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Lines Matching refs:Vec2

50 using tcu::Vec2;
65 Vec2 p0;
66 Vec2 p1;
67 Vec2 p2;
68 Vec2 p3;
70 …QuadCorners(const Vec2& p0_, const Vec2& p1_, const Vec2& p2_, const Vec2& p3_) : p0(p0_), p1(p1_)… in QuadCorners()
189 …void renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c0, const Ve…
190 void renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& color) const;
191 …void renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4&…
192 …void renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4&…
193 void renderLine (const Vec2& p0, const Vec2& p1, const Vec4& color) const;
258 void MultisampleCase::renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c… in renderTriangle()
266 void MultisampleCase::renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c… in renderTriangle()
271 void MultisampleCase::renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, c… in renderQuad()
277 void MultisampleCase::renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, c… in renderQuad()
282 void MultisampleCase::renderLine (const Vec2& p0, const Vec2& p1, const Vec4& color) const in renderLine()
517 renderTriangle(Vec2(0.0f, 0.0f), in renderPattern()
518 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in renderPattern()
519 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in renderPattern()
552 renderLine(Vec2(0.0f, 0.0f), Vec2(deFloatCos(angle)*0.95f, deFloatSin(angle)*0.95f), Vec4(1.0f)); in renderPattern()
678 Vec2 corners[4] = in iterate()
680 0.5f * quadDiagLen * Vec2( angleCos, angleSin), in iterate()
681 0.5f * quadDiagLen * Vec2(-angleSin, angleCos), in iterate()
682 0.5f * quadDiagLen * Vec2(-angleCos, -angleSin), in iterate()
683 0.5f * quadDiagLen * Vec2( angleSin, -angleCos) in iterate()
694Vec2 center = (2.0f-quadDiagLen) * Vec2((float)(quadNdx%3), (float)(quadNdx/3)) / 2.0f - 0.5f*(2.0… in iterate()
754 Vec2 corners[4] = in iterate()
756 0.5f * quadDiagLen * Vec2( angleCos, angleSin), in iterate()
757 0.5f * quadDiagLen * Vec2(-angleSin, angleCos), in iterate()
758 0.5f * quadDiagLen * Vec2(-angleCos, -angleSin), in iterate()
759 0.5f * quadDiagLen * Vec2( angleSin, -angleCos) in iterate()
794 Vec2 corners[4] = in iterate()
796 Vec2( 1.0f, 1.0f), in iterate()
797 Vec2(-1.0f, 1.0f), in iterate()
798 Vec2(-1.0f, -1.0f), in iterate()
799 Vec2( 1.0f, -1.0f) in iterate()
996 renderTriangle(Vec2(0.0f, 0.0f), in iterate()
997 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in iterate()
998 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in iterate()
1034 renderQuad(Vec2(-1.0f, -1.0f), in iterate()
1035 Vec2( 1.0f, -1.0f), in iterate()
1036 Vec2(-1.0f, 1.0f), in iterate()
1037 Vec2( 1.0f, 1.0f), in iterate()
1152 const Vec2 pt0 (-1.0f, -1.0f); in iterate()
1153 const Vec2 pt1 ( 1.0f, -1.0f); in iterate()
1154 const Vec2 pt2 (-1.0f, 1.0f); in iterate()
1155 const Vec2 pt3 ( 1.0f, 1.0f); in iterate()
1339 …renderQuad(Vec2(x0, y0), Vec2(x1, y0), Vec2(x0, y1), Vec2(x1, y1), baseGreen + alpha0, baseGreen +… in iterate()
1340 …renderQuad(Vec2(x0, y0), Vec2(x1, y0), Vec2(x0, y1), Vec2(x1, y1), baseRed + alpha0, baseRed + alp… in iterate()
1411 renderTriangle(Vec2(0.0f, 0.0f), in drawPattern()
1412 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in drawPattern()
1413 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in drawPattern()