/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/ |
H A D | submesh_impl.cpp | 47 // subscribe to material changes. 50 auto material = Material()->GetValue(); 54 SaveCurrentMaterial(material); 57 // Override material always overrides everything. 60 material = overrideMaterial_; 61 } else if (!material) { 62 // No material / case reset. 63 material = defaultMaterial_; 66 UpdateMaterialToScene(material); 99 void SetMaterial(SCENE_NS::IMaterial::Ptr material) overrid 101 Material()->SetValue(material); global() variable 104 UpdateMaterialToScene(SCENE_NS::IMaterial::Ptr material) UpdateMaterialToScene() argument 177 Material()->SetValue(material); global() variable 201 SaveCurrentMaterial(SCENE_NS::IMaterial::Ptr material) SaveCurrentMaterial() argument [all...] |
H A D | mesh_impl.cpp | 46 // subscribe material changes 66 auto material = MaterialOverride()->GetValue(); in SyncMaterialOverrideToSubmeshes() local 67 if (material) { in SyncMaterialOverrideToSubmeshes() 72 submeshPrivate->SetOverrideMaterial(material); in SyncMaterialOverrideToSubmeshes() 93 // Ensure override material is connected to ecs. 103 auto material = META_NS::GetValue(submesh->Material()); variable 104 if (material) { 105 BindObject(interface_pointer_cast<INode>(material)); 120 // check if we have material URIs that should be progressed before we sync the status with ecs 123 SCENE_NS::IMaterial::Ptr material variable 125 MaterialOverride()->SetValue(material); global() variable 270 MaterialOverride()->SetValue(material); global() variable 287 SetMaterialToScene(static_cast<int64_t>(index), material); global() variable 292 SetMaterialToScene(int64_t index, const SCENE_NS::IMaterial::Ptr& material) SetMaterialToScene() argument [all...] |
H A D | graphicsstate_impl.cpp | 46 // basically the shader should have set its default during the material component set-up, though 58 [st = state, sh = sh_, material = BASE_NS::weak_ptr(mat), type = ix_]() { 60 if (auto mat = interface_cast<SCENE_NS::IEcsObject>(material.lock())) { 77 META_NS::MakeCallback<META_NS::ITaskQueueTask>([sh = sh_, material = BASE_NS::weak_ptr(mat), type = ix_, 80 if (auto mat = interface_cast<SCENE_NS::IEcsObject>(material.lock())) {
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H A D | intf_submesh_bridge.h | 34 virtual void SetMaterialToEcs(size_t index, SCENE_NS::IMaterial::Ptr& material) = 0; 49 virtual void SetDefaultMaterial(SCENE_NS::IMaterial::Ptr material) = 0; 52 virtual void SetOverrideMaterial(SCENE_NS::IMaterial::Ptr material) = 0;
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H A D | submeshhandler.cpp | 86 // First see if we have this material already. in GetMaterialFromEntity() 88 for (auto material : materials) { in GetMaterialFromEntity() 89 auto ecsObject = interface_pointer_cast<SCENE_NS::IEcsObject>(material); in GetMaterialFromEntity() 91 return material; in GetMaterialFromEntity() 121 // as it can cause changes to material components further down the pipeline. 147 if (CORE_NS::EntityUtil::IsValid(submesh.material)) { 154 auto material = GetMaterialFromEntity(scene, sceneHolder, submesh.material); variable 155 priv->SetDefaultMaterial(material); 200 void SetMaterialToEcs(size_t index, SCENE_NS::IMaterial::Ptr& material) overrid [all...] |
H A D | multimesh_impl.cpp | 123 // subscribe material changes 135 auto material = interface_pointer_cast<INodeEcsInterfacePrivate>( 137 if (!material || !material->EcsObject()) { 144 mm, material->EcsObject()->GetEntity());
