/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_morph.cpp | 87 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 [all...] |
H A D | render_node_morph.h | 53 void UpdateWeightsAndTargets(BASE_NS::array_view<const RenderDataMorph::Submesh> submeshes); 55 RENDER_NS::IRenderCommandList& cmdList, BASE_NS::array_view<const RenderDataMorph::Submesh> submeshes);
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H A D | render_node_default_depth_render_slot.cpp | 179 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()
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H A D | render_node_default_shadow_render_slot.cpp | 321 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()
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H A D | render_node_default_material_render_slot.cpp | 308 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()
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/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/ |
H A D | submeshhandler.cpp | 34 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 [all...] |
H A D | mesh_impl.cpp | 77 // 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.
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H A D | intf_submesh_bridge.h | 32 META_NS::IProperty::Ptr submeshes, INodeEcsInterfacePrivate::Ptr node) = 0;
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H A D | scene_holder.cpp | 1737 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() [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/ |
H A D | mesh_component.h | 149 /** 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, )
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
H A D | morphing_system.cpp | 224 for (const auto& submesh : mesh.submeshes) { in Morph() 287 for (const auto& submesh : mesh.submeshes) { in Update()
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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() 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()
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H A D | render_system.cpp | 967 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 [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/ |
H A D | render_node_scene_util.cpp | 277 const auto& submeshes = dataStoreMaterial.GetSubmeshes(); in GetRenderSlotSubmeshes() local 283 const auto& submesh = submeshes[submeshIndex]; in GetRenderSlotSubmeshes()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/ |
H A D | gltf2_importer.cpp | 2840 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 [all...] |
H A D | gltf2_exporter.cpp | 937 auto const& submeshes = mesh.submeshes; in ExportGltfMeshes() local 939 std::transform(submeshes.begin(), submeshes.end(), originalPrimitives.begin(), in ExportGltfMeshes()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | picking.cpp | 227 if (mesh.submeshes.size() > 1) { in HitTestNode() 230 for (auto const& submesh : mesh.submeshes) { in HitTestNode()
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H A D | mesh_builder.cpp | 569 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()
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H A D | scene_util.cpp | 351 if (!meshComponent.submeshes.empty()) { in CreateReflectionPlaneObjectFromEntity() 352 if (auto matHandle = matCM->Write(meshComponent.submeshes[0].material); matHandle) { in CreateReflectionPlaneObjectFromEntity()
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