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/external/skia/platform_tools/android/apps/arcore/src/main/cpp/
Dhello_ar_application.h54 SkMatrix SkiaRenderer(const glm::mat4 &proj, const glm::mat4 &view, const glm::mat4 &model);
93 … void UpdateMatrixMaps(ArAnchor* anchorKey, glm::mat4 aaMat, glm::mat4 caMat, glm::mat4 snapMat);
95 …void SetModelMatrices(glm::mat4& aaMat, glm::mat4& caMat, glm::mat4& snapMat, const glm::mat4& pla…
97 …void SetCameraAlignedMatrix(glm::mat4& caMat, glm::vec3 hitPos, glm::mat4& planeModel, const glm::
103 glm::mat4
104 ComputeCameraAlignedMatrix(ArPlane *arPlane, glm::mat4 planeModel, glm::mat4 initRotation,
Dhello_ar_application.cc245 glm::mat4 view_mat; in OnDrawFrame()
246 glm::mat4 projection_mat; in OnDrawFrame()
662 glm::mat4 matrix = util::SkMatToGlmMat( in OnTouchTranslate()
731 glm::mat4 backToOrigin(1); in OnTouchTranslate()
733 glm::mat4 backToPlane(1); in OnTouchTranslate()
748 glm::mat4 translate(1); in OnTouchTranslate()
819 …rApplication::UpdateMatrixMaps(ArAnchor* anchorKey, glm::mat4 aaMat, glm::mat4 caMat, glm::mat4 sn… in UpdateMatrixMaps()
825 void SetSkiaInitialRotation(glm::mat4& initRotation) { in SetSkiaInitialRotation()
829 void SetSkiaObjectAxes(glm::vec3& x, glm::vec3& y, glm::vec3& z, glm::mat4 transform) { in SetSkiaObjectAxes()
835 …void SetCameraAlignedRotation(glm::mat4& rotateTowardsCamera, float& rotationDirection, const glm:… in SetCameraAlignedRotation()
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Dutil.h101 …void GetTransformMatrixFromPose(ArSession *ar_session, const ArPose *ar_pose, glm::mat4 *out_model…
112 glm::mat4 GetCameraRotationMatrix(float cameraOutRaw[]);
115 …void GetCameraInfo(ArSession* arSession, ArFrame* arFrame, glm::vec3& cameraPos, glm::mat4& camera…
118 SkMatrix44 GlmMatToSkMat(const glm::mat4 m);
119 glm::mat4 SkMatToGlmMat(const SkMatrix44 m);
126 void LogGlmMat(glm::mat4 m, char *type);
Dplane_renderer.h46 void Draw(const glm::mat4 &projection_mat, const glm::mat4 &view_mat,
55 glm::mat4 model_mat_ = glm::mat4(1.0f);
/external/skqp/platform_tools/android/apps/arcore/src/main/cpp/
Dhello_ar_application.h54 SkMatrix SkiaRenderer(const glm::mat4 &proj, const glm::mat4 &view, const glm::mat4 &model);
93 … void UpdateMatrixMaps(ArAnchor* anchorKey, glm::mat4 aaMat, glm::mat4 caMat, glm::mat4 snapMat);
95 …void SetModelMatrices(glm::mat4& aaMat, glm::mat4& caMat, glm::mat4& snapMat, const glm::mat4& pla…
97 …void SetCameraAlignedMatrix(glm::mat4& caMat, glm::vec3 hitPos, glm::mat4& planeModel, const glm::
103 glm::mat4
104 ComputeCameraAlignedMatrix(ArPlane *arPlane, glm::mat4 planeModel, glm::mat4 initRotation,
Dhello_ar_application.cc245 glm::mat4 view_mat; in OnDrawFrame()
246 glm::mat4 projection_mat; in OnDrawFrame()
662 glm::mat4 matrix = util::SkMatToGlmMat( in OnTouchTranslate()
731 glm::mat4 backToOrigin(1); in OnTouchTranslate()
733 glm::mat4 backToPlane(1); in OnTouchTranslate()
748 glm::mat4 translate(1); in OnTouchTranslate()
819 …rApplication::UpdateMatrixMaps(ArAnchor* anchorKey, glm::mat4 aaMat, glm::mat4 caMat, glm::mat4 sn… in UpdateMatrixMaps()
825 void SetSkiaInitialRotation(glm::mat4& initRotation) { in SetSkiaInitialRotation()
829 void SetSkiaObjectAxes(glm::vec3& x, glm::vec3& y, glm::vec3& z, glm::mat4 transform) { in SetSkiaObjectAxes()
835 …void SetCameraAlignedRotation(glm::mat4& rotateTowardsCamera, float& rotationDirection, const glm:… in SetCameraAlignedRotation()
