| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_SceneTraverser.cpp | 137 void SceneTraverser::VisitLight(Light* light) in VisitLight() argument 139 NW_UNUSED_VARIABLE(light); in VisitLight() 140 this->m_SceneContext->PushSceneNode(light); in VisitLight() 141 this->m_SceneContext->PushLight(light); in VisitLight() 142 this->m_SceneContext->PushAnimatableNode(light); in VisitLight() 146 void SceneTraverser::VisitFragmentLight(FragmentLight* light) in VisitFragmentLight() argument 149 this->m_SceneContext->PushSceneNode(light); in VisitFragmentLight() 150 this->m_SceneContext->PushLight(light); in VisitFragmentLight() 151 this->m_SceneContext->PushFragmentLight(light); in VisitFragmentLight() 152 this->m_SceneContext->PushAnimatableNode(light); in VisitFragmentLight() [all …]
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| D | gfx_AmbientLight.cpp | 49 AmbientLight* light = new(memory) AmbientLight( in Create() local 54 Result result = light->Initialize(allocator); in Create() 57 return light; in Create() 106 AmbientLight* light = new(memory) AmbientLight( in Create() local 111 Result result = light->Initialize(allocator); in Create() 116 bool isAttached = parent->AttachChild(light); in Create() 120 return light; in Create()
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| D | gfx_HemiSphereLight.cpp | 51 HemiSphereLight* light = new(memory) HemiSphereLight( in Create() local 56 Result result = light->Initialize(allocator); in Create() 59 return light; in Create() 108 HemiSphereLight* light = new(memory) HemiSphereLight( in Create() local 113 Result result = light->Initialize(allocator); in Create() 118 bool isAttached = parent->AttachChild(light); in Create() 122 return light; in Create()
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| D | gfx_VertexLight.cpp | 52 VertexLight* light = new(memory) VertexLight( in Create() local 57 Result result = light->Initialize(allocator); in Create() 60 return light; in Create() 109 VertexLight* light = new(memory) VertexLight( in Create() local 114 Result result = light->Initialize(allocator); in Create() 119 bool isAttached = parent->AttachChild(light); in Create() 123 return light; in Create()
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| D | gfx_FragmentLight.cpp | 51 FragmentLight* light = new(memory) FragmentLight( in Create() local 56 Result result = light->Initialize(allocator); in Create() 59 return light; in Create() 135 FragmentLight* light = new(memory) FragmentLight( in Create() local 140 Result result = light->Initialize(allocator); in Create() 145 bool isAttached = parent->AttachChild(light); in Create() 149 return light; in Create() 170 FragmentLight* light = new(memory) FragmentLight( in CreateClone() local 175 Result result = light->Initialize(allocator); in CreateClone() 180 bool isAttached = parent->AttachChild(light); in CreateClone() [all …]
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| D | gfx_RenderContext.cpp | 610 const FragmentLight* light = this->m_SceneEnvironment.GetFragmentLight(i); in ActivateFragmentLights() local 612 this->ActivateFragmentLight(i, light); in ActivateFragmentLights() 620 RenderContext::ActivateFragmentLight(int index, const FragmentLight* light) in ActivateFragmentLight() argument 622 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight() 635 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() 667 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() 704 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() 709 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() 750 RenderContext::ActivateVertexLight(int index, const VertexLight* light) in ActivateVertexLight() argument 758 ResVertexLight resLight = light->GetResVertexLight(); in ActivateVertexLight() [all …]
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| /NW4C-2.0.3/sources/libraries/anim/res/ |
| D | anim_ResAnimGroup.cpp | 546 ResLight light(object); in SetValue() local 552 light.SetLightEnabled(boolValue); in SetValue() 564 ResFragmentLight light(object); in SetValue() local 570 light.SetAmbient(color); in SetValue() 574 light.SetDiffuse(color); in SetValue() 578 light.SetSpecular0(color); in SetValue() 582 light.SetSpecular1(color); in SetValue() 589 light.SetDirection(direction); in SetValue() 596 light.SetDistanceAttenuationStart(start); in SetValue() 603 light.SetDistanceAttenuationEnd(end); in SetValue() [all …]
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| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_LightSet.h | 149 void SetAmbientLight(AmbientLight* light) in SetAmbientLight() argument 151 this->m_AmbientLight = light; in SetAmbientLight() 176 void SetHemiSphereLight(HemiSphereLight* light) in SetHemiSphereLight() argument 178 this->m_HemiSphereLight = light; in SetHemiSphereLight() 203 void SetVertexLight(VertexLight* light) in SetVertexLight() argument 205 this->m_VertexLights.push_back(light); in SetVertexLight() 257 void SetFragmentLight(FragmentLight* light) in SetFragmentLight() argument 259 this->m_FragmentLights.push_back(light); in SetFragmentLight()
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| D | gfx_SceneTraverser.h | 76 virtual void VisitLight(Light* light); 77 virtual void VisitFragmentLight(FragmentLight* light); 79 virtual void VisitVertexLight(VertexLight* light); 81 virtual void VisitAmbientLight(AmbientLight* light); 82 virtual void VisitHemiSphereLight(HemiSphereLight* light);
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| D | gfx_ISceneVisitor.h | 101 virtual void VisitLight(Light* light) = 0; 107 virtual void VisitFragmentLight(FragmentLight* light) = 0; 114 virtual void VisitVertexLight(VertexLight* light) = 0; 120 virtual void VisitAmbientLight(AmbientLight* light) = 0; 126 virtual void VisitHemiSphereLight(HemiSphereLight* light) = 0;
