Searched refs:modelPaintProperty (Results 1 – 4 of 4) sorted by relevance
115 ASSERT_NE(modelPaintProperty, nullptr);121 modelPattern->modelAdapter_->OnPaint3D(modelPaintProperty);193 ASSERT_NE(modelPaintProperty, nullptr);246 ASSERT_NE(modelPaintProperty, nullptr);275 EXPECT_EQ(modelPaintProperty->GetRenderWidthValue(), 1.0f);277 EXPECT_EQ(modelPaintProperty->GetRenderHeightValue(), 1.0f);310 ASSERT_NE(modelPaintProperty, nullptr);314 modelPattern->modelAdapter_->OnPaint3D(modelPaintProperty);316 modelPattern->modelAdapter_->OnPaint3D(modelPaintProperty);330 modelPattern->modelAdapter_->OnPaint3D(modelPaintProperty);[all …]
194 CHECK_NULL_VOID(modelPaintProperty); in OnPaint3D()196 if (modelPaintProperty->NeedsModelSourceSetup()) { in OnPaint3D()197 UpdateScene(modelPaintProperty); in OnPaint3D()201 UpdateEnviroment(modelPaintProperty); in OnPaint3D()204 if (modelPaintProperty->NeedsCustomRenderSetup()) { in OnPaint3D()205 UpdateCustomRender(modelPaintProperty); in OnPaint3D()208 if (modelPaintProperty->NeedsShaderPathSetup()) { in OnPaint3D()209 UpdateShaderPath(modelPaintProperty); in OnPaint3D()213 UpdateImageTexturePaths(modelPaintProperty); in OnPaint3D()217 UpdateShaderInputBuffers(modelPaintProperty); in OnPaint3D()[all …]
166 static std::string TextureImagesToStr(const RefPtr<ModelPaintProperty>& modelPaintProperty) in TextureImagesToStr() argument169 if (modelPaintProperty->GetModelImageTexturePathsValue().empty()) { in TextureImagesToStr()172 auto& imageTextures = modelPaintProperty->GetModelImageTexturePaths().value(); in TextureImagesToStr()230 static std::string SceneResourceToStr(const RefPtr<ModelPaintProperty>& modelPaintProperty) in SceneResourceToStr() argument233 if (modelPaintProperty->GetModelSourceValue().empty()) { in SceneResourceToStr()236 ret = modelPaintProperty->GetModelSource().value(); in SceneResourceToStr()243 if (modelPaintProperty->GetModelBackgroundValue().empty()) { in SceneEnvironmentToStr()246 ret = modelPaintProperty->GetModelBackground().value(); in SceneEnvironmentToStr()253 auto& customRender = modelPaintProperty->GetModelCustomRender().value(); in SceneCustomRenderToStr()264 if (modelPaintProperty->GetShaderPathValue().empty()) { in SceneShaderPathToStr()[all …]
63 …HandleTouchEvent(const TouchEventInfo& info, const RefPtr<ModelPaintProperty>& modelPaintProperty);65 void OnPaint3D(const RefPtr<ModelPaintProperty>& modelPaintProperty);85 void UpdateScene(const RefPtr<ModelPaintProperty>& modelPaintProperty);86 void UpdateEnviroment(const RefPtr<ModelPaintProperty>& modelPaintProperty);87 void UpdateCustomRender(const RefPtr<ModelPaintProperty>& modelPaintProperty);88 void UpdateShaderPath(const RefPtr<ModelPaintProperty>& modelPaintProperty);89 void UpdateImageTexturePaths(const RefPtr<ModelPaintProperty>& modelPaintProperty);90 void UpdateShaderInputBuffers(const RefPtr<ModelPaintProperty>& modelPaintProperty);