Searched refs:centroid3d (Results 1 - 5 of 5) sorted by path

/frameworks/base/libs/hwui/
H A DAmbientShadow.cpp147 * @param centroid3d The centroid of the shadow caster.
183 const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
192 Vector2 currentSpike = {casterVertices[0].x - centroid3d.x,
193 casterVertices[0].y - centroid3d.y};
277 innerNext, centroid3d);
313 getTransformedAlphaFromFactoredZ(centroid3d.z * heightFactor);
315 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x,
316 centroid3d.y, centroidOpacity);
182 createAmbientShadow(bool isCasterOpaque, const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d, float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) argument
H A DAmbientShadow.h35 int polyLength, const Vector3& centroid3d, float heightFactor,
H A DShadowTessellator.cpp37 const Vector3& centroid3d, const Rect& casterBounds,
61 casterVertexCount, centroid3d, heightFactor, geomFactor,
35 tessellateAmbientShadow(bool isCasterOpaque, const Vector3* casterPolygon, int casterVertexCount, const Vector3& centroid3d, const Rect& casterBounds, const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) argument
H A DShadowTessellator.h73 const Vector3& centroid3d, const Rect& casterBounds,
H A DTessellationCache.cpp255 Vector3 centroid3d = {centroid.x, centroid.y, 0}; local
256 mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ);
264 centroid3d.z += casterLift;
275 isCasterOpaque, casterPolygon, casterVertexCount, centroid3d,
279 isCasterOpaque, casterPolygon, casterVertexCount, centroid3d,

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