Home
last modified time | relevance | path

Searched refs:vec3 (Results 1 – 25 of 35) sorted by relevance

12

/frameworks/native/libs/renderengine/gl/
DGLSkiaShadowPort.cpp232 Mesh::VertexArray<vec3>& shadowParams) { in fillInCircleVerts()
251 shadowParams[vertexCount] = vec3(-octOffset, -1, distanceCorrection); in fillInCircleVerts()
256 shadowParams[vertexCount] = vec3(octOffset, -1, distanceCorrection); in fillInCircleVerts()
261 shadowParams[vertexCount] = vec3(1, -octOffset, distanceCorrection); in fillInCircleVerts()
266 shadowParams[vertexCount] = vec3(1, octOffset, distanceCorrection); in fillInCircleVerts()
271 shadowParams[vertexCount] = vec3(octOffset, 1, distanceCorrection); in fillInCircleVerts()
276 shadowParams[vertexCount] = vec3(-octOffset, 1, distanceCorrection); in fillInCircleVerts()
281 shadowParams[vertexCount] = vec3(-1, octOffset, distanceCorrection); in fillInCircleVerts()
286 shadowParams[vertexCount] = vec3(-1, -octOffset, distanceCorrection); in fillInCircleVerts()
299 shadowParams[vertexCount] = vec3(-s * innerRadius, -c * innerRadius, distanceCorrection); in fillInCircleVerts()
[all …]
DGLShadowVertexGenerator.cpp33 const vec4& spotColor, const vec3& lightPosition, in GLShadowVertexGenerator()
71 Mesh::VertexArray<vec3>& params) const { in fillVertices()
80 Mesh::VertexArray<vec3>(params, mAmbientShadowVertexCount)); in fillVertices()
DGLShadowVertexGenerator.h42 const vec4& spotColor, const vec3& lightPosition, float lightRadius);
48 Mesh::VertexArray<vec3>& params) const;
DGLSkiaShadowPort.h62 const vec3& lightPosition, float lightRadius);
75 Mesh::VertexArray<vec3> shadowParams);
/frameworks/av/media/libstagefright/renderfright/gl/
DGLSkiaShadowPort.cpp232 Mesh::VertexArray<vec3>& shadowParams) { in fillInCircleVerts()
251 shadowParams[vertexCount] = vec3(-octOffset, -1, distanceCorrection); in fillInCircleVerts()
256 shadowParams[vertexCount] = vec3(octOffset, -1, distanceCorrection); in fillInCircleVerts()
261 shadowParams[vertexCount] = vec3(1, -octOffset, distanceCorrection); in fillInCircleVerts()
266 shadowParams[vertexCount] = vec3(1, octOffset, distanceCorrection); in fillInCircleVerts()
271 shadowParams[vertexCount] = vec3(octOffset, 1, distanceCorrection); in fillInCircleVerts()
276 shadowParams[vertexCount] = vec3(-octOffset, 1, distanceCorrection); in fillInCircleVerts()
281 shadowParams[vertexCount] = vec3(-1, octOffset, distanceCorrection); in fillInCircleVerts()
286 shadowParams[vertexCount] = vec3(-1, -octOffset, distanceCorrection); in fillInCircleVerts()
299 shadowParams[vertexCount] = vec3(-s * innerRadius, -c * innerRadius, distanceCorrection); in fillInCircleVerts()
[all …]
DGLShadowVertexGenerator.cpp33 const vec4& spotColor, const vec3& lightPosition, in GLShadowVertexGenerator()
71 Mesh::VertexArray<vec3>& params) const { in fillVertices()
80 Mesh::VertexArray<vec3>(params, mAmbientShadowVertexCount)); in fillVertices()
DGLShadowVertexGenerator.h42 const vec4& spotColor, const vec3& lightPosition, float lightRadius);
48 Mesh::VertexArray<vec3>& params) const;
DGLSkiaShadowPort.h62 const vec3& lightPosition, float lightRadius);
75 Mesh::VertexArray<vec3> shadowParams);
/frameworks/native/libs/math/tests/
Dvec_test.cpp33 vec3& v3(v4.xyz); in TEST_F()
36 EXPECT_EQ(sizeof(vec3), sizeof(float)*3); in TEST_F()
72 vec4 v5(vec3(v2.xy, 42), 24); in TEST_F()
106 v0.xyz = vec3(1, 2, 3); in TEST_F()
238 vec3 east(1, 0, 0); in TEST_F()
239 vec3 north(0, 1, 0); in TEST_F()
240 vec3 up(cross(east, north)); in TEST_F()
241 EXPECT_EQ(up, vec3(0, 0, 1)); in TEST_F()
246 vec3 v0(1, 2, 3); in TEST_F()
247 vec3 vn(normalize(v0)); in TEST_F()
[all …]
Dmat_test.cpp202 mat3 m2(vec3(2)); in TEST_F()
213 mat3 m2(vec3(2)); in TEST_F()
