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/frameworks/support/renderscript/v8/rs_support/
DrsMatrix4x4.cpp272 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument
276 m[10]= -2.f / (far - near); in loadOrtho()
279 m[14]= -(far + near) / (far - near); in loadOrtho()
282 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far in loadFrustum() argument
288 m[10]= -(far + near) / (far - near); in loadFrustum()
290 m[14]= -2.f * far * near / (far - near); in loadFrustum()
294 void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
299 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
DrsRuntime.h132 float bottom, float top, float near, float far);
134 float bottom, float top, float near, float far);
135 void rsrMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
DrsMatrix4x4.h49 void loadPerspective(float fovy, float aspect, float near, float far);
/frameworks/rs/
DrsMatrix4x4.cpp272 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument
276 m[10]= -2.f / (far - near); in loadOrtho()
279 m[14]= -(far + near) / (far - near); in loadOrtho()
282 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far in loadFrustum() argument
288 m[10]= -(far + near) / (far - near); in loadFrustum()
290 m[14]= -2.f * far * near / (far - near); in loadFrustum()
294 void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
299 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
DrsRuntime.h190 float bottom, float top, float near, float far);
192 float bottom, float top, float near, float far);
193 void rsrMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
DrsMatrix4x4.h49 void loadPerspective(float fovy, float aspect, float near, float far);
/frameworks/rs/scriptc/
Drs_math.rsh99 * @param far plane
105 float4 *near, float4 *far) {
132 far->x = viewProj->m[3] - viewProj->m[2];
133 far->y = viewProj->m[7] - viewProj->m[6];
134 far->z = viewProj->m[11] - viewProj->m[10];
135 far->w = viewProj->m[15] - viewProj->m[14];
147 len = length(far->xyz);
148 *far /= len;
159 * @param far plane
165 float4 *near, float4 *far) {
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Drs_matrix.rsh240 * @param far
243 …oadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
254 * @param far
257 …dFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
266 * @param far
269 rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
/frameworks/support/renderscript/v8/rs_support/scriptc/
Drs_math.rsh99 * @param far plane
105 float4 *near, float4 *far) {
132 far->x = viewProj->m[3] - viewProj->m[2];
133 far->y = viewProj->m[7] - viewProj->m[6];
134 far->z = viewProj->m[11] - viewProj->m[10];
135 far->w = viewProj->m[15] - viewProj->m[14];
147 len = length(far->xyz);
148 *far /= len;
159 * @param far plane
165 float4 *near, float4 *far) {
[all …]
Drs_matrix.rsh240 * @param far
243 …oadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
254 * @param far
257 …dFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
266 * @param far
269 rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
/frameworks/base/opengl/java/android/opengl/
DMatrix.java264 float near, float far) { in orthoM() argument
271 if (near == far) { in orthoM()
277 final float r_depth = 1.0f / (far - near); in orthoM()
283 final float tz = -(far + near) * r_depth; in orthoM()
317 float near, float far) { in frustumM() argument
324 if (near == far) { in frustumM()
330 if (far <= 0.0f) { in frustumM()
335 final float r_depth = 1.0f / (near - far); in frustumM()
340 final float C = (far + near) * r_depth; in frustumM()
341 final float D = 2.0f * (far * near * r_depth); in frustumM()
DGLErrorWrapper.java231 public void glDepthRangef(float near, float far) { in glDepthRangef() argument
233 mgl.glDepthRangef(near, far); in glDepthRangef()
237 public void glDepthRangex(int near, int far) { in glDepthRangex() argument
239 mgl.glDepthRangex(near, far); in glDepthRangex()
334 float near, float far) { in glFrustumf() argument
336 mgl.glFrustumf(left, right, bottom, top, near, far); in glFrustumf()
341 int far) { in glFrustumx() argument
343 mgl.glFrustumx(left, right, bottom, top, near, far); in glFrustumx()
608 float near, float far) { in glOrthof() argument
610 mgl.glOrthof(left, right, bottom, top, near, far); in glOrthof()
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DGLLogWrapper.java1461 public void glDepthRangef(float near, float far) { in glDepthRangef() argument
1464 arg("far", far); in glDepthRangef()
1467 mgl.glDepthRangef(near, far); in glDepthRangef()
1471 public void glDepthRangex(int near, int far) { in glDepthRangex() argument
1474 arg("far", far); in glDepthRangex()
1477 mgl.glDepthRangex(near, far); in glDepthRangex()
1667 float near, float far) { in glFrustumf() argument
1674 arg("far", far); in glFrustumf()
1677 mgl.glFrustumf(left, right, bottom, top, near, far); in glFrustumf()
1682 int far) { in glFrustumx() argument
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
DCamera.java42 mData.far = 1000.0f; in Camera()
71 mData.far = f; in setFar()
Dcamera.rs31 rsMatrixLoadPerspective(&cam->proj, cam->horizontalFOV, cam->aspect, cam->near, cam->far);
Dscenegraph_objects.rsh154 float far;
229 rsDebug("Far: ", cam->far);
DColladaParser.java463 float far = getFloat(camera, "zfar"); in convertCamera() local
468 sceneCamera.setFar(far); in convertCamera()
/frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/
Ddepth_fs.glsl4 // Near and far planes from the projection
/frameworks/base/libs/hwui/
DMatrix.cpp289 void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument
294 data[kScaleZ] = -2.0f / (far - near); in loadOrtho()
297 data[kTranslateZ] = -(far + near) / (far - near); in loadOrtho()
DMatrix.h81 void loadOrtho(float left, float right, float bottom, float top, float near, float far);
/frameworks/base/docs/html/guide/topics/sensors/
Dsensors_position.jd127 representing near and far.</p>
254 <p>The proximity sensor lets you determine how far away an object is from a device. The following
265 <p>The proximity sensor is usually used to determine how far away a person's head is from the face
268 far values. The following code shows you how to use the proximity sensor:</p>
314 "near" or "far." In this case, the sensor usually reports its maximum range value in the far state
315 and a lesser value in the near state. Typically, the far value is a value > 5 cm, but this can vary
/frameworks/base/graphics/java/android/renderscript/
DMatrix4f.java311 public void loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
316 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
/frameworks/support/renderscript/v8/java/src/android/support/v8/renderscript/
DMatrix4f.java311 public void loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
316 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
/frameworks/rs/driver/
DrsdRuntimeMath.cpp208 static void SC_MatrixLoadPerspective(Matrix4x4 *m, float fovy, float aspect, float near, float far)… in SC_MatrixLoadPerspective() argument
209 m->loadPerspective(fovy, aspect, near, far); in SC_MatrixLoadPerspective()
/frameworks/support/renderscript/v8/rs_support/driver/
DrsdRuntimeMath.cpp211 static void SC_MatrixLoadPerspective(Matrix4x4 *m, float fovy, float aspect, float near, float far)… in SC_MatrixLoadPerspective() argument
212 m->loadPerspective(fovy, aspect, near, far); in SC_MatrixLoadPerspective()

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