Searched refs:pointLightCount (Results 1 – 6 of 6) sorted by relevance
131 lightCounts.pointLightCount++; in ExecuteFrame()143 lightStruct->pointLightCount = lightCounts.pointLightCount; in ExecuteFrame()144 …lightStruct->spotLightBeginIndex = lightCounts.directionalLightCount + lightCounts.pointLightCount; in ExecuteFrame()
39 uint32_t pointLightCount { 0u }; in CORE3D_BEGIN_NAMESPACE()
1031 lightCounts.pointLightCount++; in UpdateLightBuffer()1044 lightStruct->pointLightCount = lightCounts.pointLightCount; in UpdateLightBuffer()1045 …lightStruct->spotLightBeginIndex = lightCounts.directionalLightCount + lightCounts.pointLightCount; in UpdateLightBuffer()
409 const uint pointLightCount = uLightData.pointLightCount; in CalculateLighting() local411 for (uint pointIdx = 0; pointIdx < pointLightCount; ++pointIdx) { in CalculateLighting()500 const uint pointLightCount = uLightData.pointLightCount; in CalculateLighting() local502 for (uint pointIdx = 0; pointIdx < pointLightCount; ++pointIdx) { in CalculateLighting()645 const uint pointLightCount = uLightData.pointLightCount; in CalculateLighting() local647 for (uint pointIdx = 0; pointIdx < pointLightCount; ++pointIdx) { in CalculateLighting()768 const uint pointLightCount = uLightData.pointLightCount; in CalculateLighting() local770 for (uint pointIdx = 0; pointIdx < pointLightCount; ++pointIdx) { in CalculateLighting()
303 uint pointLightCount; member
162 const uint pointLightCount = uLightData.pointLightCount; in CalculateLightingInplace() local164 for (uint pointIdx = 0; pointIdx < pointLightCount; ++pointIdx) { in CalculateLightingInplace()