예제 #1
0
void
av::gua::ResolvePassDescription::getBackgroundTextureBlendFactorCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->background_texture_blend_factor();
}
예제 #2
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void
av::gua::SSAAPassDescription::getFxaaThresholdMinCB(const SFFloat::GetValueEvent& event)
{
  *(event.getValuePtr()) = m_guaSSAAPassDescription->fxaa_threshold_min();
}
예제 #3
0
파일: Ray.cpp 프로젝트: flair2005/avango
void
av::gua::Ray::getTMaxCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaRay->t_max_;
}
예제 #4
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::getFallofCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.falloff(); }
예제 #5
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void
av::gua::SSAAPassDescription::getFxaaQualitySubpixCB(const SFFloat::GetValueEvent& event)
{
  *(event.getValuePtr()) = m_guaSSAAPassDescription->fxaa_quality_subpix();
}
예제 #6
0
void av::gua::TexturedQuadNode::getHeightCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.get_size()[1]; }
예제 #7
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::getShadowMaxDistanceCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.max_shadow_dist(); }
예제 #8
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void
av::gua::ResolvePassDescription::getHorizonFadeCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->horizon_fade();
}
예제 #9
0
void
av::gua::ResolvePassDescription::getSSAORadiusCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->ssao_radius();
}
예제 #10
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void
av::gua::ResolvePassDescription::getExposureCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->tone_mapping_exposure();
}
예제 #11
0
void
av::gua::ResolvePassDescription::getEnvironmentLightingTextureBlendFactorCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->environment_lighting_texture_blend_factor();
}
예제 #12
0
void
av::gua::ResolvePassDescription::getVignetteCoverageCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->vignette_coverage();
}
예제 #13
0
void
av::gua::ResolvePassDescription::getVignetteSoftnessCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->vignette_softness();
}
예제 #14
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void
av::gua::ResolvePassDescription::getFogEndCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->fog_end();
}
예제 #15
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void av::gua::SkyMapPassDescription::getLightBrightnessCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaSkyMapPassDescription->light_brightness(); }
예제 #16
0
void
av::gua::ResolvePassDescription::getSSAOIntensityCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->ssao_intensity();
}
예제 #17
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void av::gua::SkyMapPassDescription::getMieFactorCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaSkyMapPassDescription->mie_factor(); }
예제 #18
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void
av::gua::ResolvePassDescription::getSSAOFalloffCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->ssao_falloff();
}
예제 #19
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::getShadowOffsetCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.shadow_offset(); }
예제 #20
0
void
av::gua::ResolvePassDescription::getScreenSpaceShadowMaxRadiusPXCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->screen_space_shadow_max_radius_px();
}
예제 #21
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::getShadowFarClippingInSunDirectionCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.shadow_far_clipping_in_sun_direction(); }
예제 #22
0
void
av::gua::ResolvePassDescription::getScreenSpaceShadowIntensityCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaResolvePassDescription->screen_space_shadow_intensity();
}
예제 #23
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::getSoftnessCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.softness(); }
예제 #24
0
void
av::gua::CameraNode::getEyeDistanceCB(const SFFloat::GetValueEvent& event)
{
  *(event.getValuePtr()) = m_guaNode->config.eye_dist();
}
예제 #25
0
void
av::gua::SSAAPassDescription::getFxaaEdgeThresholdCB(const SFFloat::GetValueEvent& event)
{
  *(event.getValuePtr()) = m_guaSSAAPassDescription->fxaa_edge_threshold();
}
예제 #26
0
void
av::gua::CameraNode::getEyeOffsetCB(const SFFloat::GetValueEvent& event)
{
  *(event.getValuePtr()) = m_guaNode->config.eye_offset();
}
예제 #27
0
void
av::gua::Constraint::getBreakingImpulseThresholdCB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaConstraint->breaking_impulse_threshold();
}
예제 #28
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void
av::gua::CameraNode::getNearClipCB(const SFFloat::GetValueEvent& event)
{
  *(event.getValuePtr()) = m_guaNode->config.near_clip();
}
예제 #29
0
void av::gua::nurbs::NURBSNode::getPixelErrorToleranceCB(const SFFloat::GetValueEvent& event)
{
  *(event.getValuePtr()) = m_guaNURBSNode->max_tesselation_error();
}
예제 #30
0
void
av::gua::skelanim::SkeletalAnimationNode::getTime2CB(const SFFloat::GetValueEvent& event)
{
    *(event.getValuePtr()) = m_guaSkeletalAnimationNode->get_time_2();
}