/foundation/graphic/graphic_2d/rosen/modules/effect/test/unittest/ |
H A D | mesh_unittest.cpp | 17 #include "mesh.h"
37 auto mesh = std::make_shared<Mesh>();
in HWTEST_F() local 38 bool testResult = mesh != nullptr;
in HWTEST_F() 41 * @tc.steps: step2. Call Use to use the mesh
in HWTEST_F() 43 EXPECT_TRUE(mesh->VAO_ >= 0);
in HWTEST_F() 44 mesh->Use();
in HWTEST_F() 60 auto mesh = std::make_shared<Mesh>();
in HWTEST_F() local 61 bool testResult = mesh != nullptr;
in HWTEST_F() 66 EXPECT_TRUE(mesh->VAO_ >= 0);
in HWTEST_F() 67 mesh in HWTEST_F() [all...] |
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/api/ |
H A D | mesh.h | 136 * @brief Runs a callback once the mesh is loaded. If mesh is already initialized, callback will not run. 156 if (auto mesh = META_API_CACHED_INTERFACE(Mesh)) { in GetMaterial() 157 ret = mesh->GetMaterial(index); in GetMaterial() 168 if (auto mesh = META_API_CACHED_INTERFACE(Mesh)) { in SetMaterial() 169 mesh->SetMaterial(-1, material); in SetMaterial() 180 if (auto mesh = META_API_CACHED_INTERFACE(Mesh)) { in SetMaterial() 181 mesh->SetMaterial(index, material); in SetMaterial() 197 if (auto mesh = META_API_CACHED_INTERFACE(Mesh)) { in SetRenderSortLayerOrder() 198 mesh in SetRenderSortLayerOrder() [all...] |
H A D | node.h | 55 * @brief Get a mesh attached to node instance 56 * @return A mesh attached to node. 67 * @brief Set a mesh to node instance 68 * @param A mesh to attach to node. 70 void SetMesh(IMesh::Ptr mesh) in SetMesh() argument 73 impl->SetMesh(mesh); in SetMesh()
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/foundation/multimedia/image_effect/frameworks/native/render_environment/core/ |
H A D | render_opengl_renderer.cpp | 28 void RenderOpenglRenderer::Draw(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader,
in Draw() argument 34 CHECK_AND_RETURN_LOG(mesh != nullptr, "RenderOpenglRenderer Draw failed! Mesh is null");
in Draw() 38 mesh->Bind(shader);
in Draw() 41 glDrawArrays(mesh->primitiveType_, mesh->startVertex_, mesh->vertexNum_);
in Draw() 47 void RenderOpenglRenderer::Draw(GLuint texId, GLuint fbo, RenderMesh *mesh, RenderGeneralProgram *shader,
in Draw() argument 52 CHECK_AND_RETURN_LOG(mesh != nullptr, "RenderOpenglRenderer Draw failed! Mesh is null");
in Draw() 56 mesh->Bind(shader);
in Draw() 59 glDrawArrays(mesh in Draw() 116 DrawOnScreenWithTransform(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader, RenderViewport *viewport, GraphicTransformType type, GLenum target) DrawOnScreenWithTransform() argument 130 DrawOnScreen(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader, RenderViewport *viewport, const void *trans, GLenum target) DrawOnScreen() argument [all...] |
H A D | render_opengl_renderer.h | 35 void Draw(GLuint texId, GLuint fbo, RenderMesh *mesh, RenderGeneralProgram *shader, RenderViewport *viewport,
39 void Draw(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader, RenderFrameBuffer *frameBuffer,
43 void DrawOnScreenWithTransform(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader,
47 void DrawOnScreen(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader, RenderViewport *viewport,
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/foundation/graphic/graphic_3d/kits/js/src/ |
H A D | GeometryJS.cpp | 58 node_props.push_back(GetProperty<Object, GeometryJS, &GeometryJS::GetMesh>("mesh"));
in Init() 94 META_NS::IObject::Ptr mesh;
in GetMesh() local 96 ExecSyncTask([geom, &mesh]() {
in GetMesh() 97 mesh = interface_pointer_cast<META_NS::IObject>(geom->Mesh()->GetValue());
in GetMesh() 102 if (!mesh) {
in GetMesh() 109 if (auto cached = FetchJsObj(mesh)) {
in GetMesh() 117 return CreateFromNativeInstance(ctx, mesh, false /*these are owned by the scene*/, BASE_NS::countof(args), args);
