Searched refs:SortData (Results 1 – 5 of 5) sorted by relevance
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
H A D | render_preprocessor_system.cpp | 495 [](const SortData& value) { return EntityUtil::IsValid(value.batch); }); in Update() 497 … [](const SortData& lhs, const SortData& rhs) { return lhs.renderMeshId < rhs.renderMeshId; }); in Update() 501 …noBatchComponent, meshComponents_.end(), [](const SortData& value) { return value.allowInstancing;… in Update() 502 std::sort(noBatchComponent, noInstancing, [](const SortData& lhs, const SortData& rhs) { in Update() 523 auto pos = std::adjacent_find(it, end, [](const SortData& lhs, const SortData& rhs) { in Update() 544 … [](const SortData& lhs, const SortData& rhs) { return lhs.renderMeshId < rhs.renderMeshId; }); in Update() 552 const SortData& data) { return renderMeshManager->GetEntity(data.renderMeshId); }); in Update()
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H A D | render_preprocessor_system.h | 92 struct SortData { struct 151 BASE_NS::vector<SortData> meshComponents_;
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_light_helper.h | 53 struct SortData { in CORE3D_BEGIN_NAMESPACE() struct 58 static BASE_NS::vector<SortData> SortLights( in CORE3D_BEGIN_NAMESPACE() 61 BASE_NS::vector<SortData> sortedFlags(lightCount); in CORE3D_BEGIN_NAMESPACE()
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H A D | render_node_default_lights.cpp | 120 …vector<RenderLightHelper::SortData> sortedFlags = RenderLightHelper::SortLights(lights, lightCount… in ExecuteFrame()
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H A D | render_node_default_camera_controller.cpp | 1018 …vector<RenderLightHelper::SortData> sortedFlags = RenderLightHelper::SortLights(lights, lightCount… in UpdateLightBuffer()
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