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Dutil.h101 …void GetTransformMatrixFromPose(ArSession *ar_session, const ArPose *ar_pose, glm::mat4 *out_model…
112 glm::mat4 GetCameraRotationMatrix(float cameraOutRaw[]);
115 …void GetCameraInfo(ArSession* arSession, ArFrame* arFrame, glm::vec3& cameraPos, glm::mat4& camera…
118 SkMatrix44 GlmMatToSkMat(const glm::mat4 m);
119 glm::mat4 SkMatToGlmMat(const SkMatrix44 m);
126 void LogGlmMat(glm::mat4 m, char *type);
Dplane_renderer.h46 void Draw(const glm::mat4 &projection_mat, const glm::mat4 &view_mat,
55 glm::mat4 model_mat_ = glm::mat4(1.0f);
Dutil.cc167 glm::mat4 *out_model_mat) { in GetTransformMatrixFromPose()
204 glm::mat4 GetCameraRotationMatrix(float cameraOutRaw[]) { in GetCameraRotationMatrix()
205 glm::mat4 cameraRotation(1); in GetCameraRotationMatrix()
215 …void GetCameraInfo(ArSession* arSession, ArFrame* arFrame, glm::vec3& cameraPos, glm::mat4& camera… in GetCameraInfo()
238 SkMatrix44 GlmMatToSkMat(const glm::mat4 m) { in GlmMatToSkMat()
248 glm::mat4 SkMatToGlmMat(const SkMatrix44 m) { in SkMatToGlmMat()
249 glm::mat4 glmMat(1); in SkMatToGlmMat()
270 void LogGlmMat(glm::mat4 m, char *type) { in LogGlmMat()
/external/eigen/unsupported/test/
Dcxx11_tensor_map.cpp89 TensorMap<Tensor<const int, 2, RowMajor> > mat4(mat2.data(), 2, 3); in test_2d() local
96 VERIFY_IS_EQUAL(mat4.rank(), 2); in test_2d()
97 VERIFY_IS_EQUAL(mat4.size(), 6); in test_2d()
98 VERIFY_IS_EQUAL(mat4.dimension(0), 2); in test_2d()
99 VERIFY_IS_EQUAL(mat4.dimension(1), 3); in test_2d()
108 VERIFY_IS_EQUAL(mat4(0,0), 0); in test_2d()
109 VERIFY_IS_EQUAL(mat4(0,1), 1); in test_2d()
110 VERIFY_IS_EQUAL(mat4(0,2), 2); in test_2d()
111 VERIFY_IS_EQUAL(mat4(1,0), 3); in test_2d()
112 VERIFY_IS_EQUAL(mat4(1,1), 4); in test_2d()
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Dcxx11_tensor_contraction.cpp30 Tensor<float, 2, DataLayout> mat4(3,3); in test_evals() local
31 mat4.setZero(); in test_evals()
35 eval.evalTo(mat4.data()); in test_evals()
40 VERIFY_IS_APPROX(mat4(0,0), mat1(0,0)*mat2(0,0) + mat1(1,0)*mat2(1,0)); in test_evals()
41 VERIFY_IS_APPROX(mat4(0,1), mat1(0,0)*mat2(0,1) + mat1(1,0)*mat2(1,1)); in test_evals()
42 VERIFY_IS_APPROX(mat4(0,2), mat1(0,0)*mat2(0,2) + mat1(1,0)*mat2(1,2)); in test_evals()
43 VERIFY_IS_APPROX(mat4(1,0), mat1(0,1)*mat2(0,0) + mat1(1,1)*mat2(1,0)); in test_evals()
44 VERIFY_IS_APPROX(mat4(1,1), mat1(0,1)*mat2(0,1) + mat1(1,1)*mat2(1,1)); in test_evals()
45 VERIFY_IS_APPROX(mat4(1,2), mat1(0,1)*mat2(0,2) + mat1(1,1)*mat2(1,2)); in test_evals()
46 VERIFY_IS_APPROX(mat4(2,0), mat1(0,2)*mat2(0,0) + mat1(1,2)*mat2(1,0)); in test_evals()
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Dcxx11_tensor_fixed_size.cpp157 TensorFixedSize<float, Sizes<2, 3>, RowMajor> mat4; in test_2d() local
159 mat4 = mat2.abs(); in test_2d()
172 VERIFY_IS_APPROX(mat4(0,0), 0.0f); in test_2d()
173 VERIFY_IS_APPROX(mat4(0,1), 1.0f); in test_2d()
174 VERIFY_IS_APPROX(mat4(0,2), 2.0f); in test_2d()
175 VERIFY_IS_APPROX(mat4(1,0), 3.0f); in test_2d()
176 VERIFY_IS_APPROX(mat4(1,1), 4.0f); in test_2d()
177 VERIFY_IS_APPROX(mat4(1,2), 5.0f); in test_2d()
204 TensorFixedSize<float, Sizes<2, 3, 7>, RowMajor> mat4; in test_3d() local
205 mat4 = mat2.sqrt(); in test_3d()
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Dcxx11_tensor_assign.cpp96 TensorMap<Tensor<int, 2, RowMajor> > mat4(col_major, 2, 3); in test_2d() local
99 mat4 = mat2; in test_2d()
108 VERIFY_IS_EQUAL(mat4(0,0), 0); in test_2d()
109 VERIFY_IS_EQUAL(mat4(0,1), 1); in test_2d()
