/external/clang/test/Index/ |
H A D | print-bitwidth.c | 10 unsigned light : 1; member in struct:X 22 // CHECK: FieldDecl=light:10:12 (Definition) bitwidth=1
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/external/jmonkeyengine/engine/src/core/com/jme3/light/ |
H A D | AmbientLight.java | 1 package com.jme3.light; 6 * An ambient light adds a constant color to the scene. 10 * multiplied by the ambient light color to get the final ambient color of
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H A D | DirectionalLight.java | 33 package com.jme3.light; 44 * <code>DirectionalLight</code> is a light coming from a certain direction in world space. 45 * E.g sun or moon light. 60 * Returns the direction vector of the light. 62 * @return The direction vector of the light. 71 * Sets the direction of the light. 73 * Represents the vector direction the light is coming from. 74 * (1, 0, 0) would represent a directional light coming from the X axis. 76 * @param dir the direction of the light.
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H A D | PointLight.java | 32 package com.jme3.light;
44 * Represents a point light.
45 * A point light emits light from a given position into all directions in space.
46 * E.g a lamp or a bright effect. Point light positions are in world space.
49 * can be used to attenuate the influence of the light depending on the
50 * distance between the light and the effected object.
70 * Returns the world space position of the light.
72 * @return the world space position of the light.
81 * Set the world space position of the light [all...] |
H A D | Light.java | 33 package com.jme3.light; 41 * Abstract class for representing a light source. 43 * All light source types have a color. 48 * Describes the light type. 53 * Directional light 60 * Point light 67 * Spot light. 74 * Ambient light 87 * Returns an index for the light type 88 * @return an index for the light typ [all...] |
H A D | LightList.java | 33 package com.jme3.light; 107 * Adds a light to the list. List size is doubled if there is no room. 110 * The light to add. 121 * Remove the light at the given index. 142 * Removes the given light from the LightList. 144 * @param l the light to remove 163 * @return the light at the given index. 210 // check distance of each light 222 * Updates a "world-space" light list, using the spatial's local-space 223 * light lis [all...] |
H A D | SpotLight.java | 32 package com.jme3.light; 42 * Represents a spot light. 43 * A spot light emmit a cone of light from a position and in a direction. 47 * can be used to attenuate the influence of the light depending on the 48 * distance between the light and the effected object. 50 * the spot inner angle determin the cone of light where light has full influence. 51 * the spot outer angle determin the cone global cone of light of the spot light [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/light/ |
H A D | TestEnvironmentMapping.java | 1 package jme3test.light;
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H A D | TestManyLights.java | 33 package jme3test.light;
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H A D | TestTransparentShadow.java | 33 package jme3test.light; 38 import com.jme3.light.AmbientLight; 39 import com.jme3.light.DirectionalLight;
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H A D | TestLightNode.java | 33 package jme3test.light; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight;
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H A D | TestLightRadius.java | 33 package jme3test.light; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight;
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H A D | TestPssmShadow.java | 33 package jme3test.light;
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H A D | TestShadow.java | 33 package jme3test.light; 93 // // disable shadowing for light representation
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H A D | TestSimpleLighting.java | 33 package jme3test.light; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight;
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H A D | TestSpotLight.java | 33 package jme3test.light; 36 import com.jme3.light.AmbientLight; 37 import com.jme3.light.SpotLight;
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H A D | TestTangentGen.java | 33 package jme3test.light; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight;
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H A D | TestTangentGenBadModels.java | 1 package jme3test.light; 8 import com.jme3.light.DirectionalLight; 9 import com.jme3.light.PointLight;
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H A D | TestTangentGenBadUV.java | 33 package jme3test.light; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight;
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H A D | TestSpotLightTerrain.java | 32 package jme3test.light; 37 import com.jme3.light.AmbientLight; 38 import com.jme3.light.PointLight; 39 import com.jme3.light.SpotLight;
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/external/skia/include/effects/ |
H A D | SkLightingImageFilter.h | 45 SkLightingImageFilter(SkImageFilterLight* light, 50 const SkImageFilterLight* light() const { return fLight.get(); } function in class:SkLightingImageFilter
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/ |
H A D | LightNode.java | 34 import com.jme3.light.Light; 54 public LightNode(String name, Light light) { argument 55 this(name, new LightControl(light)); 82 public void setLight(Light light) { argument 83 lightControl.setLight(light);
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/external/skia/src/core/ |
H A D | SkLightingShader.h | 34 void add(const SkLight& light) { argument 36 *fLights->fLights.push() = light; 52 const SkLight& light(int index) const { function in class:SkLightingShader::Lights 65 /** Returns a shader that lights the diffuse and normal maps with a single light. 72 @param light the light applied to the normal map 73 @param ambient the linear (unpremul) ambient light color. Range is 0..1/channel.
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/control/ |
H A D | LightControl.java | 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.Light; 38 import com.jme3.light.PointLight; 63 * to the Transform of the light. 67 private Light light; field in class:LightControl 77 * @param light The light to be synced. 79 public LightControl(Light light) { argument 80 this.light = light; 86 LightControl(Light light, ControlDirection controlDir) argument 95 setLight(Light light) argument 122 spatialTolight(Light light) argument 140 lightToSpatial(Light light) argument [all...] |
/external/mesa3d/src/mesa/tnl/ |
H A D | t_vb_lighttmp.h | 91 struct gl_light *light; local 109 /* Add contribution from each enabled light source */ 110 foreach (light, &ctx->Light.EnabledList) { 116 GLfloat VP[3]; /* unit vector from vertex to light */ 121 if (!(light->_Flags & LIGHT_POSITIONAL)) { 122 /* directional light */ 123 COPY_3V(VP, light->_VP_inf_norm); 124 attenuation = light->_VP_inf_spot_attenuation; 127 GLfloat d; /* distance from vertex to light */ 129 SUB_3V(VP, light 269 struct gl_light *light; local 423 const struct gl_light *light = ctx->Light.EnabledList.next; local 534 const struct gl_light *light; local [all...] |