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Searched refs:near (Results 1 – 25 of 42) sorted by relevance

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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
284 m[0] = 2.f * near / (right - left); in loadFrustum()
285 m[5] = 2.f * near / (top - bottom); in loadFrustum()
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
295 float top = near * tan((float) (fovy * M_PI / 360.0f)); in loadPerspective()
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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
284 m[0] = 2.f * near / (right - left); in loadFrustum()
285 m[5] = 2.f * near / (top - bottom); in loadFrustum()
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
295 float top = near * tan((float) (fovy * M_PI / 360.0f)); in loadPerspective()
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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.rsh98 * @param near plane
105 float4 *near, float4 *far) {
127 near->x = viewProj->m[3] + viewProj->m[2];
128 near->y = viewProj->m[7] + viewProj->m[6];
129 near->z = viewProj->m[11] + viewProj->m[10];
130 near->w = viewProj->m[15] + viewProj->m[14];
145 len = length(near->xyz);
146 *near /= len;
158 * @param near plane
165 float4 *near, float4 *far) {
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Drs_matrix.rsh239 * @param near
243 rsMatrixLoadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, fl…
253 * @param near
257 rsMatrixLoadFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, …
265 * @param near
269 rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
/frameworks/support/renderscript/v8/rs_support/scriptc/
Drs_math.rsh98 * @param near plane
105 float4 *near, float4 *far) {
127 near->x = viewProj->m[3] + viewProj->m[2];
128 near->y = viewProj->m[7] + viewProj->m[6];
129 near->z = viewProj->m[11] + viewProj->m[10];
130 near->w = viewProj->m[15] + viewProj->m[14];
145 len = length(near->xyz);
146 *near /= len;
158 * @param near plane
165 float4 *near, float4 *far) {
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Drs_matrix.rsh239 * @param near
243 rsMatrixLoadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, fl…
253 * @param near
257 rsMatrixLoadFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, …
265 * @param near
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()
327 if (near <= 0.0f) { in frustumM()
335 final float r_depth = 1.0f / (near - far); in frustumM()
336 final float x = 2.0f * (near * r_width); in frustumM()
337 final float y = 2.0f * (near * r_height); in frustumM()
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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()
340 public void glFrustumx(int left, int right, int bottom, int top, int near, 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
1463 arg("near", near); in glDepthRangef()
1467 mgl.glDepthRangef(near, far); in glDepthRangef()
1471 public void glDepthRangex(int near, int far) { in glDepthRangex() argument
1473 arg("near", near); in glDepthRangex()
1477 mgl.glDepthRangex(near, far); in glDepthRangex()
1667 float near, float far) { in glFrustumf() argument
1673 arg("near", near); in glFrustumf()
1677 mgl.glFrustumf(left, right, bottom, top, near, far); in glFrustumf()
1681 public void glFrustumx(int left, int right, int bottom, int top, int near, in glFrustumx() argument
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
DCamera.java41 mData.near = 0.1f; in Camera()
63 mData.near = n; in setNear()
Dcamera.rs31 rsMatrixLoadPerspective(&cam->proj, cam->horizontalFOV, cam->aspect, cam->near, cam->far);
Dscenegraph_objects.rsh153 float near;
228 rsDebug("Near: ", cam->near);
DColladaParser.java462 float near = getFloat(camera, "znear"); in convertCamera() local
467 sceneCamera.setNear(near); in convertCamera()
/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/graphics/java/android/renderscript/
DMatrix4f.java311 public void loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
312 float top = near * (float)Math.tan((float) (fovy * Math.PI / 360.0f)); in loadPerspective()
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
312 float top = near * (float)Math.tan((float) (fovy * Math.PI / 360.0f)); in loadPerspective()
316 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
/frameworks/base/docs/html/guide/topics/sensors/
Dsensors_position.jd127 representing near and far.</p>
267 proximity sensors return the absolute distance, in cm, but some return only near and
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/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/base/docs/html/training/notepad/
Dnotepad-extra-credit.jd58 green triangle to its right in the Eclipse toolbars near the top).</p>
/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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