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H A D | scene_impl.cpp | 528 void AddMaterial(SCENE_NS::IMaterial::Ptr material) override 531 auto it = std::find(materials.begin(), materials.end(), material); 534 CORE_LOG_D("Trying to add same material to scene multiple times."); 538 Materials()->AddValue(material); variable 539 UpdateCachedReference(interface_pointer_cast<SCENE_NS::INode>(material)); 542 void RemoveMaterial(SCENE_NS::IMaterial::Ptr material) override 547 if (vec[index] == material) { 554 if (ite.second.lock() == material) { 575 for (auto& material : materials_) { 576 auto ptr = material 609 auto material = entry.second.lock(); global() variable [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/util/ |
H A D | intf_mesh_util.h | 38 * @param material Material for mesh resource, if not set will use default glTF material. 44 CORE_NS::Entity material, float width, float height, float depth) = 0; 49 * @param material Material for mesh resource, if not set will use default glTF material. 54 const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, float width, float depth) = 0; 59 * @param material Material for mesh resource, if not set will use default glTF material. 65 CORE_NS::Entity material, float radius, uint32_t rings, uint32_t sectors) = 0; 70 * @param material Materia [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_structures_common.h | 87 // needs to match api/core/material/material_desc.h MaterialAlphaMode 259 DefaultMaterialSingleMaterialStruct material[CORE_MAX_MATERIAL_UBO_ELEMENT_COUNT]; member 268 DefaultMaterialTransformSingleMaterialStruct material[CORE_MAX_MATERIAL_UBO_ELEMENT_COUNT]; member 276 DefaultMaterialSingleUserMaterialStruct material[CORE_MAX_MATERIAL_UBO_ELEMENT_COUNT]; member 479 // Default material unpacking 499 return dmms.material[0].factors[CORE_MATERIAL_FACTOR_BASE_IDX]; in GetUnpackBaseColor() 503 return dmms.material[instanceIdx].factors[CORE_MATERIAL_FACTOR_BASE_IDX]; in GetUnpackBaseColor() 508 return dmms.material[0].factors[CORE_MATERIAL_FACTOR_MATERIAL_IDX]; in GetUnpackMaterial() 512 return dmms.material[instanceIdx].factors[CORE_MATERIAL_FACTOR_MATERIAL_IDX]; in GetUnpackMaterial() 517 return dmms.material[ in GetUnpackAO() [all...] |
H A D | 3d_dm_target_packing_common.h | 107 vec4 GetPackMaterialWithFlags(in vec4 material, in uint materialType, in uint materialFlags) in GetPackMaterialWithFlags() argument 109 vec4 packed = material; in GetPackMaterialWithFlags() 158 void GetUnpackMaterialWithFlags(in vec4 inMat, out vec4 material, out uint materialType, out uint materialFlags) in GetUnpackMaterialWithFlags() argument 160 material = inMat; in GetUnpackMaterialWithFlags() 161 const uint mat = uint(round(material.r * 255.0)); in GetUnpackMaterialWithFlags() 166 material.a = material.a * (1.0 / CORE_MATERIAL_DF_REFLECTANCE_COEFF); in GetUnpackMaterialWithFlags()
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H A D | 3d_dm_inplace_sampling_common.h | 36 return floatBitsToUint(uMaterialData.material[0].factors[CORE_MATERIAL_FACTOR_ADDITIONAL_IDX].y); in GetUnpackTexCoordInfo() 40 return floatBitsToUint(uMaterialData.material[instanceIdx].factors[CORE_MATERIAL_FACTOR_ADDITIONAL_IDX].y); in GetUnpackTexCoordInfo() 52 GetUnpackTextureTransform(uMaterialTransformData.material[0].packed[texCoordIdx]); in GetFinalSamplingUV() 66 GetUnpackTextureTransform(uMaterialTransformData.material[instanceIdx].packed[texCoordIdx]); in GetFinalSamplingUV() 229 * Inplace sampling of material data, similar functions with ubo input in 3d_dm_structures_common.h 244 return uMaterialData.material[instanceIdx].factors[CORE_MATERIAL_FACTOR_BASE_IDX]; in GetUnpackBaseColor() 249 return uMaterialData.material[instanceIdx].factors[CORE_MATERIAL_FACTOR_MATERIAL_IDX]; in GetUnpackMaterial() 254 return uMaterialData.material[instanceIdx].factors[CORE_MATERIAL_FACTOR_AO_IDX].x; in GetUnpackAO() 259 return uMaterialData.material[instanceIdx].factors[CORE_MATERIAL_FACTOR_CLEARCOAT_IDX].x; in GetUnpackClearcoat() 265 return uMaterialData.material[instanceId in GetUnpackClearcoatRoughness() [all...] |
