| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_RenderQueue.h | 83 IsCalculatingOnlyLayer1Functor(Model* model, ResMesh mesh) in IsCalculatingOnlyLayer1Functor() 86 model->GetRenderLayerId(mesh) == ResMaterial::TRANSLUCENCY_KIND_LAYER1; in IsCalculatingOnlyLayer1Functor() 107 AlwaysCalculatingFunctor(Model* model, ResMesh mesh) in AlwaysCalculatingFunctor() 108 { NW_UNUSED_VARIABLE(model); NW_UNUSED_VARIABLE(mesh); } in AlwaysCalculatingFunctor() 126 CalculateDepthFunctor(ModelType* model) in CalculateDepthFunctor() 127 : model(model) in CalculateDepthFunctor() 129 NW_NULL_ASSERT(model); in CalculateDepthFunctor() 130 this->resModel = model->GetResModel(); in CalculateDepthFunctor() 143 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator() 151 ModelType* model; member [all …]
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| D | gfx_SceneUpdateHelper.h | 81 void operator() (Model* model) in operator() 84 SkeletalModel* skeletalModel = ut::DynamicCast<SkeletalModel*>(model); in operator() 93 if (!m_IsVisibleModel->IsVisible(model)) { return; } in operator() 110 … model->UpdateModelViewMatrixAndNormalMatrix(this->m_Camera->ViewMatrix(), isModelCoordinate); in operator() 112 u8 meshLayerId = m_LayerId | model->GetLayerId(); in operator() 123 model->UpdateModelViewMatrixAndNormalMatrix(this->m_Camera->ViewMatrix(), false); in operator() 126 ut::IsTypeOf<ParticleModel>(model) in operator() 129 meshLayerId |= model->GetLayerId(); in operator() 132 gfx::ResMeshArray meshs = model->GetResMeshes(); in operator() 136 EnqueueModelMesh(this->m_RenderQueue, model, meshLayerId, *this->m_Camera)); in operator()
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| D | gfx_MeshRenderer.h | 89 void RenderMesh(ResMesh mesh, Model* model); 109 Model* model, 120 Model* model,
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| D | gfx_RenderElement.h | 288 BasicRenderElement(ResMesh mesh, Model* model) in BasicRenderElement() argument 289 : m_Key(0), m_Mesh(mesh), m_Model(model) in BasicRenderElement() 448 const Model* model = renderElement.GetModel(); in CreateRenderKey() local 450 if (mesh.IsValid() && model) in CreateRenderKey() 452 const Material* material = model->GetMaterial(mesh.GetMaterialIndex()); in CreateRenderKey() 544 const Model* model = renderElement.GetModel(); in CreateRenderKey() local 546 if (mesh.IsValid() && model) in CreateRenderKey() 548 const Material* material = model->GetMaterial(mesh.GetMaterialIndex()); in CreateRenderKey() 643 const Model* model = renderElement.GetModel(); in CreateRenderKey() local 645 if (mesh.IsValid() && model) in CreateRenderKey() [all …]
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| D | gfx_ParticleCollection.h | 374 ParticleModel* model = static_cast<ParticleModel*>(m_ParticleSet->GetParent()); in KillParticles() local 375 NW_NULL_ASSERT(model); in KillParticles() 376 ParticleTime time = model->ParticleAnimFrameController().GetFrame(); in KillParticles() 431 ParticleModel* model = static_cast<ParticleModel*>(m_ParticleSet->GetParent()); in KillParticle() local 432 NW_NULL_ASSERT(model); in KillParticle() 433 ParticleTime time = model->ParticleAnimFrameController().GetFrame(); in KillParticle()
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| D | gfx_ISceneUpdater.h | 65 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument 67 NW_UNUSED_VARIABLE(model); in IsVisible()
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| D | gfx_SceneTraverser.h | 72 virtual void VisitModel(Model* model); 73 virtual void VisitSkeletalModel(SkeletalModel* model);
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| D | gfx_Model.h | 173 bool IsVisible(const nw::gfx::Model* model) in IsVisible() 175 return model->IsVisible() && model->IsEnabledResults(SceneNode::FLAG_IS_VISIBLE); in IsVisible() 271 ResModel model = this->GetResModel(); in GetResMeshes() local 272 NW_ASSERT(model.IsValid()); in GetResMeshes() 273 return model.GetMeshes(); in GetResMeshes() 291 ResModel model = this->GetResModel(); in GetResMeshNodeVisibilities() local 292 NW_ASSERT(model.IsValid()); in GetResMeshNodeVisibilities() 293 return model.GetMeshNodeVisibilities(idx); in GetResMeshNodeVisibilities()
