/frameworks/base/libs/hwui/ |
H A D | SpotShadow.h | 30 static void createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, 38 const Vector3& lightCenter, const Vector3& polyVertex); 40 static void computeLightPolygon(int points, const Vector3& lightCenter,
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H A D | TessellationCache.h | 95 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
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H A D | ShadowTessellator.h | 78 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
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H A D | TessellationCache.cpp | 211 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
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H A D | SpotShadow.cpp | 340 * @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 D | ShadowTessellator.cpp | 63 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
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H A D | Snapshot.h | 197 void setRelativeLightCenter(const Vector3& lightCenter) { mRelativeLightCenter = lightCenter; } argument
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H A D | CanvasState.cpp | 64 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
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H A D | FrameBuilder.cpp | 95 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 D | CanvasState.h | 91 const Vector3& lightCenter);
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H A D | FrameBuilder.h | 178 const Vector3& lightCenter,
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H A D | OpenGLRenderer.h | 125 void setLightCenter(const Vector3& lightCenter);
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H A D | OpenGLRenderer.cpp | 105 void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) { argument 106 mLightCenter = lightCenter;
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/frameworks/base/libs/hwui/tests/microbench/ |
H A D | ShadowBench.cpp | 37 Vector3 lightCenter; member in struct:ShadowTestData 68 out->lightCenter = SAMPLE_LIGHT_CENTER; 76 &testData.casterTransformZ, testData.lightCenter,
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/frameworks/base/libs/hwui/renderthread/ |
H A D | RenderProxy.h | 85 ANDROID_API void setLightCenter(const Vector3& lightCenter);
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H A D | RenderProxy.cpp | 202 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;
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H A D | CanvasContext.h | 90 void setLightCenter(const Vector3& lightCenter);
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H A D | CanvasContext.cpp | 171 void CanvasContext::setLightCenter(const Vector3& lightCenter) { argument 173 mLightGeometry.center = lightCenter; 176 mCanvas->setLightCenter(lightCenter);
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/frameworks/base/libs/hwui/tests/unit/ |
H A D | FrameBuilderTests.cpp | 1800 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);
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