in GetMesh()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
H A D | morphing_system.cpp | 206 bool MorphingSystem::Morph(const MeshComponent& mesh, const MorphComponent& mc, bool dirty) in Morph() argument 208 // update active targets here once per mesh and the same will be reused for each submesh in Morph() 224 for (const auto& submesh : mesh.submeshes) { in Morph() 226 AddMorphSubmesh(*dataStore_, submesh, mesh, currentMorphSubmesh_, gpuHandleManager_); in Morph() 263 // This should be true. (there is a render mesh for this entity) in Update() 267 if (const ScopedHandle<const MeshComponent> meshData = meshManager_.Read(renderMeshData->mesh); in Update() 280 // reset the render mesh of removed component.. in Update() 281 // This should be true. (there is a render mesh for this entity) in Update() 285 if (const auto meshData = meshManager_.Read(renderMeshComponent.mesh); meshData) { in Update() 286 const auto& mesh in Update() local [all...] |
H A D | render_preprocessor_system.cpp | 233 // the mesh aabb will have default value if all the submeshes were skipped. in the default value min > max. in CalculateSceneBounds() 297 // TODO this list needs to update only when render mesh, node, or layer component have changed in GatherSortData() 304 if (const auto meshData = meshManager_->Read(renderMeshHandle->mesh); meshData) { in GatherSortData() 305 // TODO render system doesn't necessarily have to read the render mesh components. preprocessor in GatherSortData() 306 // could offer two lists of mesh+world, one containing the render mesh batch style meshes and second in GatherSortData() 378 // TODO this needs to happen only when world matrix, or mesh component have changed in GatherSortData() 394 meshComponents_.push_back({ row.components[RMC], renderMeshHandle->mesh, in GatherSortData() 490 // gather which mesh is used by each render mesh componen in Update() [all...] |
/foundation/arkui/ace_engine/frameworks/core/interfaces/native/node/ |
H A D | shape_modifier.cpp | 42 void SetShapeMesh(ArkUINodeHandle node, const ArkUI_Float32* mesh, ArkUI_Uint32 arrayItemCount, in SetShapeMesh() argument 47 std::vector<double> meshValues(mesh, mesh + arrayItemCount); in SetShapeMesh()
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/foundation/arkui/ace_engine/frameworks/base/geometry/ng/ |
H A D | image_mesh.h | 26 ImageMesh(std::vector<double>& mesh, int32_t column, int32_t row) : mesh_(mesh), column_(column), row_(row) {} in ImageMesh() argument
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/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/ |
H A D | node_impl.cpp | 543 // If we have mesh that needs to be exported, then serialize self. in ShouldExport() 544 auto mesh = GetMesh(); in ShouldExport() local 545 if (auto privateInterface = interface_cast<INodeEcsInterfacePrivate>(mesh)) { in ShouldExport() 666 auto mesh = META_NS::GetValue(Mesh()); in CompleteInitialization() local 667 if (mesh) { in CompleteInitialization() 668 // if se have a mesh set, initialize it in CompleteInitialization() 669 InitializeMesh(mesh, GetSelf<IEcsObject>()); in CompleteInitialization() 671 // otherwise get mesh from engine only if the component has render mesh present in CompleteInitialization() 675 // if the node has render mesh componen in CompleteInitialization() 1172 SetMesh(SCENE_NS::IMesh::Ptr mesh) SetMesh() argument 1178 META_NS::SetValue(Mesh(), mesh); SetMesh() local 1181 CreateMeshProxy(size_t count, SCENE_NS::IMesh::Ptr mesh) CreateMeshProxy() argument 1373 InitializeMesh( const SCENE_NS::IMesh::Ptr& mesh, const BASE_NS::shared_ptr<NodeImpl>& node, const BASE_NS::string_view entityName) InitializeMesh() argument 1384 InitializeMesh(const SCENE_NS::IMesh::Ptr& mesh, const BASE_NS::shared_ptr<SCENE_NS::IEcsObject>& self) InitializeMesh() argument [all...] |