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| D | gfx_SceneInitializer.h | 93 virtual void VisitModel(Model* model); 94 virtual void VisitSkeletalModel(SkeletalModel* model);
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_SceneTraverser.cpp | 100 void SceneTraverser::VisitModel(Model* model) in VisitModel() argument 103 this->m_SceneContext->PushSceneNode(model); in VisitModel() 104 this->m_SceneContext->PushModel(model); in VisitModel() 105 this->m_SceneContext->PushAnimatableNode(model); in VisitModel() 109 void SceneTraverser::VisitSkeletalModel(SkeletalModel* model) in VisitSkeletalModel() argument 112 this->m_SceneContext->PushSceneNode(model); in VisitSkeletalModel() 113 this->m_SceneContext->PushModel(model); in VisitSkeletalModel() 114 this->m_SceneContext->PushSkeletalModel(model); in VisitSkeletalModel() 115 this->m_SceneContext->PushAnimatableNode(model); in VisitSkeletalModel() 206 void SceneTraverser::VisitParticleModel(ParticleModel* model) in VisitParticleModel() argument [all …]
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| D | gfx_SceneInitializer.cpp | 62 void SceneInitializer::VisitModel(Model* model) in VisitModel() argument 66 nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second; in VisitModel() 67 for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first; in VisitModel() 77 void SceneInitializer::VisitSkeletalModel(SkeletalModel* model) in VisitSkeletalModel() argument 81 nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second; in VisitSkeletalModel() 82 for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first; in VisitSkeletalModel() 92 void SceneInitializer::VisitParticleModel(ParticleModel* model) in VisitParticleModel() argument 96 nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second; in VisitParticleModel() 97 for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first; in VisitParticleModel()
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| D | gfx_MeshRenderer.cpp | 92 MeshRenderer::RenderMesh(ResMesh mesh, Model* model) in RenderMesh() argument 97 ResShape shape = model->GetResModel().GetShapes(mesh.GetShapeIndex()); in RenderMesh() 103 m_RenderContext->SetMaterial(model->GetMaterial(mesh.GetMaterialIndex())); in RenderMesh() 111 model, in RenderMesh() 120 ParticleModel* particleModel = static_cast<ParticleModel*>(model); in RenderMesh() 132 m_RenderContext->SetMaterial(model->GetMaterial(mesh.GetMaterialIndex())); in RenderMesh() 138 model, in RenderMesh() 153 Model* model, in RenderSeparateDataShape() argument 163 SkeletalModel* skeletalModel = ut::DynamicCast<SkeletalModel*>(model); in RenderSeparateDataShape() 165 if (m_RenderContext->GetModelCache() != model) in RenderSeparateDataShape() [all …]
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| D | gfx_ParticleSceneUpdater.cpp | 70 ParticleModel* model = *i++; in SetStepFrame() local 71 NW_NULL_ASSERT(model); in SetStepFrame() 73 model->ParticleAnimFrameController().SetStepFrame(stepFrame); in SetStepFrame() 107 ParticleModel* model = *i++; in UpdateNode() local 108 NW_NULL_ASSERT(model); in UpdateNode() 110 model->UpdateParticleFrame(); in UpdateNode()
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| D | gfx_SceneUpdater.cpp | 183 …for (SkeletalModelArray::iterator model = sceneContext->GetSkeletalModelsBegin(); model != end; ++… in UpdateSkeletalModel() local 186 if ((*model)->GetFullBakedAnimEnabled()) { continue; } in UpdateSkeletalModel() 188 Skeleton* skeleton = (*model)->GetSkeleton(); in UpdateSkeletalModel()
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| /NW4C-2.0.3/demos/gfx/LowLayerAnimationDemo/sources/ |
