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

/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/graphics/opengl/
H A Dgropengltnl.cpp588 opengl_tnl_set_model_material(material_info); in opengl_render_model_program()
734 vec4 clr = material_info->get_color(); in opengl_tnl_set_material()
759 gr_zbias(material_info->get_depth_bias()); in opengl_tnl_set_material()
814 material_info->get_color_scale(), in opengl_tnl_set_material()
816 material_info->get_clip_plane()); in opengl_tnl_set_material()
926 opengl_tnl_set_material(material_info, true); in opengl_tnl_set_material_particle()
1046 material_info->get_texture_type(), in opengl_tnl_set_material_decal()
1055 material_info->get_texture_type(), in opengl_tnl_set_material_decal()
1064 material_info->get_texture_type(), in opengl_tnl_set_material_decal()
1088 if (material_info->is_textured()) { in opengl_tnl_set_rocketui_material()
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H A Dgropengltnl.h69 void gr_opengl_render_model(model_material* material_info, indexed_vertex_source *vert_source, vert…
70 void opengl_render_model_program(model_material* material_info, indexed_vertex_source *vert_source,…
72 void opengl_tnl_set_material(material* material_info, bool set_base_map, bool set_clipping = true);
73 void opengl_tnl_set_material_distortion(distortion_material* material_info);
74 void opengl_tnl_set_material_particle(particle_material * material_info);
75 void opengl_tnl_set_material_movie(movie_material* material_info);
76 void opengl_tnl_set_material_batched(batched_bitmap_material * material_info);
77 void opengl_tnl_set_material_nanovg(nanovg_material * material_info);
78 void opengl_tnl_set_material_decal(decal_material * material_info);
79 void opengl_tnl_set_rocketui_material(interface_material* material_info);
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H A Dgropengldraw.h40 void gr_opengl_render_shield_impact(shield_material* material_info,
64 void gr_opengl_render_primitives(material* material_info,
71 void gr_opengl_render_primitives_particle(particle_material* material_info,
77 void gr_opengl_render_primitives_batched(batched_bitmap_material* material_info,
83 void gr_opengl_render_primitives_distortion(distortion_material* material_info,
89 void gr_opengl_render_movie(movie_material* material_info,
95 void gr_opengl_render_nanovg(nanovg_material* material_info,
101 void gr_opengl_render_decals(decal_material* material_info,
106 void gr_opengl_render_rocket_primitives(interface_material* material_info,
H A Dgropengldraw.cpp605 opengl_tnl_set_material(material_info, false); in gr_opengl_render_shield_impact()
607 float radius = material_info->get_impact_radius(); in gr_opengl_render_shield_impact()
622 …if (!gr_opengl_tcache_set(material_info->get_texture_map(TM_BASE_TYPE), material_info->get_texture… in gr_opengl_render_shield_impact()
772 opengl_tnl_set_material(material_info, true); in gr_opengl_render_primitives()
788 opengl_tnl_set_material_particle(material_info); in gr_opengl_render_primitives_particle()
804 opengl_tnl_set_material_distortion(material_info); in gr_opengl_render_primitives_distortion()
827 opengl_tnl_set_material_movie(material_info); in gr_opengl_render_movie()
843 opengl_tnl_set_material_nanovg(material_info); in gr_opengl_render_nanovg()
857 opengl_tnl_set_material_batched(material_info); in gr_opengl_render_primitives_batched()
872 opengl_tnl_set_rocketui_material(material_info); in gr_opengl_render_rocket_primitives()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/graphics/
H A D2d.h821 std::function<void(shield_material* material_info,
827 std::function<void(material* material_info,
835 std::function<void(particle_material* material_info,
842 std::function<void(distortion_material* material_info,
849 std::function<void(movie_material* material_info,
856 std::function<void(batched_bitmap_material* material_info,
863 std::function<void(nanovg_material* material_info,
870 std::function<void(decal_material* material_info,
1105 inline void gr_render_primitives(material* material_info,
1137 inline void gr_render_nanovg(nanovg_material* material_info,
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H A Drender.h217 void gr_render_primitives_immediate(material* material_info, primitive_type prim_type, vertex_layou…
228 void gr_render_primitives_2d_immediate(material* material_info, primitive_type prim_type, vertex_la…
H A Drender.cpp1140 void gr_render_primitives_immediate(material* material_info, in gr_render_primitives_immediate() argument
1148 …gr_render_primitives(material_info, prim_type, layout, 0, n_verts, gr_immediate_buffer_handle, off… in gr_render_primitives_immediate()
1151 void gr_render_primitives_2d_immediate(material* material_info, in gr_render_primitives_2d_immediate() argument
1160 gr_render_primitives_immediate(material_info, prim_type, layout, n_verts, data, size); in gr_render_primitives_2d_immediate()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/
H A Dshield.cpp401 shield_material material_info; in shield_render_decal() local
403 material_info.set_texture_map(TM_BASE_TYPE, bitmap_id); in shield_render_decal()
404 material_info.set_color(*clr); in shield_render_decal()
405material_info.set_blend_mode(bm_has_alpha_channel(bitmap_id) ? ALPHA_BLEND_ALPHA_BLEND_ALPHA : ALP… in shield_render_decal()
406 material_info.set_depth_mode(ZBUFFER_TYPE_READ); in shield_render_decal()
407 material_info.set_impact_radius(hit_radius); in shield_render_decal()
408 material_info.set_impact_transform(*hit_orient, *hit_pos); in shield_render_decal()
409 material_info.set_cull_mode(false); in shield_render_decal()
411 …gr_render_shield_impact(&material_info, PRIM_TYPE_TRIS, &pm->shield.layout, pm->shield.buffer_id, … in shield_render_decal()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/
H A Dbeam.cpp1701 material material_info; in beam_render_muzzle_glow() local
1702 …material_set_unlit_emissive(&material_info, bwi->beam_glow.first_frame + framenum, alpha * pct, 2.… in beam_render_muzzle_glow()
1703 g3_render_primitives_textured(&material_info, h1, 4, PRIM_TYPE_TRIFAN, false); in beam_render_muzzle_glow()