H A D | multimesh_impl.cpp | 97 // subscribe mesh changes 104 auto mesh = interface_pointer_cast<INodeEcsInterfacePrivate>(self->Mesh()->GetValue()); 105 if (!mesh || !mesh->EcsObject()) { 106 return false; // Not sure if user should be able to reset ecs mesh by 112 sceneHolder->SetMeshMultimeshArray(mm, mesh->EcsObject()->GetEntity());
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H A D | scene_holder.cpp | 945 for (auto& mesh : meshes) { in RemoveUriComponentsFromMeshes() 946 if (uriComponentManager_->HasComponent(mesh.entity)) { in RemoveUriComponentsFromMeshes() 947 uriComponentManager_->Destroy(mesh.entity); in RemoveUriComponentsFromMeshes() 971 for (auto&& mesh : meshes) { in FindMesh() 973 if (auto readHandle = nodeComponentManager_->Read(mesh.components[1])) { in FindMesh() 977 if (auto readHandle = nameComponentManager_->Read(mesh.components[2])) { in FindMesh() 982 entity = mesh.entity; in FindMesh() 986 // Could not find the mesh with given the name, try if it has a node in FindMesh() 1714 void SceneHolder::SetMesh(CORE_NS::Entity targetEntity, CORE_NS::Entity mesh) in SetMesh() argument 1717 if (EntityUtil::IsValid(targetEntity) && EntityUtil::IsValid(mesh)) { in SetMesh() 2680 SetMeshMultimeshArray(CORE_NS::Entity target, CORE_NS::Entity mesh) SetMeshMultimeshArray() argument 2700 auto mesh = data->mesh; SetMeshMultimeshArray() local 2750 auto mesh = data->mesh; SetOverrideMaterialMultimeshArray() local 2760 auto mesh = data->mesh; SetOverrideMaterialMultimeshArray() local 2778 auto mesh = data->mesh; ResetOverrideMaterialMultimeshArray() local 2788 auto mesh = data->mesh; ResetOverrideMaterialMultimeshArray() local [all...] |
H A D | node_impl.h | 82 static constexpr BASE_NS::string_view RM_HANDLE = "RenderMeshComponent.mesh"; 309 void SetMesh(SCENE_NS::IMesh::Ptr mesh) override; 311 SCENE_NS::IMultiMeshProxy::Ptr CreateMeshProxy(size_t count, SCENE_NS::IMesh::Ptr mesh) override; 337 static void InitializeMesh(const SCENE_NS::IMesh::Ptr& mesh, const BASE_NS::shared_ptr<NodeImpl>& node, 340 static void InitializeMesh(const SCENE_NS::IMesh::Ptr& mesh, const BASE_NS::shared_ptr<SCENE_NS::IEcsObject>& self);
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/foundation/arkui/ace_engine/frameworks/bridge/declarative_frontend/engine/jsi/nativeModule/ |
H A D | arkts_native_shape_bridge.cpp | 76 std::vector<ArkUI_Float32> mesh; in SetMesh() local 87 mesh.push_back(static_cast<ArkUI_Float32>(vert)); in SetMesh() 99 GetArkUINodeModifiers()->getShapeModifier()->setShapeMesh(nativeNode, mesh.data(), mesh.size(), column, row); in SetMesh()
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/foundation/arkui/ace_engine/frameworks/core/components_ng/pattern/shape/ |
H A D | shape_model_ng.cpp | 36 void ShapeModelNG::SetBitmapMesh(std::vector<double>& mesh, int32_t column, int32_t row) in SetBitmapMesh() argument 38 ACE_UPDATE_PAINT_PROPERTY(ShapeContainerPaintProperty, ImageMesh, ImageMesh(mesh, (int32_t)column, (int32_t)row)); in SetBitmapMesh() 176 void ShapeModelNG::SetBitmapMesh(FrameNode* frameNode, std::vector<double>& mesh, int32_t column, int32_t row) in SetBitmapMesh() argument 179 ShapeContainerPaintProperty, ImageMesh, ImageMesh(mesh, (int32_t)column, (int32_t)row), frameNode); in SetBitmapMesh()
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H A D | shape_model_ng.h | 29 void SetBitmapMesh(std::vector<double>& mesh, int32_t column, int32_t row) override; 59 static void SetBitmapMesh(FrameNode* frameNode, std::vector<double>& mesh, int32_t column, int32_t row);
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H A D | shape_model.h | 34 virtual void SetBitmapMesh(std::vector<double>& mesh, int32_t column, int32_t row);
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/foundation/multimedia/image_effect/frameworks/native/render_environment/ |
