Searched defs:lightCenter (Results 1 - 10 of 10) sorted by relevance

/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/
H A DCanvasState.cpp63 float clipRight, float clipBottom, const Vector3& lightCenter) {
75 mSnapshot->setRelativeLightCenter(lightCenter);
60 initializeSaveStack( int viewportWidth, int viewportHeight, float clipLeft, float clipTop, float clipRight, float clipBottom, const Vector3& lightCenter) argument
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.h169 void setRelativeLightCenter(const Vector3& lightCenter) { mRelativeLightCenter = lightCenter; } argument
H A DTessellationCache.h94 const Vector3& lightCenter, float lightRadius)
101 , lightCenter(lightCenter)
118 const Vector3 lightCenter; member in class:android::uirenderer::TessellationCache::ShadowTask
166 const Vector3& lightCenter, float lightRadius);
178 const Vector3& lightCenter, float lightRadius);
223 const Vector3& lightCenter, float lightRadius,
92 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 DTessellationCache.cpp210 const Vector3& lightCenter, float lightRadius,
266 *drawTransform, lightCenter, lightRadius, casterBounds, *localClip,
281 &t->transformXY, &t->transformZ, t->lightCenter, t->lightRadius,
357 const Vector3& lightCenter, float lightRadius) {
362 casterPerimeter, transformXY, transformZ, lightCenter, lightRadius);
375 const Vector3& lightCenter, float lightRadius) {
380 transformXY, transformZ, lightCenter, lightRadius);
206 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
354 precacheShadows(const Matrix4* drawTransform, const Rect& localClip, bool opaque, const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius) argument
371 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 DFrameBuilder.cpp96 Vector3 lightCenter = mCanvasState.currentSnapshot()->getRelativeLightCenter(); local
97 layer->inverseTransformInWindow.mapPoint3d(lightCenter);
100 layerDamage, lightCenter, nullptr, layerNode);
812 const Vector3& lightCenter,
817 mCanvasState.writableSnapshot()->setRelativeLightCenter(lightCenter);
843 Vector3 lightCenter = previous->getRelativeLightCenter(); local
855 inverseContentTransform.mapPoint3d(lightCenter);
879 lightCenter,
897 Vector3 lightCenter = previous->getRelativeLightCenter(); local
910 inverseContentTransform.mapPoint3d(lightCenter);
809 saveForLayer(uint32_t layerWidth, uint32_t layerHeight, float contentTranslateX, float contentTranslateY, const Rect& repaintRect, const Vector3& lightCenter, const BeginLayerOp* beginLayerOp, RenderNode* renderNode) argument
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H A DSpotShadow.cpp325 * @param lightCenter the center of the light.
329 void SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter, argument
334 ret[i].x = cosf(angle) * size + lightCenter.x;
335 ret[i].y = sinf(angle) * size + lightCenter.y;
336 ret[i].z = lightCenter.z;
344 * @param lightCenter The center of light.
350 const Vector3& lightCenter, const Vector3& polyVertex) {
351 float lightToPolyZ = lightCenter.z - polyVertex.z;
359 outline.x = polyVertex.x - ratioZ * (lightCenter.x - polyVertex.x);
360 outline.y = polyVertex.y - ratioZ * (lightCenter
349 projectCasterToOutline(Vector2& outline, const Vector3& lightCenter, const Vector3& polyVertex) argument
375 createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid, VertexBuffer& shadowTriangleStrip) argument
[all...]
/frameworks/base/libs/hwui/renderthread/
H A DCanvasContext.cpp236 void CanvasContext::setLightCenter(const Vector3& lightCenter) { argument
237 mLightGeometry.center = lightCenter;
H A DRenderProxy.cpp207 CREATE_BRIDGE2(setLightCenter, CanvasContext* context, Vector3 lightCenter) { argument
208 args->context->setLightCenter(args->lightCenter);
212 void RenderProxy::setLightCenter(const Vector3& lightCenter) { argument
215 args->lightCenter = lightCenter;

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