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Searched refs:targetName (Results 1 – 10 of 10) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/res/
Dgfx_ResModel.cpp110 ResModel::ForceSetupTexture(const char* targetName, ResTexture texture) in ForceSetupTexture() argument
113 NW_NULL_ASSERT(targetName); in ForceSetupTexture()
121 material.ForceSetupTexture(targetName, texture); in ForceSetupTexture()
128 ResModel::ForceSetupShader(const char* targetName, ResShader shader) in ForceSetupShader() argument
131 NW_NULL_ASSERT(targetName); in ForceSetupShader()
139 material.ForceSetupShader(targetName, shader); in ForceSetupShader()
146 ResModel::ForceSetupLookupTable(const char* targetName, ResLookupTable lut) in ForceSetupLookupTable() argument
149 NW_NULL_ASSERT(targetName); in ForceSetupLookupTable()
157 material.ForceSetupLookupTable(targetName, lut); in ForceSetupLookupTable()
Dgfx_ResMaterial.cpp535 ResMaterial::ForceSetupTexture(const char* targetName, ResTexture texture) in ForceSetupTexture() argument
537 NW_NULL_ASSERT(targetName); in ForceSetupTexture()
551 if (std::strcmp(name, targetName) == 0) in ForceSetupTexture()
577 ResMaterial::ForceSetupShader(const char* targetName, ResShader shader) in ForceSetupShader() argument
580 NW_NULL_ASSERT(targetName); in ForceSetupShader()
585 if (std::strcmp(referenceShader.GetPath(), targetName) == 0) in ForceSetupShader()
604 ResMaterial::ForceSetupLookupTable(const char* targetName, ResLookupTable lut) in ForceSetupLookupTable() argument
607 NW_NULL_ASSERT(targetName); in ForceSetupLookupTable()
612 fragmentShader.ForceSetupLightingLut(targetName, lut); in ForceSetupLookupTable()
Dgfx_ResLookupTable.cpp155 ResReferenceLookupTable::ForceSetup(const char* targetName, ResLookupTable lut) in ForceSetup() argument
157 NW_NULL_ASSERT(targetName); in ForceSetup()
158 if (std::strcmp(targetName, this->GetPath()) == 0) in ForceSetup()
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResFragmentShader.h474 void ForceSetupSampler(const char* targetName, ResLookupTable lookupTable) in ForceSetupSampler() argument
477 NW_NULL_ASSERT(targetName); in ForceSetupSampler()
480 referenceLut.ForceSetup(targetName, resImageLookupTable); in ForceSetupSampler()
542 void ForceSetupLightingLut(const char* targetName, ResLookupTable lookupTable) in ForceSetupLightingLut() argument
545 NW_NULL_ASSERT(targetName); in ForceSetupLightingLut()
549 GetReflectanceRSampler().ForceSetupSampler(targetName, lookupTable); in ForceSetupLightingLut()
554 GetReflectanceGSampler().ForceSetupSampler(targetName, lookupTable); in ForceSetupLightingLut()
559 GetReflectanceBSampler().ForceSetupSampler(targetName, lookupTable); in ForceSetupLightingLut()
564 GetDistribution0Sampler().ForceSetupSampler(targetName, lookupTable); in ForceSetupLightingLut()
569 GetDistribution1Sampler().ForceSetupSampler(targetName, lookupTable); in ForceSetupLightingLut()
[all …]
Dgfx_ResModel.h190 void ForceSetupTexture(const char* targetName, ResTexture texture);
195 void ForceSetupShader(const char* targetName, ResShader shader);
200 void ForceSetupLookupTable(const char* targetName, ResLookupTable lut);
Dgfx_ResLight.h356 void ForceSetupDistanceSampler(const char* targetName, ResLookupTable lookupTable) in NW_RES_FIELD_BOOL_PRIMITIVE_DECL()
360 referenceLut.ForceSetup(targetName, lookupTable); in NW_RES_FIELD_BOOL_PRIMITIVE_DECL()
Dgfx_ResLookupTable.h174 void ForceSetup(const char* targetName, ResLookupTable lut);
Dgfx_ResMaterial.h1566 void ForceSetupTexture(const char* targetName, ResTexture texture);
1571 void ForceSetupShader(const char* targetName, ResShader resShader);
1575 void ForceSetupLookupTable(const char* targetName, ResLookupTable lut);
/NW4C-2.0.3/demos/gfx/MultiAnimationDemo/sources/
DMultiAnimationDemo.cpp122 const char* targetName; member
421 animBindingTable.targetName); in BuildAnimations()
448 (nw::demo::Utility::FindObjectByName(s_AnimTargets, animBindingTable.targetName)); in BuildAnimations()
/NW4C-2.0.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp104 const char* targetName; member
653 animBindingTable.targetName, in BuildAnimations()