Home
last modified time | relevance | path

Searched refs:materials (Results 1 - 12 of 12) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/
H A Ddata.h56 BASE_NS::vector<BASE_NS::unique_ptr<GLTF2::Material>> materials; member
H A Dgltf2_importer.cpp716 primitive.materialIndex < importResult.data.materials.size()) { in CreatePrimitiveImportInfo()
717 info.material = importResult.data.materials[primitive.materialIndex]; in CreatePrimitiveImportInfo()
1130 for (const auto& material : data.materials) { in ResolveImageLoadFlags()
1673 // opaque materials are expected to have alpha value of 1.0f based on the blend state in SelectShaders()
1678 // default materials support instancing with opaque materials. in SelectShaders()
2600 result_.data.materials.clear();
2641 result_.data.materials.clear();
3252 result_.data.materials.resize(data_->materials
[all...]
H A Dgltf2_loader.cpp1359 loadResult, material->name, jsonData, "name", "material_" + to_string(loadResult.data->materials.size()))) {
1398 loadResult.data->materials.push_back(move(material));
1523 meshPrimitive.materialIndex < loadResult.data->materials.size()) {
1524 meshPrimitive.material = loadResult.data->materials[meshPrimitive.materialIndex].get();
2715 if (!ForEachObjectInArray(loadResult, jsonData, "materials", ParseMaterial)) {
H A Dgltf2_exporter.cpp1216 auto& materialArray = result.data->materials; in ExportGltfMaterials()
1753 for (auto const& material : data.materials) { in ExportMaterials()
2177 if (!data.materials.empty()) { in ExportGLTFData()
2178 jsonGltf["materials"] = ExportMaterials(data, jsonExtensionsUsed, jsonExtensionsRequired); in ExportGLTFData()
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Dsubmeshhandler.cpp87 auto materials = scene->GetMaterials(); in GetMaterialFromEntity() local
88 for (auto material : materials) { in GetMaterialFromEntity()
120 // Read data here, we don't want to keep read lock when we update materials below
H A Dscene_impl.cpp406 // This kind of introspection may cause materials and meshes to be treated as nodes in ResolveNodeTypeFromPath()
530 auto materials = Materials()->GetValue(); variable
531 auto it = std::find(materials.begin(), materials.end(), material);
532 if (it != materials.end()) {
588 // The material file, aka uri-path is somewhat parallel due ownership is different for uri-materials
983 bool isGltfUri = (uri.find(".glb/materials/") != BASE_NS::string_view::npos) ||
984 (uri.find(".gltf/materials/") != BASE_NS::string_view::npos);
992 // we could return the control to CreateMaterial and let the engine resolve the materials with uri
1312 // completed. (meshes, materials an
[all...]
H A Dasset_loader.cpp631 ec_.AddSubCollection("materials", {}).AddEntities(importResult.data.materials); in GltfImportFinished()
H A Dscene_holder.cpp1015 auto materials = materialQuery_->GetResults(); in FindMaterial() local
1017 SCENE_PLUGIN_VERBOSE_LOG("found %zu materials", materials.size()); in FindMaterial()
1025 for (auto&& material : materials) { in FindMaterial()
1632 // Destroy created materials & meshes here. in DestroyEntity()
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/gltf/
H A Dgltf.h130 /** Imported materials. */
131 BASE_NS::vector<CORE_NS::EntityReference> materials; member
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/loaders/
H A Dintf_scene_loader.h68 /** Imported materials. */
69 BASE_NS::vector<CORE_NS::EntityReference> materials; member
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_preprocessor_system.cpp100 const auto materials = static_cast<IComponentManager::ComponentId>(materialManager.GetComponentCount()); in GatherMaterialProperties() local
101 materialProperties.reserve(materials); in GatherMaterialProperties()
102 for (auto id = 0U; id < materials; ++id) { in GatherMaterialProperties()
/foundation/graphic/graphic_3d/lume/LumeEcsSerializer/EcsSerializer/src/ecs_serializer/
H A Decs_asset_loader.cpp480 ec_.AddSubCollection("materials", {}).AddEntities(importResult.data.materials); in GltfImportFinished()

Completed in 23 milliseconds