Searched refs:resMaterial (Results 1 – 10 of 10) sorted by relevance
| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_Material.cpp | 47 ResMaterial resMaterial, in Material() argument 52 resMaterial), in Material() 56 ResBinaryShader resShader = resMaterial.GetShader().Dereference(); in Material() 60 resShader.GetDescriptions(resMaterial.GetShaderProgramDescriptionIndex()); in Material() 130 ResMaterial resMaterial, in GetMemorySizeInternal() argument 153 bufferSize += sizeof(ut::Offset) * resMaterial.GetShaderParametersCount(); in GetMemorySizeInternal() 155 for (int i = 0; i < resMaterial.GetShaderParametersCount(); ++i) in GetMemorySizeInternal() 157 const int parameterLength = resMaterial.GetShaderParameters(i).GetParameterLength(); in GetMemorySizeInternal() 165 for (int i = 0; i < resMaterial.GetTextureMappersCount(); i++) in GetMemorySizeInternal() 167 ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers(i); in GetMemorySizeInternal() [all …]
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| D | gfx_SortingMaterialIdGenerator.cpp | 134 ResMaterial resMaterial = (*iter).material->GetOriginal(); in Generate() local 135 NW_ASSERT(resMaterial.IsValid()); in Generate() 143 materialKeyValue.subKey = resMaterial.GetFragmentLightingTableHash(); in Generate() 195 ResMaterial resMaterial = (*ptrIter).material->GetOriginal(); in Generate() local 196 resMaterial.SetMaterialId( materialId ); in Generate()
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| D | gfx_RenderContext.cpp | 495 ResMaterial resMaterial = this->m_Material->GetSceneEnvironmentResMaterial(); in ActivateSceneEnvironment() local 497 this->m_SceneEnvironment.SetActiveLightSet(resMaterial.GetLightSetIndex()); in ActivateSceneEnvironment() 514 this->m_SceneEnvironment.SetActiveFog(resMaterial.GetFogIndex()); in ActivateSceneEnvironment()
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| /NW4C-2.0.3/sources/libraries/gfx/res/ |
| D | gfx_ResMaterial.cpp | 29 SetupTextureCoordinators(ResMaterial resMaterial); 118 ResMaterial::SetupTextures(os::IAllocator* allocator, ResMaterial resMaterial, ResGraphicsFile grap… in SetupTextures() argument 123 result |= SetupTextureCoordinators(resMaterial); in SetupTextures() 125 s32 textureMapperNum = resMaterial.GetTextureMappersCount(); in SetupTextures() 126 u32 textureSamplersHash = resMaterial.GetTextureSamplersHash(); in SetupTextures() 130 ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers( i ); in SetupTextures() 161 switch (resMaterial.GetTextureCoordinators(0).GetMappingMethod()) in SetupTextures() 202 …if (resMaterial.GetTextureCoordinators(0).GetMappingMethod() == ResTextureCoordinator::MAPPINGMETH… in SetupTextures() 223 resMaterial.SetTextureMappersHash(textureSamplersHash); in SetupTextures() 225 if (resMaterial.GetProceduralTextureMapper().IsValid()) in SetupTextures() [all …]
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| /NW4C-2.0.3/demos/gfx/ShadowMapDemo/sources/ |
| D | ShadowMapDemo.cpp | 645 SetupShadowMaterial(nw::gfx::ResMaterial resMaterial) in SetupShadowMaterial() argument 647 NW_ASSERT(resMaterial.GetTextureCoordinatorsCount() != 0); in SetupShadowMaterial() 649 resMaterial.SetTextureCoordinatorsHash(0x0); in SetupShadowMaterial() 650 resMaterial.SetTextureMappersHash(0x0); in SetupShadowMaterial() 651 resMaterial.SetTextureCombinersHash(0x0); in SetupShadowMaterial() 652 resMaterial.SetMaterialColorHash(0x0); in SetupShadowMaterial() 654 nw::gfx::ResTextureCoordinator resTexCoord = resMaterial.GetTextureCoordinators(0); in SetupShadowMaterial() 660 NW_ASSERT(resMaterial.GetTextureMappersCount() != 0); in SetupShadowMaterial() 661 nw::gfx::ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers(0); in SetupShadowMaterial() 668 nw::gfx::ResFragmentShader resFragmentShader = resMaterial.GetFragmentShader(); in SetupShadowMaterial() [all …]
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| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_Material.h | 265 ResMaterial resMaterial, 316 static void DestroyResMaterial(os::IAllocator* allocator, ResMaterial resMaterial); 369 void* GetAnimTargetObject(const anim::ResAnimGroupMember& anim, const ResMaterial resMaterial);
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| D | gfx_RenderElement.h | 197 ResMaterial resMaterial = material->GetOriginal(); in SetDetailedMaterialIdAndTranslucencyKind() local 198 NW_ASSERT(resMaterial.IsValid()); in SetDetailedMaterialIdAndTranslucencyKind() 203 … (static_cast<KeyType>(resMaterial.GetMaterialId() & BIT64_MATERIAL_RESOURCE_ID_MASK) << in SetDetailedMaterialIdAndTranslucencyKind() 232 ResMaterial resMaterial = material->GetOriginal(); in SetSimpleMaterialIdAndTranslucencyKind() local 233 NW_ASSERT(resMaterial.IsValid()); in SetSimpleMaterialIdAndTranslucencyKind() 235 … m_Key |= static_cast<KeyType>(resMaterial.GetMaterialId() & BIT64_SIMPLE_MATERIAL_ID_MASK) in SetSimpleMaterialIdAndTranslucencyKind()
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| /NW4C-2.0.3/include/nw/gfx/res/ |
| D | gfx_ResGraphicsFile.h | 1284 void operator()(ResModel resModel, ResMaterial resMaterial) const in operator() 1286 NW_ASSERT(resMaterial.IsValid()); in operator() 1291 …resMaterial.SetFlags(ut::EnableFlag(resMaterial.GetFlags(), nw::gfx::ResMaterialData::FLAG_PARTICL… in operator() 1304 void operator()(ResModel resModel, ResMaterial resMaterial) const in operator() 1307 NW_ASSERT(resMaterial.IsValid()); in operator() 1312 … ResReferenceShader referenceShader = ResDynamicCast<ResReferenceShader>(resMaterial.GetShader()); in operator() 1320 s32 activeCoordinatorsCount = resMaterial.GetActiveTextureCoordinatorsCount(); in operator() 1331 resMaterial.SetShaderProgramDescriptionIndex(table[activeCoordinatorsCount]); in operator()
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| D | gfx_ResMaterial.h | 1686 …Result SetupTextures(os::IAllocator* allocator, ResMaterial resMaterial, ResGraphicsFile graphicsF…
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| /NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 636 SetupShadowMaterial(nw::gfx::ResMaterial resMaterial) in SetupShadowMaterial() argument 638 nw::gfx::ResTextureCoordinator resTexCoord = resMaterial.GetTextureCoordinators(0); in SetupShadowMaterial() 640 nw::gfx::ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers(0); in SetupShadowMaterial() 682 nw::gfx::ResMaterial resMaterial = material->GetOriginal(); in BuildResources() local 683 NW_ASSERT(resMaterial.IsValid()); in BuildResources() 684 SetupShadowMaterial(resMaterial); in BuildResources()
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