Searched defs:polyLength (Results 1 - 2 of 2) sorted by relevance

/frameworks/base/libs/hwui/
H A DShadowTessellator.cpp120 * @param polyLength The length of the polygon in terms of number of vertices.
123 Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { argument
126 int p1 = polyLength - 1;
128 for (int p2 = 0; p2 < polyLength; p2++) {
H A DSpotShadow.cpp237 * @param polyLength The number of vertices of the polygon.
240 void SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) { argument
241 quicksortCirc(poly, 0, polyLength - 1, center);
388 * @param polyLength number of vertexes of the occluding polygon
393 float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid,
399 if (CC_UNLIKELY(polyLength < 3)) {
405 OutlineData outlineData[polyLength];
423 projectCasterToOutline(outlineData[polyLength - 1].position, lightCenter,
424 poly[polyLength - 1]);
427 int currentNormalIndex = polyLength
392 createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid, VertexBuffer& shadowTriangleStrip) argument
670 findPolyIndex(bool isPositiveCross, int startPolyIndex, const Vector2& umbraDir, const Vector2* polyToCentroid, int polyLength) argument
795 genPolyToCentroid(const Vector2* poly2d, int polyLength, const Vector2& centroid, Vector2* polyToCentroid) argument
817 getCloserVertex(const Vector2& umbraVertex, const Vector2& centroid, const Vector2* poly2d, int polyLength, const Vector2* polyToCentroid, bool isPositiveCross, int& previousPolyIndex) argument
852 generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale, Vector2* penumbra, int penumbraLength, Vector2* umbra, int umbraLength, const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip, const Vector2& centroid) argument
1044 dumpPolygon(const Vector2* poly, int polyLength, const char* polyName) argument
1053 dumpPolygon(const Vector3* poly, int polyLength, const char* polyName) argument
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