Home
last modified time | relevance | path

Searched refs:stateHandle (Results 1 - 8 of 8) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Danimation_system.cpp492 auto stateHandle = stateManager_.Write(animationEntity); in UpdateStateAndTracks() local
493 stateHandle->trackStates.reserve(animationComponent.tracks.size()); in UpdateStateAndTracks()
498 stateHandle->trackStates.push_back({ Entity(trackEntity), 0U }); in UpdateStateAndTracks()
499 auto& trackState = stateHandle->trackStates.back(); in UpdateStateAndTracks()
720 auto stateHandle = stateManager_.Write(row.components[1]); in Update() local
721 if (animationHandle && stateHandle) { in Update()
722 UpdateAnimation(*stateHandle, *animationHandle, trackQuery_, deltaS); in Update()
724 (stateHandle->completed && animationHandle->state == AnimationComponent::PlaybackState::PLAY); in Update()
882 auto stateHandle = stateManager_.Write(entity); in OnAnimationComponentsCreated() local
883 AnimationStateComponent& state = *stateHandle; in OnAnimationComponentsCreated()
906 auto stateHandle = stateManager_.Write(entity); OnAnimationComponentsUpdated() local
[all...]
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Decs_animation.cpp417 auto stateHandle = animationStateManager_->GetData(entity_); in OnAnimationStateChanged() local
418 const auto metaData = stateHandle->Owner()->MetaData(); in OnAnimationStateChanged()
422 static_cast<const void*>(static_cast<const uint8_t*>(stateHandle->RLock()) + data.offset)); in OnAnimationStateChanged()
433 stateHandle->RUnlock(); in OnAnimationStateChanged()
1049 auto stateHandle = animationStateManager_->GetData(entity_); in SetTime() local
1050 const auto metaData = stateHandle->Owner()->MetaData(); in SetTime()
1054 static_cast<float*>(static_cast<void*>(static_cast<uint8_t*>(stateHandle->WLock()) + data.offset)); in SetTime()
1056 stateHandle->WUnlock(); in SetTime()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_material_deferred_shading.h87 RENDER_NS::RenderHandle stateHandle; member
H A Drender_node_default_shadow_render_slot.h161 RENDER_NS::RenderHandle stateHandle; member
H A Drender_node_default_material_deferred_shading.cpp384 allShaderData_.shaderHandle, allShaderData_.stateHandle, allShaderData_.plHandle, {}, specialization, in GetPsoHandle()
394 allShaderData_.stateHandle = {}; in CreateDefaultShaderData()
402 allShaderData_.stateHandle = shaderMgr.GetGraphicsStateHandleByShaderHandle(allShaderData_.shaderHandle); in CreateDefaultShaderData()
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/
H A Dintf_shader_manager.h263 * @param stateHandle Render slot default graphics state handle. (Does not replace if not valid)
266 const RenderHandleReference& stateHandle) = 0;
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dshader_manager.h156 const RenderHandleReference& stateHandle) override;
H A Dshader_manager.cpp398 const uint32_t renderSlotId, const RenderHandleReference& shaderHandle, const RenderHandleReference& stateHandle) in SetRenderSlotData()
414 if (RenderHandleUtil::GetHandleType(stateHandle.GetHandle()) == RenderHandleType::GRAPHICS_STATE) { in SetRenderSlotData()
422 renderSlotIds_.data[renderSlotId].graphicsState = stateHandle; in SetRenderSlotData()
397 SetRenderSlotData( const uint32_t renderSlotId, const RenderHandleReference& shaderHandle, const RenderHandleReference& stateHandle) SetRenderSlotData() argument

Completed in 11 milliseconds