236 EXPECT_EQ(mat3(vec3(-1, 0, 0), in TEST_F()
237 vec3(0, -1, 0), in TEST_F()
238 vec3(0, 0, -1)), m0); in TEST_F()
249 mat3 m1(vec3(1, 2, 3), vec3(4, 5, 6), vec3(7, 8, 9)); in TEST_F()
250 mat3 m2(vec3(1, 4, 7), vec3(2, 5, 8), vec3(3, 6, 9)); in TEST_F()
253 EXPECT_EQ(vec3(1, 5, 9), diag(m1)); in TEST_F()
257 mat3 m3(vec3(4, 3, 0), vec3(3, 2, 0), vec3(0, 0, 1)); in TEST_F()
/frameworks/native/include/ui/
DTransform.h73 const vec3& operator [] (size_t i) const; // returns column i
103 vec3 transform(const vec3& v) const;
119 vec3 v[3];
120 inline const vec3& operator [] (size_t i) const { return v[i]; }
121 inline vec3& operator [] (size_t i) { return v[i]; }
/frameworks/native/libs/ui/include/ui/
DTransform.h73 const vec3& operator [] (size_t i) const; // returns column i
103 vec3 transform(const vec3& v) const;
119 vec3 v[3];
120 inline const vec3& operator [] (size_t i) const { return v[i]; }
121 inline vec3& operator [] (size_t i) { return v[i]; }
/frameworks/native/libs/ui/include_vndk/ui/
DTransform.h73 const vec3& operator [] (size_t i) const; // returns column i
103 vec3 transform(const vec3& v) const;
119 vec3 v[3];
120 inline const vec3& operator [] (size_t i) const { return v[i]; }
121 inline vec3& operator [] (size_t i) { return v[i]; }
/frameworks/native/services/surfaceflinger/Effects/
DDaltonizer.cpp83 const vec3& lms_r(rgb2lms[0].rgb); in update()
85 const vec3& lms_b(rgb2lms[2].rgb); in update()
87 const vec3 lms_w((rgb2lms * vec4(1)).rgb); in update()
92 const vec3 p0 = cross(lms_w, lms_b); // protanopia/deuteranopia in update()
93 const vec3 p1 = cross(lms_w, lms_r); // tritanopia in update()
/frameworks/base/core/res/res/raw/
Dcolor_fade_frag.frag12 vec3 rgb = pow(color.rgb * opacity, vec3(gamma));
/frameworks/native/services/surfaceflinger/tests/
DBufferGeneratorShader.h347 static const android::vec3 SPHERICAL_HARMONICS[4] =
DLayerRenderTypeTransaction_test.cpp671 const ubyte3 expected((vec3(color) * alpha + vec3(1.0f, 0.0f, 0.0f) * (1.0f - alpha)) * 255.0f); in TEST_P()
697 const ubyte3 expected((vec3(color) * alpha + vec3(1.0f, 0.0f, 0.0f) * (1.0f - alpha)) * 255.0f); in TEST_P()
1498 Transaction().setColor(colorLayer, color).setColorTransform(colorLayer, matrix, vec3()).apply(); in TEST_P()
1558 .setColorTransform(parentLayer, matrix, vec3()) in TEST_P()
1630 .setColorTransform(parentLayer, matrixParent, vec3()) in TEST_P()
1631 .setColorTransform(colorLayer, matrixChild, vec3()) in TEST_P()
/frameworks/native/libs/ui/
DTransform.cpp109 const vec3& Transform::operator [] (size_t i) const { in operator []()
148 vec3& v(mMatrix[i]); in reset()
233 vec3 Transform::transform(const vec3& v) const { in transform()
234 vec3 r; in transform()
/frameworks/av/media/libstagefright/renderfright/include/renderengine/
DLayerSettings.h116 vec3 lightPos = vec3();
/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/
Dtypes.h29 using vec3 = vec3f; variable
Dnumeric.h160 inline mat4 TranslationMatrix(const vec3& translation) { in TranslationMatrix()
/frameworks/native/libs/renderengine/include/renderengine/
DLayerSettings.h121 vec3 lightPos = vec3();
/frameworks/native/libs/math/include/math/
Dvec3.h118 typedef details::TVec3<float> vec3; typedef
/frameworks/native/libs/renderengine/skia/
DSkiaGLRenderEngine.h98 inline SkPoint3 getSkPoint3(const vec3& vector);
/frameworks/av/media/codecs/m4v_h263/enc/src/
Dvlc_encode.cpp2544 Int vec1, vec2, vec3; in find_pmvs() local
2574 vec3 = 3 ; in find_pmvs()
2586 vec3 = 3 ; in find_pmvs()
2598 vec3 = 3 ; in find_pmvs()
2610 vec3 = 2 ; in find_pmvs()
2622 vec3 = 2 ; in find_pmvs()
2705 p3x = motdata[yin3*nMBPerRow+xin3][vec3].x; in find_pmvs()
2706 p3y = motdata[yin3*nMBPerRow+xin3][vec3].y; in find_pmvs()

12