/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/ |
H A D | CanvasState.cpp | 63 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
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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 | 169 void setRelativeLightCenter(const Vector3& lightCenter) { mRelativeLightCenter = lightCenter; } argument
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H A D | TessellationCache.h | 94 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
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H A D | TessellationCache.cpp | 210 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
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H A D | FrameBuilder.cpp | 96 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 [all...] |
H A D | SpotShadow.cpp | 325 * @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 D | CanvasContext.cpp | 236 void CanvasContext::setLightCenter(const Vector3& lightCenter) { argument 237 mLightGeometry.center = lightCenter;
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H A D | RenderProxy.cpp | 207 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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