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Searched refs:vec3f (Results 1 – 22 of 22) sorted by relevance

/third_party/wayland-ivi-extension/ivi-layermanagement-examples/EGLWLMockNavigation/src/
DMockNavi.cpp37 , m_camera(vec3f(-1.5 * CITY_GRID_SIZE, -0.1, 0.0), vec3f(0.0, 0.0, 0.0), config->surfaceWidth, con… in MockNavi()
104 vec3f skyPosition = vec3f(-1.0, -1.0, 1.0); in generateCity()
105 vec3f skySize = vec3f(2.0, 2.0, 0.0); in generateCity()
113 vec3f position = vec3f(0.0, -0.001, 0.0); in generateCity()
114 vec3f size = vec3f(CITY_GRID_SIZE * 3, 0.0, -CITY_GRID_SIZE * 2.0 * m_houseCount); in generateCity()
120 vec3f streetPosition = vec3f(0.6 * CITY_GRID_SIZE, 0.001, 0.0); in generateCity()
121vec3f streetSize = vec3f(CITY_GRID_SIZE * 0.6, 0.0, -CITY_GRID_SIZE * 2.0 * m_houseCount * 200.0); in generateCity()
135 vec3f streetPosition = vec3f(0.0, 0.0, 0.6 - z * CITY_GRID_SIZE); in generateCity()
136 vec3f streetSize = vec3f(CITY_GRID_SIZE * 3, 0.0, CITY_GRID_SIZE * 0.6); in generateCity()
148 vec3f carSize(0.2f, 0.2f, 0.3f); in generateCity()
[all …]
DCar.cpp31 Car::Car(vec3f position, vec3f size, vec4f color, ShaderBase* shader) in Car()
57 Car::Car(vec3f position, vec3f size, vec4f color, ShaderTexture* shader, TextureLoader* texture) in Car()
DStreet.cpp33 Street::Street(vec3f position, vec3f size, vec4f color, ShaderBase* shader) in Street()
65 Street::Street(vec3f position, vec3f size, vec4f color, ShaderTexture* shader, TextureLoader* stree… in Street()
DGround.cpp32 Ground::Ground(vec3f position, vec3f size, vec4f color, ShaderBase* pShader) in Ground()
DCamera.cpp27 Camera::Camera(vec3f position, vec3f target, float viewportWidth, float viewportHeight) in Camera()
DSky.cpp29 Sky::Sky(vec3f position, vec3f size, vec4f color, ShaderGradient* shader, float sunriseSpeed, float… in Sky()
DHouse.cpp35 House::House(vec3f position, vec3f size, vec4f houseColor, ShaderBase* pShader, TextureLoader* hous… in House()
DShaderGradient.cpp49 void ShaderGradient::use(vec3f* position, vec4f* color) in use()
DShaderLighting.cpp54 void ShaderLighting::use(vec3f* position, vec4f* color) in use()
DShaderTexture.cpp53 void ShaderTexture::use(vec3f* position, GLuint textureID) in use()
DShaderBase.cpp166 void ShaderBase::use(vec3f* position, vec4f* color) in use()
/third_party/wayland-ivi-extension/ivi-layermanagement-examples/EGLWLMockNavigation/include/
DCar.h33 Car(vec3f position, vec3f size, vec4f color, ShaderBase* shader);
34 Car(vec3f position, vec3f size, vec4f color, ShaderTexture* shader, TextureLoader* texture);
40 vec3f m_position;
41 vec3f m_size;
45 vec3f m_vertex[4];
DStreet.h34 Street(vec3f position, vec3f size, vec4f color, ShaderBase* shader);
35 …Street(vec3f position, vec3f size, vec4f color, ShaderTexture* shader, TextureLoader* texture, flo…
42 vec3f m_position;
43 vec3f m_size;
47 vec3f m_vertex[4];
DHouse.h34 …House(vec3f position, vec3f size, vec4f houseColor, ShaderBase* pShader, TextureLoader* houseTextu…
45 vec3f m_position;
46 vec3f m_size;
49 vec3f m_normals[6];
51 vec3f m_vertex[8];
DGround.h30 Ground(vec3f position, vec3f size, vec4f color, ShaderBase* pShader);
36 vec3f m_position;
37 vec3f m_size;
41 vec3f m_vertex[4];
DSky.h32 …Sky(vec3f position, vec3f size, vec4f color, ShaderGradient* shader, float sunriseSpeed = 0.02, fl…
39 vec3f m_position;
40 vec3f m_size;
45 vec3f m_vertex[4];
DCamera.h28 Camera(vec3f position, vec3f target, float viewportWidth, float viewportHeight);
35 vec3f m_position;
36 vec3f m_target;
DShaderGradient.h29 virtual void use(vec3f* position, vec4f* color);
DShaderLighting.h29 virtual void use(vec3f* position, vec4f* color);
DShaderTexture.h29 virtual void use(vec3f* position, GLuint textureID);
DShaderBase.h32 virtual void use(vec3f* position, vec4f* color);
Dvec.h117 typedef vec3<GLfloat> vec3f; typedef