H A D | 3d_dm_lighting_common.h | 163 InputBrdfData CalcBRDFMetallicRoughness(CORE_RELAXEDP vec4 baseColor, vec3 polygonNormal, CORE_RELAXEDP vec4 material) in CalcBRDFMetallicRoughness() argument 167 const CORE_RELAXEDP float metallic = clamp(material.b, 0.0, 1.0); in CalcBRDFMetallicRoughness() 168 bd.f0.xyz = mix(vec3(material.a), baseColor.rgb, metallic); // f0 reflectance in CalcBRDFMetallicRoughness() 172 bd.roughness = material.g; in CalcBRDFMetallicRoughness() 180 InputBrdfData CalcBRDFMetallicRoughness(CORE_RELAXEDP vec4 baseColor, CORE_RELAXEDP vec4 material) in CalcBRDFMetallicRoughness() argument 184 const CORE_RELAXEDP float metallic = clamp(material.b, 0.0, 1.0); in CalcBRDFMetallicRoughness() 185 bd.f0.xyz = mix(vec3(material.a), baseColor.rgb, metallic); // f0 reflectance in CalcBRDFMetallicRoughness() 189 bd.roughness = material.g; in CalcBRDFMetallicRoughness() 197 InputBrdfData CalcBRDFSpecularGlossiness(CORE_RELAXEDP vec4 baseColor, vec3 polygonNormal, CORE_RELAXEDP vec4 material) in CalcBRDFSpecularGlossiness() argument 201 bd.f0.xyz = material in CalcBRDFSpecularGlossiness() 212 CalcBRDFSpecular( CORE_RELAXEDP vec4 baseColor, vec3 polygonNormal, CORE_RELAXEDP vec4 material, CORE_RELAXEDP vec4 specular) CalcBRDFSpecular() argument [all...] |
/foundation/graphic/graphic_3d/kits/js/src/ |
H A D | MaterialJS.cpp | 71 if (auto material = interface_pointer_cast<SCENE_NS::IMaterial>(tro->GetNativeObject())) { in DisposeNative() 76 ExecSyncTask([material = BASE_NS::move(material)]() mutable { in DisposeNative() 77 auto node = interface_pointer_cast<SCENE_NS::INode>(material); in DisposeNative() 165 if (auto material = interface_pointer_cast<SCENE_NS::IMaterial>(GetNativeObject())) { in DisposeNative() 169 ExecSyncTask([mat = BASE_NS::move(material)]() -> META_NS::IAny::Ptr { in DisposeNative() 189 auto material = interface_pointer_cast<SCENE_NS::IMaterial>(GetNativeObject()); in SetColorShader() local 190 if (!material) { in SetColorShader() 197 // attaching to a bound shader. (if shader was bound to another material, we need to make a new copy) in SetColorShader() 201 // bind it to material (i in SetColorShader() 234 auto material = interface_pointer_cast<SCENE_NS::IMaterial>(GetNativeObject()); GetColorShader() local [all...] |
H A D | ShaderJS.cpp | 229 // check if we got the NativeObject as parameter. (meta object created when bound to material..) in ShaderJS() 238 // we should not be bound to a material then.. this is a place holder object. in ShaderJS() 241 // should be bound to a material.. in ShaderJS() 247 NapiApi::Object material = args.Get<NapiApi::Object>("Material"); // see if we SHOULD be bound to a material. in ShaderJS() local 248 if (material) { in ShaderJS() 249 BindToMaterial(meJs, material); in ShaderJS() 263 void ShaderJS::BindToMaterial(NapiApi::Object meJs, NapiApi::Object material) in BindToMaterial() argument 270 // inputs are actually owned (and used) by the material. in BindToMaterial() 274 auto* tro = material in BindToMaterial() [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | mesh_util.h | 39 CORE_NS::Entity GeneratePlaneMesh(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, 41 CORE_NS::Entity GenerateSphereMesh(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, 43 CORE_NS::Entity GenerateConeMesh(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, 45 CORE_NS::Entity GenerateTorusMesh(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, 47 CORE_NS::Entity GenerateCubeMesh(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, 53 CORE_NS::Entity GenerateCube(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, 55 CORE_NS::Entity GeneratePlane(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, 58 CORE_NS::Entity GenerateSphere(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, 61 CORE_NS::Entity GenerateCone(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, 64 CORE_NS::Entity GenerateTorus(const CORE_NS::IEcs& ecs, BASE_NS::string_view name, CORE_NS::Entity material, [all...] |
