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Searched refs:submeshes (Results 1 - 19 of 19) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_morph.cpp87 const auto submeshes = morphDataStore->GetSubmeshes(); in PreExecuteFrame() local
88 if (submeshes.empty()) { in PreExecuteFrame()
93 if (maxObjectCount_ < submeshes.size()) { in PreExecuteFrame()
94 maxObjectCount_ = static_cast<uint32_t>(submeshes.size() + submeshes.size() / 2u); in PreExecuteFrame()
126 for (const auto& submesh : submeshes) { in PreExecuteFrame()
160 array_view<const RenderDataMorph::Submesh> submeshes = morphDataStore->GetSubmeshes(); in ExecuteFrame() local
161 if (submeshes.empty()) { in ExecuteFrame()
165 const uint32_t maxSubmeshCount = std::min((uint32_t)submeshes.size(), maxObjectCount_); in ExecuteFrame()
166 submeshes in ExecuteFrame()
173 UpdateWeightsAndTargets(array_view<const RenderDataMorph::Submesh> submeshes) UpdateWeightsAndTargets() argument
198 ComputeMorphs(IRenderCommandList& cmdList, array_view<const RenderDataMorph::Submesh> submeshes) ComputeMorphs() argument
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H A Drender_node_morph.h53 void UpdateWeightsAndTargets(BASE_NS::array_view<const RenderDataMorph::Submesh> submeshes);
55 RENDER_NS::IRenderCommandList& cmdList, BASE_NS::array_view<const RenderDataMorph::Submesh> submeshes);
H A Drender_node_default_depth_render_slot.cpp179 const auto& submeshes = dataStoreMaterial.GetSubmeshes(); in RenderSubmeshes() local
184 const auto& currSubmesh = submeshes[submeshIndex]; in RenderSubmeshes()
188 // sorted slot submeshes should already have removed layers if default sorting was used in RenderSubmeshes()
H A Drender_node_default_shadow_render_slot.cpp321 const auto& submeshes = dataStoreMaterial.GetSubmeshes(); in RenderSubmeshes() local
325 const auto& currSubmesh = submeshes[submeshIndex]; in RenderSubmeshes()
327 // sorted slot submeshes should already have removed layers if default sorting was used in RenderSubmeshes()
H A Drender_node_default_material_render_slot.cpp308 const auto& submeshes = dataStoreMaterial.GetSubmeshes(); in RenderSubmeshes() local
314 const auto& currSubmesh = submeshes[submeshIndex]; in RenderSubmeshes()
319 // sorted slot submeshes should already have removed layers if default sorting was used in RenderSubmeshes()
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Dsubmeshhandler.cpp34 META_NS::IProperty::Ptr submeshes, INodeEcsInterfacePrivate::Ptr node) override
40 submeshes_ = META_NS::ArrayProperty<SCENE_NS::ISubMesh::Ptr>(submeshes);
126 if (submeshes_->GetSize() > componentData.submeshes.size()) {
130 while (submeshes_->GetSize() < componentData.submeshes.size()) {
135 for (auto i = 0; i < componentData.submeshes.size(); ++i) {
136 const auto& submesh = componentData.submeshes.at(i);
171 if (index >= 0 && index < handle->submeshes.size()) {
172 handle->submeshes[index].renderSortOrder = value;
229 if (index >= 0 && index < handle->submeshes.size()) {
230 handle->submeshes[inde
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H A Dmesh_impl.cpp77 // Reset submeshes back to original value. in SyncMaterialOverrideToSubmeshes()
100 auto submeshes = META_ACCESS_PROPERTY(SubMeshes)->GetValue(); variable
101 for (auto i = 0; i < submeshes.size(); ++i) {
102 auto submesh = submeshes.at(i);
133 for (auto i = 0; i < submeshes.size(); ++i) {
134 auto submesh = submeshes.at(i);
267 // Set given material for all the submeshes.
