Searched refs:lightCenter (Results 1 - 19 of 19) sorted by relevance

/frameworks/base/libs/hwui/
H A DSpotShadow.h30 static void createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter,
38 const Vector3& lightCenter, const Vector3& polyVertex);
40 static void computeLightPolygon(int points, const Vector3& lightCenter,
H A DTessellationCache.h95 const Vector3& lightCenter, float lightRadius)
102 , lightCenter(lightCenter)
119 const Vector3 lightCenter; member in class:android::uirenderer::TessellationCache::ShadowTask
168 const Vector3& lightCenter, float lightRadius);
172 const Vector3& lightCenter, float lightRadius,
178 const Vector3& lightCenter, float lightRadius);
230 const Vector3& lightCenter, float lightRadius,
93 ShadowTask(const Matrix4* drawTransform, const Rect& localClip, bool opaque, const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius) argument
H A DShadowTessellator.h78 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
H A DTessellationCache.cpp211 const Vector3& lightCenter, float lightRadius,
267 *drawTransform, lightCenter, lightRadius, casterBounds, *localClip,
282 &t->transformXY, &t->transformZ, t->lightCenter, t->lightRadius,
358 const Vector3& lightCenter, float lightRadius) {
363 casterPerimeter, transformXY, transformZ, lightCenter, lightRadius);
375 const Vector3& lightCenter, float lightRadius, vertexBuffer_pair_t& outBuffers) {
380 transformXY, transformZ, lightCenter, lightRadius);
391 const Vector3& lightCenter, float lightRadius) {
396 transformXY, transformZ, lightCenter, lightRadius);
207 tessellateShadows( const Matrix4* drawTransform, const Rect* localClip, bool isCasterOpaque, const SkPath* casterPerimeter, const Matrix4* casterTransformXY, const Matrix4* casterTransformZ, const Vector3& lightCenter, float lightRadius, VertexBuffer& ambientBuffer, VertexBuffer& spotBuffer) argument
355 precacheShadows(const Matrix4* drawTransform, const Rect& localClip, bool opaque, const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius) argument
372 getShadowBuffers(const Matrix4* drawTransform, const Rect& localClip, bool opaque, const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius, vertexBuffer_pair_t& outBuffers) argument
387 getShadowTask( const Matrix4* drawTransform, const Rect& localClip, bool opaque, const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius) argument
H A DSpotShadow.cpp340 * @param lightCenter the center of the light.
344 void SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter, argument
349 ret[i].x = cosf(angle) * size + lightCenter.x;
350 ret[i].y = sinf(angle) * size + lightCenter.y;
351 ret[i].z = lightCenter.z;
359 * @param lightCenter The center of light.
365 const Vector3& lightCenter, const Vector3& polyVertex) {
366 float lightToPolyZ = lightCenter.z - polyVertex.z;
374 outline.x = polyVertex.x - ratioZ * (lightCenter.x - polyVertex.x);
375 outline.y = polyVertex.y - ratioZ * (lightCenter
364 projectCasterToOutline(Vector2& outline, const Vector3& lightCenter, const Vector3& polyVertex) argument
390 createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid, VertexBuffer& shadowTriangleStrip) argument
[all...]
H A DShadowTessellator.cpp63 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
67 Vector3 adjustedLightCenter(lightCenter);
61 tessellateSpotShadow(bool isCasterOpaque, const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid, const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius, const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) argument
H A DSnapshot.h197 void setRelativeLightCenter(const Vector3& lightCenter) { mRelativeLightCenter = lightCenter; } argument
H A DCanvasState.cpp64 float clipRight, float clipBottom, const Vector3& lightCenter) {
76 mSnapshot->setRelativeLightCenter(lightCenter);
61 initializeSaveStack( int viewportWidth, int viewportHeight, float clipLeft, float clipTop, float clipRight, float clipBottom, const Vector3& lightCenter) argument
H A DFrameBuilder.cpp95 Vector3 lightCenter = mCanvasState.currentSnapshot()->getRelativeLightCenter(); local
96 layer->inverseTransformInWindow.mapPoint3d(lightCenter);
99 layerDamage, lightCenter, nullptr, layerNode);
806 const Vector3& lightCenter,
811 mCanvasState.writableSnapshot()->setRelativeLightCenter(lightCenter);
837 Vector3 lightCenter = previous->getRelativeLightCenter(); local
849 inverseContentTransform.mapPoint3d(lightCenter);
873 lightCenter,
891 Vector3 lightCenter = previous->getRelativeLightCenter(); local
904 inverseContentTransform.mapPoint3d(lightCenter);
803 saveForLayer(uint32_t layerWidth, uint32_t layerHeight, float contentTranslateX, float contentTranslateY, const Rect& repaintRect, const Vector3& lightCenter, const BeginLayerOp* beginLayerOp, RenderNode* renderNode) argument
[all...]
H A DCanvasState.h91 const Vector3& lightCenter);
H A DFrameBuilder.h178 const Vector3& lightCenter,
H A DOpenGLRenderer.h125 void setLightCenter(const Vector3& lightCenter);
H A DOpenGLRenderer.cpp105 void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) { argument
106 mLightCenter = lightCenter;
/frameworks/base/libs/hwui/tests/microbench/
H A DShadowBench.cpp37 Vector3 lightCenter; member in struct:ShadowTestData
68 out->lightCenter = SAMPLE_LIGHT_CENTER;
76 &testData.casterTransformZ, testData.lightCenter,
/frameworks/base/libs/hwui/renderthread/
H A DRenderProxy.h85 ANDROID_API void setLightCenter(const Vector3& lightCenter);
H A DRenderProxy.cpp202 CREATE_BRIDGE2(setLightCenter, CanvasContext* context, Vector3 lightCenter) { argument
203 args->context->setLightCenter(args->lightCenter);
207 void RenderProxy::setLightCenter(const Vector3& lightCenter) { argument
210 args->lightCenter = lightCenter;
H A DCanvasContext.h90 void setLightCenter(const Vector3& lightCenter);
H A DCanvasContext.cpp171 void CanvasContext::setLightCenter(const Vector3& lightCenter) { argument
173 mLightGeometry.center = lightCenter;
176 mCanvas->setLightCenter(lightCenter);
/frameworks/base/libs/hwui/tests/unit/
H A DFrameBuilderTests.cpp1800 EXPECT_FLOAT_EQ(50, op.shadowTask->lightCenter.x);
1801 EXPECT_FLOAT_EQ(40, op.shadowTask->lightCenter.y);
1845 EXPECT_FLOAT_EQ(50, op.shadowTask->lightCenter.x);
1846 EXPECT_FLOAT_EQ(40, op.shadowTask->lightCenter.y);

Completed in 156 milliseconds