Searched defs:light (Results 1 - 25 of 48) sorted by relevance

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/external/clang/test/Index/
H A Dprint-bitwidth.c10 unsigned light : 1; member in struct:X
22 // CHECK: FieldDecl=light:10:12 (Definition) bitwidth=1
/external/skia/include/effects/
H A DSkLightingImageFilter.h45 SkLightingImageFilter(sk_sp<SkImageFilterLight> light,
50 const SkImageFilterLight* light() const { return fLight.get(); } function in class:SkLightingImageFilter
/external/skia/src/core/
H A DSkLights.cpp49 Light light = Light::MakePoint(color, dirOrPos, intensity, isRadial); local
50 light.setShadowMap(depthMap);
51 builder.add(light);
53 Light light = Light::MakeDirectional(color, dirOrPos, isRadial); local
54 light.setShadowMap(depthMap);
55 builder.add(light);
67 const Light& light = this->light(l); local
69 bool isPoint = Light::kPoint_LightType == light.type();
72 buf.writeScalarArray(&light
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H A DSkLightingShader.cpp24 support different light types
41 lights to light the diffuse bitmap.
119 if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) {
120 fDirectionalLights.push_back(lights->light(i));
176 // diffuse light
180 // TODO: modulate the contribution from each light based on the shadow map
188 // ambient light
209 for (const SkLights::Light& light : directionalLights) {
210 lightDirs.push_back(light.dir());
211 lightColors.push_back(light
372 const SkLights::Light& light = lightShader.fLights->light(l); local
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H A DSkRadialShadowMapShader.cpp17 This subclass of shader applies shadowing radially around a light
21 /** Create a new shadowing shader that shadows radially around a light
97 sk_sp<SkLights> light,
100 fLightPos = light->light(0).pos();
152 // assume that we are at 0, 0 light pos
153 // TODO use correct light positions
357 sk_sp<SkLights> light = SkLights::MakeFromBuffer(buf); local
365 std::move(light),
406 sk_sp<SkLights> light,
96 RadialShadowMapFP(sk_sp<GrFragmentProcessor> occluder, sk_sp<SkLights> light, int diffuseWidth, int diffuseHeight, GrContext* context) argument
405 Make(sk_sp<SkShader> occluderShader, sk_sp<SkLights> light, int diffuseWidth, int diffuseHeight) argument
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/external/skia/src/effects/
H A DSkEmbossMaskFilter.cpp16 sk_sp<SkMaskFilter> SkEmbossMaskFilter::Make(SkScalar blurSigma, const Light& light) { argument
17 return sk_sp<SkMaskFilter>(new SkEmbossMaskFilter(blurSigma, light));
27 SkEmbossMaskFilter::Light light; local
29 memcpy(light.fDirection, direction, sizeof(light.fDirection));
31 light.fAmbient = SkUnitScalarClampToByte(ambient);
34 light.fSpecular = static_cast<U8CPU>(SkScalarPin(specular, 0, 16) * kSpecularMultiplier + 0.5);
36 return SkEmbossMaskFilter::Make(blurSigma, light);
51 SkEmbossMaskFilter::SkEmbossMaskFilter(SkScalar blurSigma, const Light& light) argument
52 : fLight(light), fBlurSigm
91 Light light = fLight; local
111 Light light; local
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H A DSkEmbossMask.cpp81 void SkEmbossMask::Emboss(SkMask* mask, const SkEmbossMaskFilter::Light& light) { argument
86 int specular = light.fSpecular;
87 int ambient = light.fAmbient;
88 SkFixed lx = SkScalarToFixed(light.fDirection[0]);
89 SkFixed ly = SkScalarToFixed(light.fDirection[1]);
90 SkFixed lz = SkScalarToFixed(light.fDirection[2]);
143 // value in the light, and just pass that in to this function.
/external/mesa3d/src/mesa/tnl/
H A Dt_vb_lighttmp.h91 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
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H A Dt_rasterpos.c29 #include "main/light.h"
123 const struct gl_light *light; local
131 foreach (light, &ctx->Light.EnabledList) {
133 GLfloat VP[3]; /* vector from vertex to light pos */
137 if (!(light->_Flags & LIGHT_POSITIONAL)) {
138 /* light at infinity */
139 COPY_3V(VP, light->_VP_inf_norm);
140 attenuation = light->_VP_inf_spot_attenuation;
143 /* local/positional light */
146 /* VP = vector from vertex pos to light[
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/external/mesa3d/src/mesa/main/
H A Dlight.c31 #include "light.h"
96 * per-light state.
104 struct gl_light *light; local
107 light = &ctx->Light.Light[lnum];
111 if (TEST_EQ_4V(light->Ambient, params))
114 COPY_4V( light->Ambient, params );
117 if (TEST_EQ_4V(light->Diffuse, params))
120 COPY_4V( light->Diffuse, params );
123 if (TEST_EQ_4V(light->Specular, params))
126 COPY_4V( light
200 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param ) argument
210 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params ) argument
282 _mesa_Lighti( GLenum light, GLenum pname, GLint param ) argument
292 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params ) argument
334 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params ) argument
384 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params ) argument
634 struct gl_light *light, *list = &ctx->Light.EnabledList; local
887 struct gl_light *light; local
949 struct gl_light *light; local
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H A Des1_conversion.c15 #include "light.h"
234 _es_GetLightxv(GLenum light, GLenum pname, GLfixed *params) argument
240 if (light < GL_LIGHT0 || light > GL_LIGHT7) {
242 "glGetLightxv(light=0x%x)", light); local
268 _mesa_GetLightfv(light, pname, converted_params);
500 _es_Lightx(GLenum light, GLenum pname, GLfixed param) argument
502 _mesa_Lightf(light, pname, (GLfloat) (param / 65536.0f));
506 _es_Lightxv(GLenum light, GLenu argument
514 "glLightxv(light=0x%x)", light); local
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H A Dattrib.c42 #include "light.h"
1055 const struct gl_light_attrib *light; local
1056 light = (const struct gl_light_attrib *) attr->data;
1058 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1059 /* per-light state */
1064 const struct gl_light *l = &light->Light[i];
1097 /* light model */
1099 light->Model.Ambient);
1101 (GLfloat) light->Model.LocalViewer);
1103 (GLfloat) light
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/external/skia/include/core/
H A DSkLights.h49 Light light(kDirectional_LightType, color, dir, isRadial);
50 if (!light.fDirOrPos.normalize()) {
51 light.fDirOrPos.set(0.0f, 0.0f, 1.0f);
53 return light;
120 // light (+Z is out of the screen).
