/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/graphics/opengl/ |
H A D | gropengltnl.cpp | 588 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() [all …]
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H A D | gropengltnl.h | 69 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); [all …]
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H A D | gropengldraw.h | 40 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,
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H A D | gropengldraw.cpp | 605 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() [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/graphics/ |
H A D | 2d.h | 821 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, [all …]
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H A D | render.h | 217 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…
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H A D | render.cpp | 1140 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()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/ |
H A D | shield.cpp | 401 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() 405 …material_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()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/ |
H A D | beam.cpp | 1701 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()
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