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Searched refs:currSubmesh (Results 1 – 4 of 4) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/
H A Drender_data_store_default_material.cpp518 auto& currSubmesh = submeshes_.back(); in AddSubmesh() local
519 if (currSubmesh.meshIndex >= static_cast<uint32_t>(meshData_.size())) { in AddSubmesh()
520 CORE_LOG_W("invalid mesh index (%u) given", currSubmesh.meshIndex); in AddSubmesh()
521 currSubmesh.meshIndex = 0; in AddSubmesh()
523 if ((currSubmesh.submeshFlags & RenderSubmeshFlagBits::RENDER_SUBMESH_SKIN_BIT) && in AddSubmesh()
525 CORE_LOG_W("invalid skin joint index (%u) given", currSubmesh.skinJointIndex); in AddSubmesh()
526 currSubmesh.skinJointIndex = RenderSceneDataConstants::INVALID_INDEX; in AddSubmesh()
529 if (currSubmesh.materialIndex >= static_cast<uint32_t>(materialAllUniforms_.size())) { in AddSubmesh()
531 currSubmesh.materialIndex = AddMaterialData({}, {}, {}, {}); in AddSubmesh()
557 uint32_t renderSortHash = currSubmesh.materialIndex; in AddSubmesh()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_material_render_slot.cpp164 void UpdateCurrentMaterialHandles(const RenderSubmesh& currSubmesh, in UpdateCurrentMaterialHandles() argument
314 const auto& currSubmesh = submeshes[submeshIndex]; in RenderSubmeshes() local
320 if (((camLayerMask & currSubmesh.layerMask) == 0) || in RenderSubmeshes()
378 currMaterialIndex = currSubmesh.materialIndex; in RenderSubmeshes()
393 if (currSubmesh.vertexBufferCount > 0) { in RenderSubmeshes()
396 vbs[vbIdx] = ConvertVertexBuffer(currSubmesh.vertexBuffers[vbIdx]); in RenderSubmeshes()
398 cmdList.BindVertexBuffers({ vbs, currSubmesh.vertexBufferCount }); in RenderSubmeshes()
400 const auto& dc = currSubmesh.drawCommand; in RenderSubmeshes()
401 const RenderVertexBuffer& iArgs = currSubmesh.indirectArgsBuffer; in RenderSubmeshes()
403 if (currSubmesh.indexBuffer.byteSize > 0U) { in RenderSubmeshes()
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H A Drender_node_default_depth_render_slot.cpp184 const auto& currSubmesh = submeshes[submeshIndex]; in RenderSubmeshes() local
189 if (((camLayerMask & currSubmesh.layerMask) == 0) || in RenderSubmeshes()
219 const uint32_t currMeshMatrixOffset = currSubmesh.meshIndex * UBO_BIND_OFFSET_ALIGNMENT; in RenderSubmeshes()
232 if (currSubmesh.vertexBufferCount > 0) { in RenderSubmeshes()
234 for (uint32_t vbIdx = 0; vbIdx < currSubmesh.vertexBufferCount; ++vbIdx) { in RenderSubmeshes()
235 vbs[vbIdx] = ConvertVertexBuffer(currSubmesh.vertexBuffers[vbIdx]); in RenderSubmeshes()
237 cmdList.BindVertexBuffers({ vbs, currSubmesh.vertexBufferCount }); in RenderSubmeshes()
239 const auto& dc = currSubmesh.drawCommand; in RenderSubmeshes()
240 const RenderVertexBuffer& iArgs = currSubmesh.indirectArgsBuffer; in RenderSubmeshes()
242 if (currSubmesh.indexBuffer.byteSize > 0U) { in RenderSubmeshes()
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H A Drender_node_default_shadow_render_slot.cpp325 const auto& currSubmesh = submeshes[submeshIndex]; in RenderSubmeshes() local
328 if ((camLayerMask & currSubmesh.layerMask) == 0) { in RenderSubmeshes()
358 if (currSubmesh.submeshFlags & RenderSubmeshFlagBits::RENDER_SUBMESH_SKIN_BIT) { in RenderSubmeshes()
369 if (currSubmesh.vertexBufferCount > 0) { in RenderSubmeshes()
371 for (uint32_t vbIdx = 0; vbIdx < currSubmesh.vertexBufferCount; ++vbIdx) { in RenderSubmeshes()
372 vbs[vbIdx] = ConvertVertexBuffer(currSubmesh.vertexBuffers[vbIdx]); in RenderSubmeshes()
374 cmdList.BindVertexBuffers({ vbs, currSubmesh.vertexBufferCount }); in RenderSubmeshes()
376 const auto& dc = currSubmesh.drawCommand; in RenderSubmeshes()
377 const RenderVertexBuffer& iArgs = currSubmesh.indirectArgsBuffer; in RenderSubmeshes()
379 if (currSubmesh.indexBuffer.byteSize > 0U) { in RenderSubmeshes()
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