/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_lighting_common.h | 288 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLight() 333 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLight() 346 const vec3 L = -uLightData.lights[currLightIdx].dir.xyz; // normalization already done in c-code in CalculateLighting() 351 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLighting() 354 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors; in CalculateLighting() 373 const vec3 pointToLight = uLightData.lights[currLightIdx].pos.xyz - sd.pos.xyz; in CalculateLighting() 380 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLighting() 383 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors; in CalculateLighting() 395 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x; in CalculateLighting() 396 const float lightAngleOffset = uLightData.lights[currLightId in CalculateLighting() [all...] |
H A D | 3d_dm_structures_common.h | 317 DefaultMaterialSingleLightStruct lights[CORE_DEFAULT_MATERIAL_MAX_LIGHT_COUNT]; member
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/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/ |
H A D | inplace_lighting_common.h | 70 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLightInplace() 77 const uvec2 lightLayerMask = uLightData.lights[currLightIdx].indices.wz; in CheckLightLayerMask() 96 const vec3 L = -uLightData.lights[currLightIdx].dir.xyz; // normalization already done in c-code in CalculateLightingInplace() 101 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLightingInplace() 104 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors; in CalculateLightingInplace() 127 const vec3 pointToLight = uLightData.lights[currLightIdx].pos.xyz - sd.pos.xyz; in CalculateLightingInplace() 134 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLightingInplace() 137 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors; in CalculateLightingInplace() 149 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x; in CalculateLightingInplace() 150 const float lightAngleOffset = uLightData.lights[currLightId in CalculateLightingInplace() [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_lights.cpp | 110 const auto& lights = dataStoreLight->GetLights(); in ExecuteFrame() local 119 const uint32_t lightCount = std::min(CORE_DEFAULT_MATERIAL_MAX_LIGHT_COUNT, (uint32_t)lights.size()); in ExecuteFrame() 120 vector<RenderLightHelper::SortData> sortedFlags = RenderLightHelper::SortLights(lights, lightCount); in ExecuteFrame() 136 RenderLightHelper::CopySingleLight(lights[sortData.index], shadowCount, singleLightStruct++); in ExecuteFrame()
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H A D | render_light_helper.h | 59 const BASE_NS::array_view<const RenderLight> lights, const uint32_t lightCount) in SortLights() 63 sortedFlags[idx].lightUsageFlags = lights[idx].lightUsageFlags; in SortLights() 58 SortLights( const BASE_NS::array_view<const RenderLight> lights, const uint32_t lightCount) SortLights() argument
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H A D | render_node_default_shadow_render_slot.cpp | 257 const auto lights = storeLight->GetLights(); in ExecuteFrame() local 264 for (const auto& light : lights) { in ExecuteFrame() 671 const auto lights = dataStoreLight.GetLights(); in UpdateGeneralDataUniformBuffers() local 673 for (uint32_t lightIdx = 0; lightIdx < lights.size(); ++lightIdx) { in UpdateGeneralDataUniformBuffers() 674 const auto& light = lights[lightIdx]; in UpdateGeneralDataUniformBuffers()
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H A D | render_node_default_cameras.cpp | 241 const auto lights = dataStore->GetLights(); in GetShadowBiasMatrix() local 242 for (const auto& lightRef : lights) { in GetShadowBiasMatrix()
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H A D | render_node_default_camera_controller.cpp | 1010 const auto& lights = dataStoreLight->GetLights(); in UpdateLightBuffer() local 1017 const uint32_t lightCount = std::min(CORE_DEFAULT_MATERIAL_MAX_LIGHT_COUNT, (uint32_t)lights.size()); in UpdateLightBuffer() 1018 vector<RenderLightHelper::SortData> sortedFlags = RenderLightHelper::SortLights(lights, lightCount); in UpdateLightBuffer() 1024 const auto& light = lights[sortData.index]; in UpdateLightBuffer() 1026 // drop lights with no matching camera layers in UpdateLightBuffer() 1036 RenderLightHelper::CopySingleLight(lights[sortData.index], shadowCount, singleLightStruct++); in UpdateLightBuffer()