H A D | mesh_util.cpp | 478 Entity MeshUtil::GeneratePlaneMesh(const IEcs& ecs, const string_view name, Entity material, float width, float depth) in GeneratePlaneMesh() argument 503 submesh.material = material; in GeneratePlaneMesh() 527 const IEcs& ecs, const string_view name, Entity material, float radius, uint32_t rings, uint32_t sectors) in GenerateSphereMesh() 539 submesh.material = material; in GenerateSphereMesh() 563 const IEcs& ecs, const string_view name, Entity material, float radius, float length, uint32_t sectors) in GenerateConeMesh() 572 submesh.material = material; in GenerateConeMesh() 598 Entity MeshUtil::GenerateTorusMesh(const IEcs& ecs, const string_view name, Entity material, floa argument 526 GenerateSphereMesh( const IEcs& ecs, const string_view name, Entity material, float radius, uint32_t rings, uint32_t sectors) GenerateSphereMesh() argument 562 GenerateConeMesh( const IEcs& ecs, const string_view name, Entity material, float radius, float length, uint32_t sectors) GenerateConeMesh() argument 634 GenerateCubeMesh( const IEcs& ecs, const string_view name, Entity material, float width, float height, float depth) GenerateCubeMesh() argument 694 GenerateCube( const IEcs& ecs, const string_view name, Entity material, float width, float height, float depth) GenerateCube() argument 701 GeneratePlane(const IEcs& ecs, const string_view name, Entity material, float width, float depth) GeneratePlane() argument 707 GenerateSphere( const IEcs& ecs, const string_view name, Entity material, float radius, uint32_t rings, uint32_t sectors) GenerateSphere() argument 714 GenerateCone( const IEcs& ecs, const string_view name, Entity material, float radius, float length, uint32_t sectors) GenerateCone() argument 721 GenerateTorus(const IEcs& ecs, const string_view name, Entity material, float majorRadius, float minorRadius, uint32_t majorSectors, uint32_t minorSectors) GenerateTorus() argument [all...] |
/foundation/graphic/graphic_2d/rosen/modules/render_service_base/src/animation/ |
H A D | rs_value_estimator.cpp | 41 auto material = std::static_pointer_cast<RSMaterialFilter>(endValue)->TransformFilter(fraction); in Estimate() local 42 return material; in Estimate() 49 auto material = in Estimate() local 51 return material; in Estimate()
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/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/api/ |
H A D | mesh.h | 19 #include <scene_plugin/api/material.h> 77 * @brief Set material to the submesh. 79 void SetMaterial(SCENE_NS::IMaterial::Ptr material) in SetMaterial() argument 82 submesh->SetMaterial(material); in SetMaterial() 149 * @brief Get the material from the selected submesh. The returned object is constructed asynchronously. 151 * @return If the given index is valid, an object referencing the selected material. 163 * @brief Set given material for all the submeshes. 164 * @material The material to be set. 166 void SetMaterial(const IMaterial::Ptr material) in SetMaterial() argument 178 SetMaterial(size_t index, const IMaterial::Ptr material) SetMaterial() argument [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/ |
