Searched refs:resMaterial (Results 1 – 10 of 10) sorted by relevance
| /NW4C-1.3.3/sources/libraries/gfx/ |
| D | gfx_Material.cpp | 45 ResMaterial resMaterial, in Material() argument 50 resMaterial), in Material() 54 ResBinaryShader resShader = resMaterial.GetShader().Dereference(); in Material() 58 resShader.GetDescriptions(resMaterial.GetShaderProgramDescriptionIndex()); in Material() 128 ResMaterial resMaterial, in GetMemorySizeInternal() argument 151 bufferSize += sizeof(ut::Offset) * resMaterial.GetShaderParametersCount(); in GetMemorySizeInternal() 153 for (int i = 0; i < resMaterial.GetShaderParametersCount(); ++i) in GetMemorySizeInternal() 155 const int parameterLength = resMaterial.GetShaderParameters(i).GetParameterLength(); in GetMemorySizeInternal() 163 for (int i = 0; i < resMaterial.GetTextureMappersCount(); i++) in GetMemorySizeInternal() 165 ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers(i); in GetMemorySizeInternal() [all …]
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| D | gfx_SortingMaterialIdGenerator.cpp | 132 ResMaterial resMaterial = (*iter).material->GetOriginal(); in Generate() local 133 NW_ASSERT(resMaterial.IsValid()); in Generate() 141 materialKeyValue.subKey = resMaterial.GetFragmentLightingTableHash(); in Generate() 193 ResMaterial resMaterial = (*ptrIter).material->GetOriginal(); in Generate() local 194 resMaterial.SetMaterialId( materialId ); in Generate()
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| D | gfx_RenderContext.cpp | 491 ResMaterial resMaterial = this->m_Material->GetSceneEnvironmentResMaterial(); in ActivateSceneEnvironment() local 493 this->m_SceneEnvironment.SetActiveLightSet(resMaterial.GetLightSetIndex()); in ActivateSceneEnvironment() 510 this->m_SceneEnvironment.SetActiveFog(resMaterial.GetFogIndex()); in ActivateSceneEnvironment()
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| /NW4C-1.3.3/sources/libraries/gfx/res/ |
| D | gfx_ResMaterial.cpp | 27 SetupTextureCoordinators(ResMaterial resMaterial); 110 ResMaterial::SetupTextures(os::IAllocator* allocator, ResMaterial resMaterial, ResGraphicsFile grap… in SetupTextures() argument 115 result |= SetupTextureCoordinators(resMaterial); in SetupTextures() 117 s32 textureMapperNum = resMaterial.GetTextureMappersCount(); in SetupTextures() 118 u32 textureSamplersHash = resMaterial.GetTextureSamplersHash(); in SetupTextures() 122 ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers( i ); in SetupTextures() 153 switch (resMaterial.GetTextureCoordinators(0).GetMappingMethod()) in SetupTextures() 194 …if (resMaterial.GetTextureCoordinators(0).GetMappingMethod() == ResTextureCoordinator::MAPPINGMETH… in SetupTextures() 215 resMaterial.SetTextureMappersHash(textureSamplersHash); in SetupTextures() 217 if (resMaterial.GetProceduralTextureMapper().IsValid()) in SetupTextures() [all …]
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| /NW4C-1.3.3/demos/gfx/ShadowMapDemo/sources/ |