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/foundation/graphic/graphic_3d/3d_widget_adapter/src/ |
H A D | widget_adapter.cpp | 71 bool WidgetAdapter::UpdateLights(const std::vector<std::shared_ptr<OHOS::Render3D::Light>>& lights) in UpdateLights() argument 74 engine_->UpdateLights(lights); in UpdateLights()
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/foundation/arkui/ace_engine/frameworks/core/components_ng/pattern/model/ |
H A D | model_paint_property.h | 39 // Initialize model lights to empty vector; in ModelPaintProperty() 140 void ModelLightsAnimationUpdate(const std::vector<RefPtr<ModelLight>>& lights) in ModelLightsAnimationUpdate() argument 142 propModelLights_ = lights; in ModelLightsAnimationUpdate()
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/foundation/graphic/graphic_3d/3d_widget_adapter/include/ |
H A D | widget_adapter.h | 57 bool UpdateLights(const std::vector<std::shared_ptr<OHOS::Render3D::Light>>& lights);
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H A D | i_engine.h | 69 virtual void UpdateLights(const std::vector<std::shared_ptr<OHOS::Render3D::Light>>& lights) = 0;
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/foundation/graphic/graphic_3d/3d_widget_adapter/test/ |
H A D | 3d_widget_adapter_test.h | 62 void UpdateLights(const std::vector<std::shared_ptr<Light>> &lights) override;
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H A D | 3d_widget_adapter_test.cpp | 104 void EngineTest::UpdateLights(const std::vector<std::shared_ptr<Light>> &lights) in UpdateLights() argument 106 (void)(lights); in UpdateLights() 325 * @tc.desc: Verify update lights
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/ |
H A D | data.h | 68 BASE_NS::vector<BASE_NS::unique_ptr<GLTF2::KHRLight>> lights; member
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H A D | gltf2_exporter.cpp | 526 if (!entities.withLight.empty() && entities.withLight.size() == result.data->lights.size()) { in ExportGltfLight() 528 auto lightIterator = result.data->lights.begin(); in ExportGltfLight() 1882 jsonKHRLights["light"] = FindObjectIndex(data.lights, *node.light); in ExportNodeExtensions() 1996 jsonKHRLights["light"] = FindObjectIndex(data.lights, *scene->light); in ExportScenes() 2091 for (auto const& light : data.lights) { in ExportKHRLights() 2126 jsonLights["lights"] = move(jsonLightArray); in ExportKHRLights() 2135 if (!data.lights.empty()) { in ExportExtensions() 2370 IEcs const& ecs, const Entity nodeEntity, Node& exportNode, decltype(Data::lights)& lightArray, Entities& entities) in AttachLight() 2425 * @param data Exported nodes and placeholders for meshes, cameras, lights etc. will be stored here. 2428 * @param entities Collections of entities having special components attached such as cameras or lights [all...] |
H A D | gltf2_loader.cpp | 1830 loadResult.data->lights.push_back(move(light)); 2135 if (extensionData->lightIndex < loadResult.data->lights.size()) { 2136 node->light = loadResult.data->lights[extensionData->lightIndex].get(); 2234 if (lightIndex < loadResult.data->lights.size()) { 2236 scene.light = loadResult.data->lights[lightIndex].get(); 2624 return ForEachObjectInArray(loadResult, khrLights, "lights", ParseKHRLight); 2630 loadResult.data->pbrLightOffset = static_cast<uint32_t>(loadResult.data->lights.size()); 2634 return ForEachObjectInArray(loadResult, khrLights, "lights", ParseKHRLight); 2659 return ForEachObjectInArray(loadResult, imageBasedLights, "lights", ParseImageBasedLight);
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/foundation/graphic/graphic_3d/3d_widget_adapter/core/include/lume/ |
H A D | lume_common.h | 136 void UpdateLights(const std::vector<std::shared_ptr<OHOS::Render3D::Light>>& lights) override;
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/foundation/graphic/graphic_3d/3d_widget_adapter/core/src/lume/ |
H A D | lume_common.cpp | 1453 void LumeCommon::UpdateLights(const std::vector<std::shared_ptr<OHOS::Render3D::Light>>& lights) in UpdateLights() argument 1458 for (auto i = 0U; i < lights.size(); i++) { in UpdateLights() 1461 auto& light = lights[i]; in UpdateLights()
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