| D | LowLayerAnimationDemo.cpp | 569 …for (SkeletalModelArray::iterator model = s_SkeletalModels.begin(); model != skeletalModelEnd; ++m… in UpdateNodes() local 571 UpdateNode(*model); in UpdateNodes() 574 if ((*model)->GetFullBakedAnimEnabled()) { continue; } in UpdateNodes() 577 if ((*model)->GetSkeleton()->IsUpdated()) { continue; } in UpdateNodes() 580 s_SkeletonUpdater->UpdateWorld((*model)->GetSkeleton(), *s_WorldMatrixUpdater); in UpdateNodes() 583 (*model)->GetSkeleton()->SetUpdated(true); in UpdateNodes() 594 …for (SkeletalModelArray::iterator model = s_SkeletalModels.begin(); model != skeletalModelEnd; ++m… in EvaluateSkeletalAnim() local 596 …(*model)->GetAnimBinding()->Evaluate(nw::anim::ResGraphicsAnimGroup::EVALUATION_BEFORE_WORLD_UPDAT… in EvaluateSkeletalAnim() 597 …(*model)->GetAnimBinding()->Evaluate(nw::anim::ResGraphicsAnimGroup::EVALUATION_AFTER_SCENE_CULLIN… in EvaluateSkeletalAnim() 608 …for (SkeletalModelArray::iterator model = s_SkeletalModels.begin(); model != skeletalModelEnd; ++m… in UpdateFrame() local [all …]
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| /NW4C-2.0.3/include/nw/demo/ |
| D | demo_Particle.h | 175 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in SetStepFrame() local 176 model->ParticleAnimFrameController().SetStepFrame(stepFrame); in SetStepFrame() 196 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in SetFrame() local 197 model->ParticleAnimFrameController().SetFrame(frame); in SetFrame() 248 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in Reset() local 249 model->ForeachParticleSet(nw::gfx::ParticleSetsClear()); in Reset() 250 model->ParticleAnimFrameController().SetFrame(0.f); in Reset() 252 model->ResetDebugHint(); in Reset() 283 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in GetParticleSize() local 284 for (u32 j = 0; j < model->GetParticleSetsCount(); ++j ) in GetParticleSize() [all …]
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| /NW4C-2.0.3/include/nw/gfx/res/ |
| D | gfx_ResGraphicsFile.h | 501 for (ResModelArray::iterator model = this->GetModels().begin(); in ForeachModel() local 502 model != end; ++model) in ForeachModel() 504 function(*model); in ForeachModel() 532 for (ResModelArray::iterator model = this->GetModels().begin(); in ForeachMaterial() local 533 model != end; ++model) in ForeachMaterial() 535 ResMaterialArray::iterator materialEnd = (*model).GetMaterials().end(); in ForeachMaterial() 536 for (ResMaterialArray::iterator material = (*model).GetMaterials().begin(); in ForeachMaterial() 569 for (ResModelArray::iterator model = this->GetModels().begin(); in ForeachModelMaterial() local 570 model != end; ++model) in ForeachModelMaterial() 572 ResMaterialArray::iterator materialEnd = (*model).GetMaterials().end(); in ForeachModelMaterial() [all …]
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| /NW4C-2.0.3/demos/gfx/DynamicMaterialDemo/sources/ |
| D | DynamicMaterialDemo.cpp | 50 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument 52 return nw::ut::CheckFlag(model->GetUserParameter<u32>(), MATERIAL_DEFAULT); in IsVisible() 60 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument 62 return nw::ut::CheckFlag(model->GetUserParameter<u32>(), MATERIAL_CHANGE); in IsVisible() 323 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(node); in BuildResources() local 324 NW_NULL_ASSERT(model); in BuildResources() 326 if (::std::strcmp(model->GetName(), "Edge") == 0) in BuildResources() 328 model->SetVisible(false); in BuildResources() 329 s_EdgeMaterial = model->GetMaterial(0); in BuildResources() 331 else if(::std::strcmp(model->GetName(), "LutTorus") == 0) in BuildResources() [all …]
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| /NW4C-2.0.3/demos/gfx/LowLayerDemo/sources/ |
| D | LowLayerDemo.cpp | 523 for (ModelArray::iterator model = s_Models.begin(); model != modelEnd; ++model) in UpdateNodes() local 525 UpdateNode(*model); in UpdateNodes() 566 for (ModelArray::iterator model = s_Models.begin(); model != modelEnd; ++model) in SubmitView() local 568 if (!(*model)->IsVisible()) in SubmitView() 573 (*model)->UpdateModelViewMatrixAndNormalMatrix(s_BaseCamera->ViewMatrix(), false); in SubmitView() 595 for (ModelArray::iterator model = s_Models.begin(); model != modelEnd; ++model) in RenderScene() local 597 if ((*model)->IsVisible()) in RenderScene() 599 nw::gfx::ResMeshArray resMeshes = (*model)->GetResMeshes(); in RenderScene() 606 if ((*model)->IsMeshVisible(*mesh)) in RenderScene() 608 s_MeshRenderer->RenderMesh(*mesh, *model); in RenderScene()
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/ |