| D | ShadowMapDemo.cpp | 643 SetupShadowMaterial(nw::gfx::ResMaterial resMaterial) in SetupShadowMaterial() argument 645 NW_ASSERT(resMaterial.GetTextureCoordinatorsCount() != 0); in SetupShadowMaterial() 647 resMaterial.SetTextureCoordinatorsHash(0x0); in SetupShadowMaterial() 648 resMaterial.SetTextureMappersHash(0x0); in SetupShadowMaterial() 649 resMaterial.SetTextureCombinersHash(0x0); in SetupShadowMaterial() 650 resMaterial.SetMaterialColorHash(0x0); in SetupShadowMaterial() 652 nw::gfx::ResTextureCoordinator resTexCoord = resMaterial.GetTextureCoordinators(0); in SetupShadowMaterial() 658 NW_ASSERT(resMaterial.GetTextureMappersCount() != 0); in SetupShadowMaterial() 659 nw::gfx::ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers(0); in SetupShadowMaterial() 666 nw::gfx::ResFragmentShader resFragmentShader = resMaterial.GetFragmentShader(); in SetupShadowMaterial() [all …]
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| /NW4C-1.3.3/include/nw/gfx/res/ |
| D | gfx_ResGraphicsFile.h | 907 void operator()(ResModel resModel, ResMaterial resMaterial) const in operator() 909 NW_ASSERT(resMaterial.IsValid()); in operator() 914 …resMaterial.SetFlags(ut::EnableFlag(resMaterial.GetFlags(), nw::gfx::ResMaterialData::FLAG_PARTICL… in operator() 927 void operator()(ResModel resModel, ResMaterial resMaterial) const in operator() 930 NW_ASSERT(resMaterial.IsValid()); in operator() 935 … ResReferenceShader referenceShader = ResDynamicCast<ResReferenceShader>(resMaterial.GetShader()); in operator() 943 s32 activeCoordinatorsCount = resMaterial.GetActiveTextureCoordinatorsCount(); in operator() 954 resMaterial.SetShaderProgramDescriptionIndex(table[activeCoordinatorsCount]); in operator()
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| D | gfx_ResMaterial.h | 1655 …Result SetupTextures(os::IAllocator* allocator, ResMaterial resMaterial, ResGraphicsFile graphicsF…
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| /NW4C-1.3.3/include/nw/gfx/ |
| D | gfx_RenderElement.h | 193 ResMaterial resMaterial = material->GetOriginal(); in SetDetailedMaterialIdAndTranslucencyKind() local 194 NW_ASSERT(resMaterial.IsValid()); in SetDetailedMaterialIdAndTranslucencyKind() 199 … (static_cast<KeyType>(resMaterial.GetMaterialId() & BIT64_MATERIAL_RESOURCE_ID_MASK) << in SetDetailedMaterialIdAndTranslucencyKind() 228 ResMaterial resMaterial = material->GetOriginal(); in SetSimpleMaterialIdAndTranslucencyKind() local 229 NW_ASSERT(resMaterial.IsValid()); in SetSimpleMaterialIdAndTranslucencyKind() 231 … m_Key |= static_cast<KeyType>(resMaterial.GetMaterialId() & BIT64_SIMPLE_MATERIAL_ID_MASK) in SetSimpleMaterialIdAndTranslucencyKind() 237 : resMaterial.GetTranslucencyKind(); in SetSimpleMaterialIdAndTranslucencyKind()
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| D | gfx_Material.h | 263 ResMaterial resMaterial, 314 static void DestroyResMaterial(os::IAllocator* allocator, ResMaterial resMaterial); 367 void* GetAnimTargetObject(const anim::ResAnimGroupMember& anim, const ResMaterial resMaterial);
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| /NW4C-1.3.3/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 634 SetupShadowMaterial(nw::gfx::ResMaterial resMaterial) in SetupShadowMaterial() argument 636 nw::gfx::ResTextureCoordinator resTexCoord = resMaterial.GetTextureCoordinators(0); in SetupShadowMaterial() 638 nw::gfx::ResPixelBasedTextureMapper resTextureMapper = resMaterial.GetTextureMappers(0); in SetupShadowMaterial() 680 nw::gfx::ResMaterial resMaterial = material->GetOriginal(); in BuildResources() local 681 NW_ASSERT(resMaterial.IsValid()); in BuildResources() 682 SetupShadowMaterial(resMaterial); in BuildResources()
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