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

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_SceneTraverser.cpp137 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()
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Dgfx_AmbientLight.cpp49 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()
Dgfx_HemiSphereLight.cpp51 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()
Dgfx_VertexLight.cpp52 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()
Dgfx_FragmentLight.cpp51 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()
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Dgfx_RenderContext.cpp610 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()
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/NW4C-2.0.3/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp546 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()
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/NW4C-2.0.3/include/nw/gfx/
Dgfx_LightSet.h149 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()
Dgfx_SceneTraverser.h76 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);
Dgfx_ISceneVisitor.h101 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;
Dgfx_SceneContext.h580 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()
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Dgfx_ActivateCommand.h184 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()
Dgfx_SceneEnvironment.h212 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()
Dgfx_MaterialState.h633 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()
Dgfx_RenderContext.h586 void ActivateFragmentLight(int index, const FragmentLight* light);
592 void ActivateVertexLight(int index, const VertexLight* light);
/NW4C-2.0.3/SampleData/Graphics/Shader/MultiplyShader/
DReadMe.txt17 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)
/NW4C-2.0.3/tools/Viewer/
DViewer.ini167 /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
/NW4C-2.0.3/demos/gfx/LowLayerDemo/sources/
DLowLayerDemo.cpp516 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()
/NW4C-2.0.3/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp561 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()
/NW4C-2.0.3/sources/libraries/demo/
Ddemo_Utility.cpp532 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()
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DGfxCtrl.cpp496 nw::gfx::Light* light = in CreateSceneEnvironment() local
499 nw::gfx::AnimGroup* animGroup = light->GetAnimGroup(); in CreateSceneEnvironment()
516 light->SetAnimObject( lightAnimEvaluator ); in CreateSceneEnvironment()
/NW4C-2.0.3/tools/DccPlugin/Maya/scripts/
DNW4C_SetNoCompressNode.mel29 get selected transform (except camera & light)
DNW4C_SetBillboard.mel29 get selected transform (except camera & light)
DNW4C_SetForceExportKey.mel29 get selected transform (except camera & light)
DNW4C_SetCombineGroup.mel29 get selected transform (except camera & light)