| /foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
| D | render_preprocessor_system.cpp | 55 DECL_PROPERTY2(IRenderPreprocessorSystem::Properties, dataStoreLight, "dataStoreLight", 0) 132 properties_.dataStoreLight = in->dataStoreLight; in SetProperties() 151 manager.Create(IRenderDataStoreDefaultLight::UID, properties_.dataStoreLight.data())); in SetDataStorePointers()
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| D | render_system.cpp | 615 DECL_PROPERTY2(IRenderSystem::Properties, dataStoreLight, "dataStoreLight", 0) 1017 properties_.dataStoreLight = in->dataStoreLight; in SetProperties() 1036 …cast<IRenderDataStoreDefaultLight*>(manager.GetRenderDataStore(properties_.dataStoreLight.data())); in SetDataStorePointers() 1055 properties_.dataStoreLight = in->dataStoreLight; in Initialize() 1851 renderDataScene.dataStoreNameLight = properties_.dataStoreLight; in FetchFullScene()
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| /foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
| D | render_node_default_shadows_blur.cpp | 76 const auto* dataStoreLight = in PreExecuteFrame() local 78 if (dataStoreLight) { in PreExecuteFrame() 79 shadowTypes_ = dataStoreLight->GetShadowTypes(); in PreExecuteFrame() 103 … const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight->GetLightCounts(); in PreExecuteFrame() 114 const auto* dataStoreLight = in ExecuteFrame() local 116 if (dataStoreLight) { in ExecuteFrame() 122 … const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight->GetLightCounts(); in ExecuteFrame()
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| D | render_node_default_material_deferred_shading.cpp | 159 const auto* dataStoreLight = in ExecuteFrame() local 162 const bool validRenderDataStore = dataStoreScene && dataStoreCamera && dataStoreLight; in ExecuteFrame() 164 UpdateCurrentScene(*dataStoreScene, *dataStoreCamera, *dataStoreLight); in ExecuteFrame() 244 …IRenderDataStoreDefaultCamera& dataStoreCamera, const IRenderDataStoreDefaultLight& dataStoreLight) in UpdateCurrentScene() argument 276 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() 278 currentScene_.shadowTypes = dataStoreLight.GetShadowTypes(); in UpdateCurrentScene() 279 currentScene_.lightingFlags = dataStoreLight.GetLightingFlags(); in UpdateCurrentScene()
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| D | render_node_default_lights.cpp | 156 const auto* dataStoreLight = in ExecuteFrame() local 159 if (dataStoreScene && dataStoreLight && dataStoreCamera) { in ExecuteFrame() 163 const auto& lights = dataStoreLight->GetLights(); in ExecuteFrame()
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| D | render_node_default_shadow_render_slot.cpp | 179 …auto* dataStoreLight = GetRenderDataStore<IRenderDataStoreDefaultLight>(dataMgr, stores_.dataStore… in PreExecuteFrame() local 183 if (dataStoreLight && dataStoreCamera && dataStoreScene) { in PreExecuteFrame() 185 const auto lightCounts = dataStoreLight->GetLightCounts(); in PreExecuteFrame() 188 const Math::UVec2 res = dataStoreLight->GetShadowQualityResolution(); in PreExecuteFrame() 190 … const IRenderDataStoreDefaultLight::ShadowTypes shadowTypes = dataStoreLight->GetShadowTypes(); in PreExecuteFrame() 598 …t IRenderDataStoreDefaultScene& dataStoreScene, const IRenderDataStoreDefaultLight& dataStoreLight) in UpdateCurrentScene() argument 601 currentScene_.res = dataStoreLight.GetShadowQualityResolution(); in UpdateCurrentScene() 615 const IRenderDataStoreDefaultLight& dataStoreLight) in UpdateGeneralDataUniformBuffers() argument 629 const auto lights = dataStoreLight.GetLights(); in UpdateGeneralDataUniformBuffers()
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| D | render_node_default_shadow_render_slot.h | 110 void UpdateGeneralDataUniformBuffers(const IRenderDataStoreDefaultLight& dataStoreLight); 119 … IRenderDataStoreDefaultScene& dataStoreScene, const IRenderDataStoreDefaultLight& dataStoreLight);
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| D | render_node_default_camera_controller.cpp | 444 const auto* dataStoreLight = in InitNode() local 447 if (dataStoreScene && dataStoreCamera && dataStoreLight) { in InitNode() 448 UpdateCurrentScene(*dataStoreScene, *dataStoreCamera, *dataStoreLight); in InitNode() 462 const auto* dataStoreLight = in PreExecuteFrame() local 465 if (dataStoreScene && dataStoreCamera && dataStoreLight) { in PreExecuteFrame() 466 UpdateCurrentScene(*dataStoreScene, *dataStoreCamera, *dataStoreLight); in PreExecuteFrame() 478 …IRenderDataStoreDefaultCamera& dataStoreCamera, const IRenderDataStoreDefaultLight& dataStoreLight) in UpdateCurrentScene() argument
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| D | render_node_default_material_render_slot.cpp | 281 const auto* dataStoreLight = in ExecuteFrame() local 284 …ol validRenderDataStore = dataStoreScene && dataStoreMaterial && dataStoreCamera && dataStoreLight; in ExecuteFrame() 286 UpdateCurrentScene(*dataStoreScene, *dataStoreCamera, *dataStoreLight); in ExecuteFrame() 613 …IRenderDataStoreDefaultCamera& dataStoreCamera, const IRenderDataStoreDefaultLight& dataStoreLight) in UpdateCurrentScene() argument 650 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() 653 currentScene_.shadowTypes = dataStoreLight.GetShadowTypes(); in UpdateCurrentScene() 654 currentScene_.lightingFlags = dataStoreLight.GetLightingFlags(); in UpdateCurrentScene()
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| D | render_node_default_camera_controller.h | 128 …RenderDataStoreDefaultCamera& dataStoreCamera, const IRenderDataStoreDefaultLight& dataStoreLight);
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| D | render_node_default_material_deferred_shading.h | 90 …RenderDataStoreDefaultCamera& dataStoreCamera, const IRenderDataStoreDefaultLight& dataStoreLight);
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| D | render_node_default_material_render_slot.h | 177 …RenderDataStoreDefaultCamera& dataStoreCamera, const IRenderDataStoreDefaultLight& dataStoreLight);
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| D | render_node_default_env.cpp | 159 const auto* dataStoreLight = in ExecuteFrame() local 162 if (dataStoreLight && dataStoreCamera && dataStoreScene) { in ExecuteFrame()
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| /foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/systems/ |
| D | intf_render_preprocessor_system.h | 46 BASE_NS::string dataStoreLight; in CORE3D_BEGIN_NAMESPACE() member
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| D | intf_render_system.h | 45 BASE_NS::string dataStoreLight; in CORE3D_BEGIN_NAMESPACE() member
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