H A D | render_environment.cpp | 78 RenderMesh *mesh = new RenderMesh(meshData);
in CreateMeshMT() local 79 mesh->Bind(shader);
in CreateMeshMT() 80 return mesh;
in CreateMeshMT() 375 RenderMesh *mesh = new RenderMesh(DEFAULT_FLIP_VERTEX_DATA);
in DrawFrame() local 376 mesh->Bind(param_->shaderBaseDrawFrameYUV_);
in DrawFrame() 377 param_->renderer_->DrawOnScreenWithTransform(texId, mesh,
in DrawFrame() 382 delete(mesh);
in DrawFrame() 383 mesh = nullptr;
in DrawFrame() 535 RenderMesh *mesh;
in DrawTexFromSurfaceBuffer() local 538 mesh in DrawTexFromSurfaceBuffer() [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | picking.cpp | 164 if (const auto meshHandle = meshManager.Read(rmc.mesh); meshHandle) { in UpdateRecursiveAABB() 200 if (const auto meshHandle = meshManager.Read(rmc.mesh); meshHandle) { in UpdateRecursiveAABB() 218 RayCastResult HitTestNode(ISceneNode& node, const MeshComponent& mesh, const Math::Mat4X4& matrix, in HitTestNode() argument 224 const MinAndMax meshMinMax = GetWorldAABB(matrix, mesh.aabbMin, mesh.aabbMax); in HitTestNode() 227 if (mesh.submeshes.size() > 1) { in HitTestNode() 230 for (auto const& submesh : mesh.submeshes) { in HitTestNode() 387 if (const auto meshHandle = meshComponentManager.Read(renderMeshComponent.mesh); meshHandle) { in RayCast() 395 CORE_LOG_W("no mesh resource for entity %" PRIx64 ", resource %" PRIx64, id.id, in RayCast() 396 renderMeshComponent.mesh in RayCast() [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/ |
H A D | render_mesh_component.h | 28 /** Render Mesh component can be used to associate a mesh with an object, and is used by the rendering system. 32 /** Additional custom data size which is bind with render mesh structure to shader 38 DEFINE_PROPERTY(CORE_NS::Entity, mesh, "Mesh", 0, ) 40 /** Render mesh batch entity. */ 43 /** Additional per render mesh custom data for shader customization */
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/foundation/arkui/ace_engine/frameworks/core/components_ng/pattern/canvas/ |
H A D | canvas_renderer_type.h | 64 std::vector<double> mesh; member
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/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/interface/ |
H A D | intf_node.h | 120 * @brief The mesh attached to node, if any. 138 * @brief Deprecated, use Mesh() property. Set the given mesh to this node. 139 * @param the mesh to set. 141 virtual void SetMesh(BASE_NS::shared_ptr<IMesh> mesh) = 0; 144 * @brief Deprecated, use Mesh() property. Returns a mesh from the scene. 145 * @returns always an instance, even the engine node does not no have mesh attached. 149 virtual BASE_NS::shared_ptr<IMultiMeshProxy> CreateMeshProxy(size_t count, BASE_NS::shared_ptr<IMesh> mesh) = 0;
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/foundation/arkui/ace_engine/frameworks/bridge/declarative_frontend/jsview/models/ |
H A D | shape_model_impl.h | 26 void SetBitmapMesh(std::vector<double>& mesh, int32_t column, int32_t row) override;
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_material_objects.cpp | 107 // mesh data is copied to single buffer with UBO_BIND_OFFSET_ALIGNMENT alignments in UpdateMeshBuffer() 108 if (auto meshDataPtr = reinterpret_cast<uint8_t*>(gpuResourceMgr.MapBuffer(ubos_.mesh.GetHandle())); meshDataPtr) { in UpdateMeshBuffer() 121 gpuResourceMgr.UnmapBuffer(ubos_.mesh.GetHandle()); in UpdateMeshBuffer() 203 // instancing utilization for mesh and materials in ProcessBuffers() 205 // mesh matrix uses max ubo bind size to utilize gpu instancing in ProcessBuffers() 215 ubos_.mesh = gpuResourceMgr.Create(us + DefaultMaterialMaterialConstants::MESH_DATA_BUFFER_NAME, in ProcessBuffers()
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