Home
last modified time | relevance | path

Searched refs:polyLength (Results 1 – 5 of 5) sorted by relevance

/frameworks/base/libs/hwui/
DSpotShadow.cpp238 void SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) { in sort() argument
239 quicksortCirc(poly, 0, polyLength - 1, center); in sort()
391 float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid, in createSpotShadow() argument
397 if (CC_UNLIKELY(polyLength < 3)) { in createSpotShadow()
403 OutlineData outlineData[polyLength]; in createSpotShadow()
421 projectCasterToOutline(outlineData[polyLength - 1].position, lightCenter, in createSpotShadow()
422 poly[polyLength - 1]); in createSpotShadow()
425 int currentNormalIndex = polyLength - 1; in createSpotShadow()
428 for (int i = 0; i < polyLength; i++) { in createSpotShadow()
436 currentNormalIndex = (currentNormalIndex + 1) % polyLength; in createSpotShadow()
[all …]
DSpotShadow.h31 float lightSize, const Vector3* poly, int polyLength,
44 static float rayIntersectPoly(const Vector2* poly, int polyLength,
50 static void sort(Vector2* poly, int polyLength, const Vector2& center);
62 const Vector3* poly, int polyLength, VertexBuffer& retstrips, const Vector2& centroid);
71 static void dumpPolygon(const Vector2* poly, int polyLength, const char* polyName);
72 static void dumpPolygon(const Vector3* poly, int polyLength, const char* polyName);
DShadowTessellator.cpp124 Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { in centroid2d() argument
127 int p1 = polyLength - 1; in centroid2d()
129 for (int p2 = 0; p2 < polyLength; p2++) { in centroid2d()
DAmbientShadow.h35 int polyLength, const Vector3& centroid3d, float heightFactor,
DShadowTessellator.h81 static Vector2 centroid2d(const Vector2* poly, int polyLength);