Home
last modified time | relevance | path

Searched refs:lightCounts (Results 1 – 9 of 9) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_lights.cpp118 RenderLightHelper::LightCounts lightCounts; in ExecuteFrame() local
129 lightCounts.directionalLightCount++; in ExecuteFrame()
131 lightCounts.pointLightCount++; in ExecuteFrame()
133 lightCounts.spotLightCount++; in ExecuteFrame()
141 lightStruct->directionalLightCount = lightCounts.directionalLightCount; in ExecuteFrame()
142 lightStruct->pointLightBeginIndex = lightCounts.directionalLightCount; in ExecuteFrame()
143 lightStruct->pointLightCount = lightCounts.pointLightCount; in ExecuteFrame()
144 …lightStruct->spotLightBeginIndex = lightCounts.directionalLightCount + lightCounts.pointLightCount; in ExecuteFrame()
145 lightStruct->spotLightCount = lightCounts.spotLightCount; in ExecuteFrame()
H A Drender_node_default_shadows_blur.cpp81 const auto lightCounts = dataStoreLight->GetLightCounts(); in PreExecuteFrame() local
84 if ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) { in PreExecuteFrame()
86 shadowCount_ = lightCounts.dirShadow + lightCounts.spotShadow; in PreExecuteFrame()
133 … const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight->GetLightCounts(); in ExecuteFrame() local
134 if ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) { in ExecuteFrame()
137 if (lightCounts.dirShadow > 0) { in ExecuteFrame()
140 if (lightCounts.spotShadow > 0) { in ExecuteFrame()
H A Drender_node_default_camera_controller.cpp1016 RenderLightHelper::LightCounts lightCounts; in UpdateLightBuffer() local
1029 lightCounts.directionalLightCount++; in UpdateLightBuffer()
1031 lightCounts.pointLightCount++; in UpdateLightBuffer()
1033 lightCounts.spotLightCount++; in UpdateLightBuffer()
1042 lightStruct->directionalLightCount = lightCounts.directionalLightCount; in UpdateLightBuffer()
1043 lightStruct->pointLightBeginIndex = lightCounts.directionalLightCount; in UpdateLightBuffer()
1044 lightStruct->pointLightCount = lightCounts.pointLightCount; in UpdateLightBuffer()
1045 …lightStruct->spotLightBeginIndex = lightCounts.directionalLightCount + lightCounts.pointLightCount; in UpdateLightBuffer()
1046 lightStruct->spotLightCount = lightCounts.spotLightCount; in UpdateLightBuffer()
H A Drender_node_default_cameras.cpp239 const auto lightCounts = dataStore->GetLightCounts(); in GetShadowBiasMatrix() local
240 const uint32_t shadowCount = lightCounts.shadowCount; in GetShadowBiasMatrix()
H A Drender_node_default_shadow_render_slot.cpp191 const auto lightCounts = dataStoreLight->GetLightCounts(); in PreExecuteFrame() local
192 shadowCount_ = lightCounts.shadowCount; in PreExecuteFrame()
246 const auto lightCounts = storeLight->GetLightCounts(); in ExecuteFrame() local
247 const uint32_t shadowCounts = lightCounts.shadowCount; in ExecuteFrame()
H A Drender_node_camera_cubemap.cpp425 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() local
426 …currentScene_.hasShadow = ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) ? true : f… in UpdateCurrentScene()
H A Drender_node_default_material_deferred_shading.cpp342 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() local
343 …currentScene_.hasShadow = ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) ? true : f… in UpdateCurrentScene()
H A Drender_node_camera_single_post_process.cpp503 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() local
504 …currentScene_.hasShadow = ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) ? true : f… in UpdateCurrentScene()
H A Drender_node_default_material_render_slot.cpp635 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() local
636 currentScene_.hasShadow = (lightCounts.shadowCount > 0) ? true : false; in UpdateCurrentScene()