Lines Matching refs:Vec2
51 using tcu::Vec2;
67 Vec2 p0;
68 Vec2 p1;
69 Vec2 p2;
70 Vec2 p3;
72 …QuadCorners(const Vec2& p0_, const Vec2& p1_, const Vec2& p2_, const Vec2& p3_) : p0(p0_), p1(p1_)… in QuadCorners()
213 …void renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c0, const Ve…
214 void renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& color) const;
215 …void renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4&…
216 …void renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4&…
217 void renderLine (const Vec2& p0, const Vec2& p1, const Vec4& color) const;
347 void MultisampleCase::renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c… in renderTriangle()
355 void MultisampleCase::renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c… in renderTriangle()
360 void MultisampleCase::renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, c… in renderQuad()
366 void MultisampleCase::renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, c… in renderQuad()
371 void MultisampleCase::renderLine (const Vec2& p0, const Vec2& p1, const Vec4& color) const in renderLine()
685 renderTriangle(Vec2(0.0f, 0.0f), in renderPattern()
686 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in renderPattern()
687 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in renderPattern()
720 renderLine(Vec2(0.0f, 0.0f), Vec2(deFloatCos(angle)*0.95f, deFloatSin(angle)*0.95f), Vec4(1.0f)); in renderPattern()
840 Vec2 corners[4] = in iterate()
842 0.5f * quadDiagLen * Vec2( angleCos, angleSin), in iterate()
843 0.5f * quadDiagLen * Vec2(-angleSin, angleCos), in iterate()
844 0.5f * quadDiagLen * Vec2(-angleCos, -angleSin), in iterate()
845 0.5f * quadDiagLen * Vec2( angleSin, -angleCos) in iterate()
856 …Vec2 center = (2.0f-quadDiagLen) * Vec2((float)(quadNdx%3), (float)(quadNdx/3)) / 2.0f - 0.5f*(2.0… in iterate()
916 Vec2 corners[4] = in iterate()
918 0.5f * quadDiagLen * Vec2( angleCos, angleSin), in iterate()
919 0.5f * quadDiagLen * Vec2(-angleSin, angleCos), in iterate()
920 0.5f * quadDiagLen * Vec2(-angleCos, -angleSin), in iterate()
921 0.5f * quadDiagLen * Vec2( angleSin, -angleCos) in iterate()
956 Vec2 corners[4] = in iterate()
958 Vec2( 1.0f, 1.0f), in iterate()
959 Vec2(-1.0f, 1.0f), in iterate()
960 Vec2(-1.0f, -1.0f), in iterate()
961 Vec2( 1.0f, -1.0f) in iterate()
1155 renderTriangle(Vec2(0.0f, 0.0f), in iterate()
1156 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in iterate()
1157 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in iterate()
1193 renderQuad(Vec2(-1.0f, -1.0f), in iterate()
1194 Vec2( 1.0f, -1.0f), in iterate()
1195 Vec2(-1.0f, 1.0f), in iterate()
1196 Vec2( 1.0f, 1.0f), in iterate()
1308 const Vec2 pt0 (-1.0f, -1.0f); in iterate()
1309 const Vec2 pt1 ( 1.0f, -1.0f); in iterate()
1310 const Vec2 pt2 (-1.0f, 1.0f); in iterate()
1311 const Vec2 pt3 ( 1.0f, 1.0f); in iterate()
1492 …renderQuad(Vec2(x0, y0), Vec2(x1, y0), Vec2(x0, y1), Vec2(x1, y1), baseGreen + alpha0, baseGreen +… in iterate()
1493 …renderQuad(Vec2(x0, y0), Vec2(x1, y0), Vec2(x0, y1), Vec2(x1, y1), baseRed + alpha0, baseRed + alp… in iterate()
1561 renderTriangle(Vec2(0.0f, 0.0f), in drawPattern()
1562 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in drawPattern()
1563 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in drawPattern()