| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_MaterialState.h | 65 const ShaderProgram* shaderProgram, 77 const ShaderProgram* shaderProgram, 89 const ShaderProgram* shaderProgram, 118 const ShaderProgram* shaderProgram, 130 const ShaderProgram* shaderProgram, 143 const ShaderProgram* shaderProgram, 181 const ShaderProgram* shaderProgram, 405 const ShaderProgram* shaderProgram, in ActivateShaderParameter() argument 413 ResShaderProgramDescription description = shaderProgram->GetActiveDescription(); in ActivateShaderParameter() 436 … shaderProgram->SetUserGeometryUniform(shaderSymbol.GetLocation(), (*parameter).GetParameter()); in ActivateShaderParameter() [all …]
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| D | gfx_RenderContext.h | 533 GfxPtr<ShaderProgram> shaderProgram,
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_DirectMaterialActivator.cpp | 53 const ShaderProgram* shaderProgram = renderContext->GetShaderProgram(); in Activate() local 54 NW_NULL_ASSERT(shaderProgram); in Activate() 65 …internal::MaterialState::ActivateShaderParameter(shaderProgram, material->GetShaderParameterResMat… in Activate() 72 …internal::MaterialState::ActivateFragmentLightParameters(sceneEnvironment, shaderProgram, resShadi… in Activate() 76 …internal::MaterialState::ActivateShadingParameters(sceneEnvironment, shaderProgram, resShadingPara… in Activate() 89 …internal::MaterialState::ActivateTextureCoordinators(renderContext, shaderProgram, material->GetTe… in Activate() 122 …internal::MaterialState::ActivateMaterialColor(sceneEnvironment, shaderProgram, resMaterialColor, … in Activate()
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| D | gfx_SimpleMaterialActivator.cpp | 71 const ShaderProgram* shaderProgram = renderContext->GetShaderProgram(); in Activate() local 72 NW_NULL_ASSERT(shaderProgram); in Activate() 88 internal::MaterialState::ActivateShaderParameter(shaderProgram, resShaderParameterMaterial); in Activate() 95 …internal::MaterialState::ActivateFragmentLightParameters(sceneEnvironment, shaderProgram, resShadi… in Activate() 102 …internal::MaterialState::ActivateShadingParameters(sceneEnvironment, shaderProgram, resShadingPara… in Activate() 120 …internal::MaterialState::ActivateTextureCoordinators(renderContext, shaderProgram, resTextureCoord… in Activate() 135 …internal::MaterialState::ActivateProceduralTextureMapper(renderContext, shaderProgram, resProcedur… in Activate() 175 …internal::MaterialState::ActivateMaterialColor(sceneEnvironment, shaderProgram, resMaterialColor, … in Activate()
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| D | gfx_MaterialActivator.cpp | 53 const ShaderProgram* shaderProgram = renderContext->GetShaderProgram(); in Activate() local 54 NW_NULL_ASSERT(shaderProgram); in Activate() 73 internal::MaterialState::ActivateShaderParameter(shaderProgram, resShaderParameterMaterial); in Activate() 80 …internal::MaterialState::ActivateFragmentLightParameters(sceneEnvironment, shaderProgram, resShadi… in Activate() 87 …internal::MaterialState::ActivateShadingParameters(sceneEnvironment, shaderProgram, resShadingPara… in Activate() 105 …internal::MaterialState::ActivateTextureCoordinators(renderContext, shaderProgram, resTextureCoord… in Activate() 120 …internal::MaterialState::ActivateProceduralTextureMapper(renderContext, shaderProgram, resProcedur… in Activate() 166 …internal::MaterialState::ActivateMaterialColor(sceneEnvironment, shaderProgram, resMaterialColor, … in Activate()
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| D | gfx_ParticleMaterialActivator.cpp | 69 const ShaderProgram* shaderProgram = renderContext->GetShaderProgram(); in Activate() local 70 NW_NULL_ASSERT(shaderProgram); in Activate() 102 …internal::MaterialState::ActivateParticleTextureCoordinators(renderContext, shaderProgram, resText… in Activate()
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| D | gfx_MeshRenderer.cpp | 199 const ShaderProgram* shaderProgram = m_RenderContext->GetShaderProgram(); in RenderSeparateDataShape() local 201 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISSMOSK), false); in RenderSeparateDataShape() 202 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISRGDSK), false); in RenderSeparateDataShape() 207 shaderProgram->SetUniversal(0, worldMatrix); in RenderSeparateDataShape() 209 shaderProgram->SetUniversal(0, model->WorldMatrix()); in RenderSeparateDataShape() 527 const ShaderProgram* shaderProgram = m_RenderContext->GetShaderProgram(); in SetMatrixPalette() local 531 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISSMOSK), !isRigid); in SetMatrixPalette() 532 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISRGDSK), isRigid); in SetMatrixPalette()
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| D | gfx_MaterialState.cpp | 225 const ShaderProgram* shaderProgram, in ActivateTextureCoordinators() argument 287 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 295 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 300 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 355 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 506 const ShaderProgram* shaderProgram, in ActivateParticleTextureCoordinators() argument 568 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(UVMAP0), false); in ActivateParticleTextureCoordinators() 610 shaderProgram->SetVertexUniformBool( NW_GFX_VERTEX_UNIFORM(UVMAP0), true); in ActivateParticleTextureCoordinators()
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| D | gfx_RenderContext.cpp | 99 GfxPtr<ShaderProgram> shaderProgram(new(shaderProgramMemory) ShaderProgram(allocator)); in Create() local 117 shaderProgram, in Create() 125 GfxPtr<ShaderProgram> shaderProgram, in RenderContext() argument 129 m_ShaderProgram(shaderProgram), in RenderContext() 727 const ShaderProgram* shaderProgram = this->GetShaderProgram(); in ActivateVertexLights() local 732 if(shaderProgram->GetActiveDescription().GetMaxVertexLightCount() > 0) in ActivateVertexLights() 734 shaderProgram->SetVertexUniformInt( in ActivateVertexLights()
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