122 // For point lights, holds location of point light
124 SkScalar fIntensity; // For point lights, dictates the light intensity.
125 // Simply a multiplier to the final light output value.
127 bool fIsRadial; // Whether the light is radial or not. Radial lights will
144 void add(const Light& light) { argument
150 add(Light&& light) argument
174 const Light& light(int index) const { function in class:SkLights
178 Light& light(int index) { function in class:SkLights
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/external/swiftshader/src/D3D9/
H A DDirect3DStateBlock9.hpp58 void setLight(unsigned long index, const D3DLIGHT9 *light);
164 D3DLIGHT9 light[8]; member in class:D3D9::Direct3DStateBlock9
H A DDirect3DDevice9.hpp151 long __stdcall SetLight(unsigned long index, const D3DLIGHT9 *light);
226 Light &operator=(const D3DLIGHT9 &light) argument
228 Type = light.Type;
229 Diffuse = light.Diffuse;
230 Specular = light.Specular;
231 Ambient = light.Ambient;
232 Position = light.Position;
233 Direction = light.Direction;
234 Range = light.Range;
235 Falloff = light
256 Lights light; member in class:D3D9::Direct3DDevice9
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H A DDirect3DStateBlock9.cpp227 device->SetLight(index, &light[index]);
475 device->GetLight(index, &light[index]);
657 void Direct3DStateBlock9::setLight(unsigned long index, const D3DLIGHT9 *light) argument
662 this->light[index] = *light;
1196 long result = device->GetLight(index, &light[index]);
/external/vulkan-validation-layers/libs/glm/detail/
H A Ddummy.cpp46 struct light
159 light const & Light,
45 struct light struct
/external/dng_sdk/source/
H A Ddng_camera_profile.cpp82 real64 dng_camera_profile::IlluminantToTemperature (uint32 light) argument
85 switch (light)
H A Ddng_camera_profile.h340 /// Setter for first of up to two light sources used for calibration.
345 void SetCalibrationIlluminant1 (uint32 light) argument
347 fCalibrationIlluminant1 = light;
351 /// Setter for second of up to two light sources used for calibration.
356 void SetCalibrationIlluminant2 (uint32 light) argument
358 fCalibrationIlluminant2 = light;
362 /// Getter for first of up to two light sources used for calibration.
372 /// Getter for second of up to two light sources used for calibration.
382 /// Getter for first of up to two light sources used for calibration, returning
390 /// Getter for second of up to two light source
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/external/mesa3d/src/mesa/drivers/dri/nouveau/
H A Dnouveau_state.c257 nouveau_light(struct gl_context *ctx, GLenum light, GLenum pname, const GLfloat *params) argument
276 context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
279 context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
/external/skia/samplecode/
H A DSampleAll.cpp375 SkEmbossMaskFilter::Light light; local
376 light.fDirection[0] = SK_Scalar1/2;
377 light.fDirection[1] = SK_Scalar1/2;
378 light.fDirection[2] = SK_Scalar1/3;
379 light.fAmbient = 0x48;
380 light.fSpecular = 0x80;
421 SkBlurMask::ConvertRadiusToSigma(SkIntToScalar(12)/5), light));
/external/skia/src/utils/
H A DSkShadowPaintFilterCanvas.cpp51 SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth, argument
53 if (light.type() != SkLights::Light::kDirectional_LightType) {
56 // of the point light and the shapes, etc... If we take upper bounds
62 int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width,
64 int dMapHeight = SkMin32(maxDepth * fabs(light.dir().fY) + height,
82 // It is up to the user to set the 0th light in fLights to
83 // the light the want to render the depth map with.
84 if (this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
85 const SkVector3& lightDir = this->fLights->light(0).dir();
90 } else if (this->fLights->light(
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/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
H A Dd3d11gears.cpp59 float4 light; member in struct:cbuf_t
414 cbd.light = lightpos;
/external/mesa3d/src/mesa/drivers/dri/r200/
H A Dr200_state.c41 #include "main/light.h"
860 * - light[p].colors
861 * - light[p].enabled
1074 * which are calculated in light.c and are correct for the current
1138 static void r200Lightfv( struct gl_context *ctx, GLenum light, argument
1142 GLint p = light - GL_LIGHT0;
/external/mesa3d/src/mesa/drivers/dri/radeon/
H A Dradeon_state.c39 #include "main/light.h"
612 * factors together with tcl spec light (need tcl fallback) */
675 * - light[p].colors
676 * - light[p].enabled
848 * which are calculated in light.c and are correct for the current
916 static void radeonLightfv( struct gl_context *ctx, GLenum light, argument
920 GLint p = light - GL_LIGHT0;

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