Home
last modified time | relevance | path

Searched refs:material (Results 1 - 25 of 45) sorted by relevance

12

/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Dsubmesh_impl.cpp47 // 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 Dmesh_impl.cpp46 // 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 Dgraphicsstate_impl.cpp46 // 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())) {
H A Dintf_submesh_bridge.h34 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;
H A Dsubmeshhandler.cpp86 // 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 Dmultimesh_impl.cpp123 // subscribe material changes
135 auto material = interface_pointer_cast<INodeEcsInterfacePrivate>(
137 if (!material || !material->EcsObject()) {
144 mm, material->EcsObject()->GetEntity());
H A Dscene_impl.cpp528 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 Dintf_mesh_util.h38 * @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 D3d_dm_structures_common.h87 // 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 D3d_dm_target_packing_common.h107 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()
H A D3d_dm_inplace_sampling_common.h36 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 D3d_dm_lighting_common.h163 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 DMaterialJS.cpp71 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 DShaderJS.cpp229 // 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 Dmesh_util.h39 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 Dmesh_util.cpp478 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 Drs_value_estimator.cpp41 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()
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/api/
H A Dmesh.h19 #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 Dgltf2_exporter.cpp897 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 Dgltf2_loader.cpp1049 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 Dgltf2_importer.cpp714 // 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 Dmaterial_component_manager.cpp57 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 Dintf_mesh.h61 * @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 Drender_preprocessor_system.cpp119 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()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_camera_controller.h63 RENDER_NS::GpuImageDesc material; member
85 RENDER_NS::RenderHandleReference material; member

Completed in 21 milliseconds

12