H A D | gltf2_exporter.cpp | 897 if (materialManager.HasComponent(submesh.material)) { in operator ()() 898 copy.materialIndex = FindOrAddIndex(usedMaterials, submesh.material); in operator ()() 1227 const auto& material = *materialHandle; in ExportGltfMaterials() local 1229 ExportGltfMaterial(device, *exportMaterial, material, textureHash, gpuHandleManager); in ExportGltfMaterials() 1541 json::value ExportMetallicRoughness(const Material& material) in ExportMetallicRoughness() argument 1544 if (material.metallicRoughness.baseColorFactor != DEFAULT_BASECOLOR_FACTOR) { in ExportMetallicRoughness() 1545 jsonMetallicRoughness["baseColorFactor"] = material.metallicRoughness.baseColorFactor.data; in ExportMetallicRoughness() 1547 if (material.metallicRoughness.baseColorTexture.index != GLTF_INVALID_INDEX) { in ExportMetallicRoughness() 1548 jsonMetallicRoughness["baseColorTexture"] = ExportTextureInfo(material.metallicRoughness.baseColorTexture); in ExportMetallicRoughness() 1550 if (material in ExportMetallicRoughness() 1564 ExportSpecularGlossiness(const Material& material) ExportSpecularGlossiness() argument 1689 ExportMaterialExtensions( const Material& material, json::value& jsonExtensionsUsed, json::value& jsonExtensionsRequired) ExportMaterialExtensions() argument 1744 ExportMaterialExtras(const Material& material) ExportMaterialExtras() argument [all...] |
H A D | gltf2_loader.cpp | 1049 bool ParseMaterialExtras(LoadResult& loadResult, const json::value& jsonData, Material& material) 1053 const auto parseClearCoat = [&material](LoadResult& loadResult, const json::value& materialJson) -> bool { 1055 loadResult, material.clearcoat.factor, materialJson, "factor", material.clearcoat.factor)) { 1059 if (!ParseOptionalNumber<float>(loadResult, material.clearcoat.roughness, materialJson, "roughness", 1060 material.clearcoat.roughness)) { 1128 bool ParseKhrMaterialsEmissiveStrength(LoadResult& loadResult, const json::value& jsonData, Material& material) 1132 loadResult, material.emissiveFactor.w, *emissiveStrengthJson, "emissiveStrength", 1.f); 1149 bool ParseKhrMaterialsPbrSpecularGlossiness(LoadResult& loadResult, const json::value& jsonData, Material& material) 1152 material [all...] |
H A D | gltf2_importer.cpp | 714 // Get material, if one assigned. in CreatePrimitiveImportInfo() 717 info.material = importResult.data.materials[primitive.materialIndex]; in CreatePrimitiveImportInfo() 718 hasNormalMap = (primitive.material->normalTexture.textureInfo.index != GLTF2::GLTF_INVALID_INDEX || in CreatePrimitiveImportInfo() 719 primitive.material->clearcoat.normalTexture.textureInfo.index != GLTF2::GLTF_INVALID_INDEX); in CreatePrimitiveImportInfo() 726 // If material has normal map assigned, then always make sure that we have normals. in CreatePrimitiveImportInfo() 983 const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) in BaseColorFlags() 985 if (material.metallicRoughness.baseColorTexture == image) { in BaseColorFlags() 993 const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) in MetallicRoughnessFlags() 995 if (material.metallicRoughness.metallicRoughnessTexture == image) { in MetallicRoughnessFlags() 1001 inline void NormalFlags(const GLTF2::Material& material, cons argument 982 BaseColorFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) BaseColorFlags() argument 992 MetallicRoughnessFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) MetallicRoughnessFlags() argument 1009 EmissiveFlags(const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) EmissiveFlags() argument 1017 OcclusionFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) OcclusionFlags() argument 1027 SpecularGlossinessFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) SpecularGlossinessFlags() argument 1038 ClearcoatFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) ClearcoatFlags() argument 