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Searched refs:resLight (Results 1 – 6 of 6) sorted by relevance

/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_RenderContext.cpp581 … ResHemiSphereLight resLight = m_SceneEnvironment.GetHemiSphereLight()->GetResHemiSphereLight(); in ActivateHemiSphereLight() local
582 NW_ASSERT(resLight.IsValid()); in ActivateHemiSphereLight()
584 …internal::NWSetVertexUniform4fv(VERTEX_SHADER_UNIFORM_HSLGCOL_INDEX, 1, resLight.GetGroundColor()); in ActivateHemiSphereLight()
585 … internal::NWSetVertexUniform4fv(VERTEX_SHADER_UNIFORM_HSLSCOL_INDEX, 1, resLight.GetSkyColor()); in ActivateHemiSphereLight()
587 math::VEC3 direction(resLight.GetDirection()); in ActivateHemiSphereLight()
588 …if (ut::CheckFlag(resLight.GetFlags(), ResHemiSphereLightData::FLAG_IS_INHERITING_DIRECTION_ROTATE… in ActivateHemiSphereLight()
592 …ction, &m_SceneEnvironment.GetHemiSphereLight()->TrackbackWorldMatrix(), &resLight.GetDirection()); in ActivateHemiSphereLight()
601 … math::VEC4 directionAndLerp(direction.x, direction.y, direction.z, resLight.GetLerpFactor()); in ActivateHemiSphereLight()
629 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight() local
630 NW_ASSERT(resLight.IsValid()); in ActivateFragmentLight()
[all …]
Dgfx_VertexLight.cpp97 ResVertexLight resLight = this->GetResVertexLight(); in UpdateDirection() local
99 … if (ut::CheckFlag(resLight.GetFlags(), ResFragmentLightData::FLAG_IS_INHERITING_DIRECTION_ROTATE)) in UpdateDirection()
101 this->CalcInheritingDiretion(this->Direction(), resLight.GetDirection()); in UpdateDirection()
105 this->Direction() = resLight.GetDirection(); in UpdateDirection()
Dgfx_FragmentLight.cpp96 ResFragmentLight resLight = this->GetResFragmentLight(); in UpdateDirection() local
98 … if (ut::CheckFlag(resLight.GetFlags(), ResFragmentLightData::FLAG_IS_INHERITING_DIRECTION_ROTATE)) in UpdateDirection()
100 this->CalcInheritingDiretion(this->Direction(), resLight.GetDirection()); in UpdateDirection()
104 this->Direction() = resLight.GetDirection(); in UpdateDirection()
Dgfx_Light.cpp139 ResLight resLight = ResDynamicCast<ResLight>(this->GetResSceneObject()); in GetAnimTargetObject() local
140 NW_ASSERT(resLight.IsValid()); in GetAnimTargetObject()
142 ResLightData* ptr = resLight.ptr(); in GetAnimTargetObject()
/NW4C-1.2.23/include/nw/gfx/
Dgfx_ActivateCommand.h188 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLight() local
190 …u32 specular0U32 = CommandCacheHelper::MultU32Color(resLight.GetSpecular0U32(), materialColor.Get… in ActivateFragmentLight()
191 …u32 diffuseU32 = CommandCacheHelper::MultU32Color(resLight.GetDiffuseU32(), materialColor.GetDi… in ActivateFragmentLight()
192 …u32 ambientU32 = CommandCacheHelper::MultU32Color(resLight.GetAmbientU32(), materialColor.GetAm… in ActivateFragmentLight()
193 u32 specular1U32 = resLight.GetSpecular1U32(); in ActivateFragmentLight()
205 …specular1U32 = CommandCacheHelper::MultU32Color(resLight.GetSpecular1U32(), materialColor.GetSpecu… in ActivateFragmentLight()
237 ResAmbientLight resLight = light->GetResAmbientLight(); in ActivateFragmentAmbientLight() local
238 …ambientU32 = CommandCacheHelper::MultAddU32Color(resLight.GetAmbientU32(), materialColor.GetAmbien… in ActivateFragmentAmbientLight()
Dgfx_MaterialState.h669 ResFragmentLight resLight = light->GetResFragmentLight(); in ActivateFragmentLighting() local
670 s32 lightKind = resLight.GetLightKind(); in ActivateFragmentLighting()
672 …bool twoSideDiffuse = ut::CheckFlag(resLight.GetFlags(), ResFragmentLightData::FLAG_TWO_SIDE_DIFFU… in ActivateFragmentLighting()