H A Dintf_submesh_bridge.h32 META_NS::IProperty::Ptr submeshes, INodeEcsInterfacePrivate::Ptr node) = 0;
H A Dscene_holder.cpp1737 if (submeshIndex >= 0 && submeshIndex < handle->submeshes.size()) { in GetMaterial()
1738 material = handle->submeshes[submeshIndex].material; in GetMaterial()
1787 for (auto&& submesh : handle->submeshes) { in SetMaterial()
1790 } else if (submeshIndex >= 0 && submeshIndex < handle->submeshes.size()) { in SetMaterial()
1791 handle->submeshes[submeshIndex].material = material; in SetMaterial()
2287 if (submeshIndex >= 0 && submeshIndex < handle->submeshes.size()) { in SetSubmeshRenderSortOrder()
2288 handle->submeshes[submeshIndex].renderSortLayerOrder = value; in SetSubmeshRenderSortOrder()
2305 if (submeshIndex >= 0 && submeshIndex < handle->submeshes.size()) { in SetSubmeshAABBMin()
2306 handle->submeshes[submeshIndex].aabbMin = vec; in SetSubmeshAABBMin()
2325 handle->submeshes in RemoveSubmesh()
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/
H A Dmesh_component.h149 /** Sort layer used sorting submeshes in rendering in render slots. Valid ID values 0 - 63. */
157 DEFINE_PROPERTY(BASE_NS::vector<Submesh>, submeshes, "Submeshes", 0, )
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Dmorphing_system.cpp224 for (const auto& submesh : mesh.submeshes) { in Morph()
287 for (const auto& submesh : mesh.submeshes) { in Update()
H A Drender_preprocessor_system.cpp233 // the mesh aabb will have default value if all the submeshes were skipped. in the default value min > max. in CalculateSceneBounds()
318 disabled.resize(meshData->submeshes.size()); in GatherSortData()
320 shadowCaster.resize(meshData->submeshes.size()); in GatherSortData()
323 for (const auto& submesh : meshData->submeshes) { in GatherSortData()
377 for (const auto& submesh : meshData->submeshes) { in GatherSortData()
H A Drender_system.cpp967 if (!meshComponent.submeshes.empty()) { in UpdateReflectionPlaneMaterial()
968 if (auto matHandle = materialMgr.Write(meshComponent.submeshes[0].material); matHandle) { in UpdateReflectionPlaneMaterial()
1100 if (mesh.submeshes.size() > MAX_BATCH_SUBMESH_COUNT) { in LogBatchValidation()
1102 "CORE3D_VALIDATION: GPU instancing batches not supported for submeshes with count %u > %u ", in LogBatchValidation()
1103 static_cast<uint32_t>(mesh.submeshes.size()), MAX_BATCH_SUBMESH_COUNT); in LogBatchValidation()
1502 // NOTE: When object is skinned we use the mesh bounding box for all the submeshes because currently in ProcessMesh()
1512 for (uint32_t subMeshIdx = 0; subMeshIdx < mpd.meshComponent.submeshes.size(); ++subMeshIdx) { in ProcessMesh()
1513 const auto& submesh = mpd.meshComponent.submeshes[subMeshIdx]; in ProcessMesh()
1571 materialIndices.reserve(meshHandle->submeshes.size());
1705 materialIndices.reserve(meshData->submeshes
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/
H A Drender_node_scene_util.cpp277 const auto& submeshes = dataStoreMaterial.GetSubmeshes(); in GetRenderSlotSubmeshes() local
283 const auto& submesh = submeshes[submeshIndex]; in GetRenderSlotSubmeshes()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/
H A Dgltf2_importer.cpp2840 auto submeshes = meshBuilders_[mesh]->GetSubmeshes();
2841 currentMesh.subMeshes.resize(submeshes.size());
2842 for (uint32_t subMesh = 0U; subMesh < submeshes.size(); ++subMesh) {
2844 currentSubMesh.indices = submeshes[subMesh].indexCount;
2845 currentSubMesh.vertices = submeshes[subMesh].vertexCount;
2847 currentSubMesh.indexBuffer = array_view(indexData.data() + submeshes[subMesh].indexBuffer.offset,
2848 submeshes[subMesh].indexBuffer.byteSize);
2850 auto& bufferAccess = submeshes[subMesh].bufferAccess;
2863 if (submeshes[subMesh].flags & MeshComponent::Submesh::SECOND_TEXCOORD_BIT) {
2867 if (submeshes[subMes
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H A Dgltf2_exporter.cpp937 auto const& submeshes = mesh.submeshes; in ExportGltfMeshes() local
939 std::transform(submeshes.begin(), submeshes.end(), originalPrimitives.begin(), in ExportGltfMeshes()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dpicking.cpp227 if (mesh.submeshes.size() > 1) { in HitTestNode()
230 for (auto const& submesh : mesh.submeshes) { in HitTestNode()
H A Dmesh_builder.cpp569 void FillSubmeshBuffers(array_view<MeshComponent::Submesh> submeshes, const MeshBuilder::BufferEntities& bufferEntities) in FillSubmeshBuffers() argument
571 for (MeshComponent::Submesh& submesh : submeshes) { in FillSubmeshBuffers()
597 MinAndMax CalculateAabb(array_view<const MeshComponent::Submesh> submeshes) in CalculateAabb() argument
600 for (const auto& submesh : submeshes) { in CalculateAabb()
1563 // Copy submeshes for this mesh. in CreateMesh()
1564 mesh.submeshes.insert(mesh.submeshes.end(), submeshes_.begin(), submeshes_.end()); in CreateMesh()
1566 // Create buffers for whole mesh and assign them to submeshes. in CreateMesh()
1568 FillSubmeshBuffers(mesh.submeshes, bufferEntities); in CreateMesh()
H A Dscene_util.cpp351 if (!meshComponent.submeshes.empty()) { in CreateReflectionPlaneObjectFromEntity()
352 if (auto matHandle = matCM->Write(meshComponent.submeshes[0].material); matHandle) { in CreateReflectionPlaneObjectFromEntity()

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