| D | SmModel.cpp | 216 SmModel* model = new SmModel(); in Duplicate() local 232 model->m_SkeletalModel = skeletalModel; in Duplicate() 233 model->m_Duplicated = true; in Duplicate() 234 model->m_pSceneNode = static_cast<nw::gfx::SceneNode*>(model->m_SkeletalModel); in Duplicate() 236 model->SetLayerId( this->GetLayerId() ); in Duplicate() 240 model->m_AnimEvaluatorArray.CopyFrom( m_AnimEvaluatorArray ); in Duplicate() 242 return model; in Duplicate()
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| D | SmSceneCtrl.cpp | 47 nw::gfx::Model* model = element.GetModel(); in operator ()() local 48 model->PreRenderSignal()(model, mesh, m_RenderContext); in operator ()() 49 m_MeshRenderer->RenderMesh(mesh, model); in operator ()() 50 model->PostRenderSignal()(model, mesh, m_RenderContext); in operator ()()
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| /NW4C-2.0.3/demos/gfx/AnimationBlendDemo/sources/ |
| D | AnimationBlendDemo.cpp | 269 InitializeSkeletalAnim(nw::gfx::SkeletalModel* model) in InitializeSkeletalAnim() argument 271 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() 277 nw::gfx::ResSkeletalModel resModel = model->GetResSkeletalModel(); in InitializeSkeletalAnim() 330 model->SetSkeletalAnimObject(blender); in InitializeSkeletalAnim() 342 InitializeMaterialAnim(nw::gfx::Model* model) in InitializeMaterialAnim() argument 344 nw::gfx::AnimGroup* animGroup = model->GetMaterialAnimGroup(); in InitializeMaterialAnim() 395 model->SetMaterialAnimObject(blender); in InitializeMaterialAnim() 405 UpdateBlender(nw::gfx::SkeletalModel* model) in UpdateBlender() argument 409 if (model == NULL) in UpdateBlender() 415 nw::gfx::AnimObject* skeletalAnimObject = model->GetSkeletalAnimObject(); in UpdateBlender() [all …]
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| /NW4C-2.0.3/sources/libraries/demo/ |
| D | demo_Utility.cpp | 511 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in GetAnimGroup() local 512 NW_ASSERT(model); in GetAnimGroup() 513 animGroup = model->GetMaterialAnimGroup(); in GetAnimGroup() 518 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in GetAnimGroup() local 519 NW_ASSERT(model); in GetAnimGroup() 520 animGroup = model->GetVisibilityAnimGroup(); in GetAnimGroup() 609 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in BindAnimationObject() local 610 NW_ASSERT(model); in BindAnimationObject() 611 model->SetMaterialAnimObject(animObject); in BindAnimationObject() 616 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in BindAnimationObject() local [all …]
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| /NW4C-2.0.3/demos/gfx/FastCreateDemo/sources/ |
| D | FastCreateDemo.cpp | 383 for (LatticeArray::iterator model = s_Lattices.begin(); in DestroyLattices() local 384 model != end; in DestroyLattices() 385 ++model) in DestroyLattices() 387 (*model).root->DestroyBranch(); in DestroyLattices() 413 for (LatticeArray::iterator model = s_Lattices.begin(); in UpdateLattices() local 414 model != end; in UpdateLattices() 415 ++model) in UpdateLattices() 417 nw::math::VEC3 pos = (*model).position * scale; in UpdateLattices() 419 (*model).root->Transform().SetTranslate(pos); in UpdateLattices()
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| /NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 50 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument 52 return nw::ut::CheckFlag(model->GetUserParameter<u32>(), SHADOW_CASTER); in IsVisible() 485 InitializeSkeletalAnim(nw::gfx::SkeletalModel* model) in InitializeSkeletalAnim() argument 487 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() 493 nw::gfx::ResSkeletalModel resModel = model->GetResSkeletalModel(); in InitializeSkeletalAnim() 513 model->SetSkeletalAnimObject(evaluator); in InitializeSkeletalAnim() 678 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(node); in BuildResources() local 679 NW_ASSERT(model->GetMaterialCount() != 0); in BuildResources() 681 nw::gfx::Material* material = model->GetMaterial(0); in BuildResources() 973 nw::gfx::Model* model = element.GetModel(); in operator ()() local [all …]
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