Searched defs:rays (Results 1 - 2 of 2) sorted by relevance

/frameworks/base/tools/layoutlib/bridge/src/com/android/layoutlib/bridge/shadowutil/
H A DSpotShadow.java453 * @param rays defines the number of points around the perimeter of the shadow to generate
460 @NonNull float[] poly, int polyLength, int rays, int layers, float strength,
527 triangulateConcentricPolygon(penumbra, penumbraLength, umbra, umbraLength, rays, layers,
539 * @param rays defines the number of points around the perimeter of the shadow to generate
545 @NonNull float[] umbra, int umbraLength, int rays, int layers, float strength,
548 double step = Math.PI * 2 / rays;
554 float[] t1 = new float[rays];
555 float[] t2 = new float[rays];
557 for (int i = 0; i < rays; i++) {
568 for (int i = 0; i < rays;
459 calcShadow(@onNull float[] lightPoly, int lightPolyLength, @NonNull float[] poly, int polyLength, int rays, int layers, float strength, @NonNull float[] retStrips) argument
544 triangulateConcentricPolygon(@onNull float[] penumbra, int penumbraLength, @NonNull float[] umbra, int umbraLength, int rays, int layers, float strength, @NonNull float[] retStrips) argument
627 getStripSize(int rays, int layers) argument
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/frameworks/base/libs/hwui/
H A DSpotShadow.cpp24 // When the polygon is about 90 vertices, the penumbra + umbra can reach 270 rays.
568 // Since we are still shooting rays to penumbra, it needs to be convex.
588 * @param rays The total number of rays.
592 void SpotShadow::smoothPolygon(int level, int rays, float* rayDist) { argument
594 for (int i = 0; i < rays; i++) {
595 float p1 = rayDist[(rays - 1 + i) % rays];
597 float p3 = rayDist[(i + 1) % rays];

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