110 VERIFY_IS_EQUAL(mat4(0,2), 2); in test_2d()
111 VERIFY_IS_EQUAL(mat4(1,0), 3); in test_2d()
112 VERIFY_IS_EQUAL(mat4(1,1), 4); in test_2d()
113 VERIFY_IS_EQUAL(mat4(1,2), 5); in test_2d()
118 mat2 = mat4; in test_2d()
156 TensorMap<Tensor<int, 3, RowMajor> > mat4(row_major, 2, 3, 7); in test_3d() local
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Dcxx11_tensor_expr.cpp91 Tensor<float, 2, RowMajor> mat4(2,3); in test_2d() local
93 mat4 = mat2.abs(); in test_2d()
102 VERIFY_IS_APPROX(mat4(0,0), 0.0f); in test_2d()
103 VERIFY_IS_APPROX(mat4(0,1), 1.0f); in test_2d()
104 VERIFY_IS_APPROX(mat4(0,2), 2.0f); in test_2d()
105 VERIFY_IS_APPROX(mat4(1,0), 3.0f); in test_2d()
106 VERIFY_IS_APPROX(mat4(1,1), 4.0f); in test_2d()
107 VERIFY_IS_APPROX(mat4(1,2), 5.0f); in test_2d()
128 Tensor<float, 3, RowMajor> mat4(2,3,7); in test_3d() local
129 mat4 = mat2 * 3.14f; in test_3d()
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/external/deqp-deps/glslang/Test/baseResults/
Dhlsl.scalar2matrix.frag.out72 0:16 'mat4' ( temp 4X4 matrix of float)
91 0:17 'mat4' ( temp 4X4 matrix of float)
110 0:18 'mat4' ( temp 4X4 matrix of float)
129 0:20 'mat4' ( temp 4X4 matrix of float)
133 0:21 'mat4' ( temp 4X4 matrix of float)
137 0:22 'mat4' ( temp 4X4 matrix of float)
141 0:23 'mat4' ( temp 4X4 matrix of float)
175 0:27 'mat4' ( temp 4X4 matrix of float)
261 0:16 'mat4' ( temp 4X4 matrix of float)
280 0:17 'mat4' ( temp 4X4 matrix of float)
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/external/deqp-deps/glslang/Test/
Dhlsl.scalar2matrix.frag15 float4x4 mat4;
16 mat4 = 0.75;
17 mat4 = float4x4(4, 4.1, 4.2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
18 mat4 = (float4x4)0.5;
20 mat4 *= 0.75;
21 mat4 += 0.75;
22 mat4 -= 0.5;
23 mat4 /= 2.0;
27 return mat1c[0] + mat3c[0] + mat1[1] + mat4[2];
Dmatrix.frag7 uniform mat4 m, n;
13 uniform mat4 um43;
14 uniform mat4 un34;
39 m34 += mat4(v.x);
40 m34 += mat4(u, u.x, u, u.x, u, u.x, u.x);
42 mat4 m34 = mat4(v.x*u.x, v.x*u.y, v.x*u.z, v.x*u.w,
46 m34 += mat4(v.x);
47 m34 += mat4(u, u.x, u, u.x, u, u.x, u.x);
D120.frag76 mat4 m;
143 mat4 r4 = matrixCompMult(m44, m44);
160 mat4 m4b1 = mat4(v2, v3); // ERROR, not enough
161 mat4 m4b2 = mat4(v2, v3, v3, v3, v3, v2, v2); // ERROR, too much
162 mat4 m4g = mat4(v2, v3, v3, v3, v3, v3);
163 mat4 m4 = mat4(v2, v3, v3, v3, v3, v2);
168 mat4 m4c = mat4(m32);
Dspv.140.frag13 layout(row_major) mat4 matra[4];
14 layout(column_major) mat4 matca[4];
15 layout(row_major) mat4 matr;
16 layout(column_major) mat4 matc;
17 layout(align=512, offset=1024) mat4 matrdef;
Dspv.matrix2.frag5 in mat4 m, n;
11 in mat4 um4;
30 mat4 m44 = mat4(un34);
46 mat4 inv4 = inverse(um4);
Dmatrix2.frag5 uniform mat4 m, n;
11 uniform mat4 um4;
30 mat4 m44 = mat4(un34);
46 mat4 inv4 = inverse(um4);
D300layout.vert12 layout(shared, column_major) uniform mat4 badm4; // ERROR
16 mat4 M1; // row_major
17 layout(column_major) mat4 M2; // column major
28 mat4 t2m;
32 mat4 M3; // column_major
33 layout(row_major) mat4 M4; // row major
Dspv.300layoutp.vert13 mat4 M1; // row_major
14 layout(column_major) mat4 M2; // column major
21 mat4 t2m;
25 mat4 M3; // column_major
26 layout(row_major) mat4 M4; // row major
Dspv.300layout.vert13 mat4 M1; // row_major
14 layout(column_major) mat4 M2; // column major
21 mat4 t2m;
25 mat4 M3; // column_major
26 layout(row_major) mat4 M4; // row major
Dspv.simpleMat.vert3 varying mat4 mvp;
7 in mat4 arraym[3];
11 //out mat4 mout[2];

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