/third_party/wayland-ivi-extension/ivi-layermanagement-examples/EGLWLMockNavigation/src/ |
D | MockNavi.cpp | 37 , 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() 121 … vec3f 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 …]
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D | Car.cpp | 31 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()
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D | Street.cpp | 33 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()
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D | Ground.cpp | 32 Ground::Ground(vec3f position, vec3f size, vec4f color, ShaderBase* pShader) in Ground()
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D | Camera.cpp | 27 Camera::Camera(vec3f position, vec3f target, float viewportWidth, float viewportHeight) in Camera()
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D | Sky.cpp | 29 Sky::Sky(vec3f position, vec3f size, vec4f color, ShaderGradient* shader, float sunriseSpeed, float… in Sky()
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D | House.cpp | 35 House::House(vec3f position, vec3f size, vec4f houseColor, ShaderBase* pShader, TextureLoader* hous… in House()
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D | ShaderGradient.cpp | 49 void ShaderGradient::use(vec3f* position, vec4f* color) in use()
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D | ShaderLighting.cpp | 54 void ShaderLighting::use(vec3f* position, vec4f* color) in use()
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D | ShaderTexture.cpp | 53 void ShaderTexture::use(vec3f* position, GLuint textureID) in use()
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D | ShaderBase.cpp | 166 void ShaderBase::use(vec3f* position, vec4f* color) in use()
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/third_party/wayland-ivi-extension/ivi-layermanagement-examples/EGLWLMockNavigation/include/ |
D | Car.h | 33 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];
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D | Street.h | 34 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];
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D | House.h | 34 …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];
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D | Ground.h | 30 Ground(vec3f position, vec3f size, vec4f color, ShaderBase* pShader); 36 vec3f m_position; 37 vec3f m_size; 41 vec3f m_vertex[4];
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D | Sky.h | 32 …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];
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D | Camera.h | 28 Camera(vec3f position, vec3f target, float viewportWidth, float viewportHeight); 35 vec3f m_position; 36 vec3f m_target;
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D | ShaderGradient.h | 29 virtual void use(vec3f* position, vec4f* color);
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D | ShaderLighting.h | 29 virtual void use(vec3f* position, vec4f* color);
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D | ShaderTexture.h | 29 virtual void use(vec3f* position, GLuint textureID);
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D | ShaderBase.h | 32 virtual void use(vec3f* position, vec4f* color);
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D | vec.h | 117 typedef vec3<GLfloat> vec3f; typedef
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