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Searched refs:dataStoreLight (Results 1 – 15 of 15) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
Drender_preprocessor_system.cpp55 DECL_PROPERTY2(IRenderPreprocessorSystem::Properties, dataStoreLight, "dataStoreLight", 0)
132 properties_.dataStoreLight = in->dataStoreLight; in SetProperties()
151 manager.Create(IRenderDataStoreDefaultLight::UID, properties_.dataStoreLight.data())); in SetDataStorePointers()
Drender_system.cpp615 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()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
Drender_node_default_shadows_blur.cpp76 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()
Drender_node_default_material_deferred_shading.cpp159 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()
Drender_node_default_lights.cpp156 const auto* dataStoreLight = in ExecuteFrame() local
159 if (dataStoreScene && dataStoreLight && dataStoreCamera) { in ExecuteFrame()
163 const auto& lights = dataStoreLight->GetLights(); in ExecuteFrame()
Drender_node_default_shadow_render_slot.cpp179 …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()
Drender_node_default_shadow_render_slot.h110 void UpdateGeneralDataUniformBuffers(const IRenderDataStoreDefaultLight& dataStoreLight);
119 … IRenderDataStoreDefaultScene& dataStoreScene, const IRenderDataStoreDefaultLight& dataStoreLight);
Drender_node_default_camera_controller.cpp444 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
Drender_node_default_material_render_slot.cpp281 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()
Drender_node_default_camera_controller.h128 …RenderDataStoreDefaultCamera& dataStoreCamera, const IRenderDataStoreDefaultLight& dataStoreLight);
Drender_node_default_material_deferred_shading.h90 …RenderDataStoreDefaultCamera& dataStoreCamera, const IRenderDataStoreDefaultLight& dataStoreLight);
Drender_node_default_material_render_slot.h177 …RenderDataStoreDefaultCamera& dataStoreCamera, const IRenderDataStoreDefaultLight& dataStoreLight);
Drender_node_default_env.cpp159 const auto* dataStoreLight = in ExecuteFrame() local
162 if (dataStoreLight && dataStoreCamera && dataStoreScene) { in ExecuteFrame()
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/systems/
Dintf_render_preprocessor_system.h46 BASE_NS::string dataStoreLight; in CORE3D_BEGIN_NAMESPACE() member
Dintf_render_system.h45 BASE_NS::string dataStoreLight; in CORE3D_BEGIN_NAMESPACE() member