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Searched refs:lightPos (Results 1 – 11 of 11) sorted by relevance

/frameworks/base/libs/hwui/pipeline/skia/
DReorderBarrierDrawables.cpp195 const Vector3 lightPos = LightingInfo::getLightCenter(); in drawShadow() local
196 SkPoint3 skiaLightPos = SkPoint3::Make(lightPos.x, lightPos.y, lightPos.z); in drawShadow()
/frameworks/av/media/libstagefright/renderfright/include/renderengine/
DLayerSettings.h116 vec3 lightPos = vec3(); member
181 lhs.lightPos == rhs.lightPos && lhs.lightRadius == rhs.lightRadius &&
233 *os << "\n .lightPos = " << settings.lightPos; in PrintTo()
/frameworks/native/libs/renderengine/include/renderengine/
DLayerSettings.h121 vec3 lightPos = vec3(); member
200 lhs.spotColor == rhs.spotColor && lhs.lightPos == rhs.lightPos &&
267 *os << "\n .lightPos = " << settings.lightPos; in PrintTo()
/frameworks/native/libs/renderengine/skia/
DCache.cpp76 .lightPos = vec3(500.f, -1500.f, 1500.f), in drawShadowLayers()
DSkiaGLRenderEngine.cpp1279 getSkPoint3(settings.lightPos), settings.lightRadius, in drawShadow()
/frameworks/native/services/surfaceflinger/
DLayer.cpp1957 state.lightPos.x = (layerStackRect.width() / 2.f) - mScreenBounds.left; in prepareShadowClientComposition()
1958 state.lightPos.y -= mScreenBounds.top; in prepareShadowClientComposition()
DSurfaceFlinger.cpp6678 mCurrentState.globalShadowSettings.lightPos.y = lightPosY; in setGlobalShadowSettings()
6679 mCurrentState.globalShadowSettings.lightPos.z = lightPosZ; in setGlobalShadowSettings()
6683 mCurrentState.globalShadowSettings.lightPos.x = 0.f; in setGlobalShadowSettings()
/frameworks/av/media/libstagefright/renderfright/tests/
DRenderEngineTest.cpp235 shadow.lightPos = vec3(casterPos.x, casterPos.y, 0); in getShadowSettings()
/frameworks/native/libs/renderengine/gl/
DGLESRenderEngine.cpp1834 settings.spotColor, settings.lightPos, in handleShadow()
/frameworks/av/media/libstagefright/renderfright/gl/
DGLESRenderEngine.cpp1740 settings.spotColor, settings.lightPos, in handleShadow()
/frameworks/native/libs/renderengine/tests/
DRenderEngineTest.cpp401 shadow.lightPos = vec3(casterPos.x, casterPos.y, 0); in getShadowSettings()