_Setup() 170 …r_Setup(ResTextureMapper resTextureMapper, os::IAllocator* allocator, ResGraphicsFile graphicsFile) in ResProceduralTextureMapper_Setup() 445 ResGraphicsFile graphicsFile in Setup() 608 ResGraphicsFile graphicsFile in SetupTexture()
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| D | gfx_ResFog.cpp | 30 ResFog::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup()
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| D | gfx_ResFragmentShader.cpp | 30 ResFragmentShader::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() 50 ResFragmentLightingTable::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup()
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| D | gfx_ResLight.cpp | 30 ResLight::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup()
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| D | gfx_ResMaterial.cpp | 33 ResMaterial::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() 118 ResMaterial::SetupTextures(os::IAllocator* allocator, ResMaterial resMaterial, ResGraphicsFile grap… in SetupTextures() 342 ResGraphicsFile graphicsFile in SetupShader()
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| D | gfx_ResLookupTable.cpp | 165 ResLookupTableSet::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup()
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| D | gfx_ResModel.cpp | 37 ResModel::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup()
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| D | gfx_ResShader.cpp | 101 ResShader::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() 131 return this->Setup(allocator, ResGraphicsFile(NULL)); in Setup()
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| /NW4C-2.0.3/sources/libraries/demo/ |
| D | demo_Particle.cpp | 115 ParticleEffect::Setup(gfx::ResGraphicsFile resource, bool useParticleMaterial) in Setup() 148 ParticleEffect::Register(gfx::ResGraphicsFile resource, const char** nodeNames) in Register() 203 ParticleEffect::Register(gfx::ResGraphicsFile resource) in Register() 379 m_ShaderResource->resource = nw::gfx::ResGraphicsFile(&(m_ShaderResource->buffer.front())); in InitializeShaderBinary()
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| /NW4C-2.0.3/demos/Nw4cDemo/include/ |
| D | GfxCtrl.h | 47 nw::gfx::ResGraphicsFile resource;
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| /NW4C-2.0.3/sources/libraries/anim/res/ |
| D | anim_ResAnim.cpp | 219 ResTextureAnim::Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile) in Setup() 380 ResMemberAnim::Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile) in Setup() 497 ResAnim::Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile) in Setup()
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| /NW4C-2.0.3/include/nw/demo/ |
| D | demo_Particle.h | 581 void Setup(gfx::ResGraphicsFile resource, bool useParticleMaterial = false); 587 void Register(gfx::ResGraphicsFile resource, const char** nodeNames); 592 void Register(gfx::ResGraphicsFile resource);
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| /NW4C-2.0.3/include/nw/anim/res/ |
| D | anim_ResAnim.h | 41 class ResGraphicsFile; variable 530 gfx::Result Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile); 650 gfx::Result Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile); 1082 gfx::Result Setup(os::IAllocator* allocator, gfx::ResGraphicsFile graphicsFile);
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| /NW4C-2.0.3/demos/gfx/LowLayerAnimationDemo/sources/ |
| D | LowLayerAnimationDemo.cpp | 76 nw::gfx::ResGraphicsFile resource; 113 nw::ut::FixedSizeArray<nw::gfx::ResGraphicsFile, ANIMATION_RESOURCES_COUNT> s_ResAnims; 311 resourceSet.resource = nw::gfx::ResGraphicsFile(&(resourceSet.buffer.front())); in LoadResources()
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