1047 ClearcoatRoughnessFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) ClearcoatRoughnessFlags() argument 1056 ClearcoatNormalFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) ClearcoatNormalFlags() argument 1067 SheenFlags(const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) SheenFlags() argument 1075 SheenRoughnessFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) SheenRoughnessFlags() argument 1088 SpecularColorFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) SpecularColorFlags() argument 1097 SpecularStrengthFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) SpecularStrengthFlags() argument 1110 TransmissionFlags( const GLTF2::Material& material, const GLTF2::Image& image, uint32_t& result, uint32_t& usage) TransmissionFlags() argument 1198 ResolveDefaultSampler(IEcs& ecs, GLTF2::Material const& material, IGpuResourceManager const& gpuResourceManager, GLTF2::Data const& data, GLTFImportResult const& importResult) ResolveDefaultSampler() argument [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/components/ |
H A D | material_component_manager.cpp | 57 DECL_ENUM(MaterialComponent::Type, CUSTOM, "Custom material") 58 DECL_ENUM(MaterialComponent::Type, CUSTOM_COMPLEX, "Custom complex material") 156 if (auto material = FindIf(metaJson.array_, in FindMaterialComponentJson() 161 material != metaJson.array_.end()) { in FindMaterialComponentJson() 162 return &(*material); in FindMaterialComponentJson() 168 const CORE_NS::json::value& material, const array_view<const Property> componentMetaData) in AppendProperties() 170 if (const CORE_NS::json::value* propertiesJson = material.find(PROPERTIES); in AppendProperties() 180 CORE_LOG_W("CORE3D_VALIDATION: material property metadata count mismatch (%u <= %u)", in AppendProperties() 254 // NOTE: set and binding are currently ignored as the custom material property cannot be mapped in UpdateCustomPropertyMetadata() 364 DECL_NAMED_PROPERTY2(material, texture 167 AppendProperties(vector<Property>& newProperties, vector<string>& newStringPropStorage, const CORE_NS::json::value& material, const array_view<const Property> componentMetaData) AppendProperties() argument [all...] |
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/interface/ |
H A D | intf_mesh.h | 61 * @brief Allows to override all submesh materials with a single material. 67 * @brief Allows to read the uri of the override material, if set. 68 * @return Uri of the override material, if iset. 90 * @brief Get material handle from submesh, async 92 * @return pointer to material. 97 * @brief Set given material for all the submeshes. 99 virtual void SetMaterial(const IMaterial::Ptr material) = 0; 102 * @brief Set material for the selected submesh. 104 * @param material The material t [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
H A D | render_preprocessor_system.cpp | 119 const RenderPreprocessorSystem::MaterialProperties& rhs) { return (lhs.material.id < rhs.material.id); }); in GatherMaterialProperties() 324 if (EntityUtil::IsValid(submesh.material)) { in GatherSortData() 326 submesh.material, in GatherSortData() 328 return element.material.id < value.id; in GatherSortData() 330 (pos != materialProperties_.cend()) && (pos->material == submesh.material)) { in GatherSortData() 345 return element.material.id < value.id; in GatherSortData() 347 (pos != materialProperties_.cend()) && (pos->material == additionalMaterial)) { in GatherSortData()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_camera_controller.h | 63 RENDER_NS::GpuImageDesc material; member 85 RENDER_NS::RenderHandleReference material; member
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