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| D | gfx_SceneContext.h | 580 void PushLight(Light* light) in PushLight() argument 582 bool isPushed = m_Lights.push_back(light); in PushLight() 593 bool TryPushLight(Light* light) in TryPushLight() argument 595 bool isPushed = m_Lights.push_back(light); in TryPushLight() 639 void PushFragmentLight(FragmentLight* light) in PushFragmentLight() argument 641 bool isPushed = m_FragmentLights.push_back(light); in PushFragmentLight() 651 bool TryPushFragmentLight(FragmentLight* light) in TryPushFragmentLight() argument 653 bool isPushed = m_FragmentLights.push_back(light); in TryPushFragmentLight() 697 void PushVertexLight(VertexLight* light) in PushVertexLight() argument 699 bool isPushed = m_VertexLights.push_back(light); in PushVertexLight() [all …]
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| D | gfx_ActivateCommand.h | 184 ActivateFragmentLight(s32 index, ResMaterialColor materialColor, const FragmentLight* light, bool u… in ActivateFragmentLight() argument 190 NW_NULL_ASSERT( light ); in ActivateFragmentLight() 192 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight() 232 ActivateFragmentAmbientLight(ResMaterialColor materialColor, const AmbientLight* light) in ActivateFragmentAmbientLight() argument 239 if (light) in ActivateFragmentAmbientLight() 241 ResAmbientLight resLight = light->GetResAmbientLight(); in ActivateFragmentAmbientLight()
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| D | gfx_SceneEnvironment.h | 212 void SetFragmentLight(FragmentLight* light) in SetFragmentLight() argument 219 m_FragmentLights[m_ActiveFragmentLightCount] = (light); in SetFragmentLight() 253 void SetVertexLight(VertexLight* light) in SetVertexLight() argument 260 this->m_VertexLights[m_ActiveVertexLightCount] = light; in SetVertexLight()
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| D | gfx_MaterialState.h | 633 const FragmentLight* light = sceneEnvironment.GetFragmentLight(i); in ActivateMaterialColor() local 635 internal::ActivateFragmentLight(i, materialColor, light, useReflection); in ActivateMaterialColor() 670 const FragmentLight* light = sceneEnvironment.GetFragmentLight(i); in ActivateFragmentLighting() local 671 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLighting()
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| D | gfx_RenderContext.h | 586 void ActivateFragmentLight(int index, const FragmentLight* light); 592 void ActivateVertexLight(int index, const VertexLight* light);
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| /NW4C-2.0.3/SampleData/Graphics/Shader/MultiplyShader/ |
| D | ReadMe.txt | 17 Hemispherical light x Vertex color 18 Note: The vertex color is output if there is no hemispherical light. 19 (The value of the hemispherical light is 1.) 20 Note: You can also make everything completely black by setting the hemispherical light color to 0. 30 Hemispherical light x 1 31 Note: A fixed value is used if there is no hemispherical light (1 x 1 results in white)
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| /NW4C-2.0.3/tools/Viewer/ |
| D | Viewer.ini | 167 /g3d/light/global_ambient_color = 0x333333FF 170 /g3d/light/light0_kind = DIRECTIONAL # (DIRECTIONAL | POINT) 172 /g3d/light/light0_ambient_color = 0x333333FF 174 /g3d/light/light0_diffuse_color = 0xFFFFFFFF 176 /g3d/light/light0_specular0_color = 0xFFFFFFFF 178 /g3d/light/light0_specular1_color = 0xFFFFFFFF 180 /g3d/light/light0_direction/x = -0.5 181 /g3d/light/light0_direction/y = -1.0 182 /g3d/light/light0_direction/z = -1.0
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| /NW4C-2.0.3/demos/gfx/LowLayerDemo/sources/ |
| D | LowLayerDemo.cpp | 516 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in UpdateNodes() local 518 UpdateNode(*light); in UpdateNodes() 553 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in SetEnvironment() local 555 sceneEnvironment.SetFragmentLight(*light); in SetEnvironment()
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| /NW4C-2.0.3/demos/gfx/LowLayerAnimationDemo/sources/ |
| D | LowLayerAnimationDemo.cpp | 561 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in UpdateNodes() local 563 UpdateNode(*light); in UpdateNodes() 642 for (FragmentLightArray::iterator light = s_FragmentLights.begin(); light != lightEnd; ++light) in SetEnvironment() local 644 sceneEnvironment.SetFragmentLight(*light); in SetEnvironment()
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| /NW4C-2.0.3/sources/libraries/demo/ |
| D | demo_Utility.cpp | 532 nw::gfx::Light* light = nw::ut::DynamicCast<nw::gfx::Light*>(object); in GetAnimGroup() local 533 NW_ASSERT(light); in GetAnimGroup() 534 animGroup = light->GetAnimGroup(); in GetAnimGroup() 630 nw::gfx::Light* light = nw::ut::DynamicCast<nw::gfx::Light*>(object); in BindAnimationObject() local 631 NW_ASSERT(light); in BindAnimationObject() 632 light->SetAnimObject(animObject); in BindAnimationObject()
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/ |
| D | GfxCtrl.cpp | 496 nw::gfx::Light* light = in CreateSceneEnvironment() local 499 nw::gfx::AnimGroup* animGroup = light->GetAnimGroup(); in CreateSceneEnvironment() 516 light->SetAnimObject( lightAnimEvaluator ); in CreateSceneEnvironment()
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| /NW4C-2.0.3/tools/DccPlugin/Maya/scripts/ |
| D | NW4C_SetNoCompressNode.mel | 29 get selected transform (except camera & light)
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| D | NW4C_SetBillboard.mel | 29 get selected transform (except camera & light)
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| D | NW4C_SetForceExportKey.mel | 29 get selected transform (except camera & light)
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| D | NW4C_SetCombineGroup.mel | 29 get selected transform (except camera & light)
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