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

/frameworks/base/tools/layoutlib/bridge/src/com/android/layoutlib/bridge/shadowutil/
H A DSpotShadow.java464 float[] umbra = new float[polyLength * lightPolyLength * 2];
488 System.arraycopy(outline, 0, umbra, 0, polyLength);
491 umbraLength = intersection(outline, polyLength, umbra, umbraLength);
501 if (umbraLength < 3) {// no real umbra make a fake one
523 umbra = centShadow; // fake umbra
527 triangulateConcentricPolygon(penumbra, penumbraLength, umbra, umbraLength, rays, layers,
534 * This takes the inner and outer polygons of the umbra and penumbra and triangulates it.
537 * @param umbra The 2d flatten vertices of umbra polygon
544 triangulateConcentricPolygon(@onNull float[] penumbra, int penumbraLength, @NonNull float[] umbra, int umbraLength, int rays, int layers, float strength, @NonNull float[] retStrips) argument
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/frameworks/base/libs/hwui/
H A DSpotShadow.cpp20 // When there is no umbra, then just fake the umbra using
24 // When the polygon is about 90 vertices, the penumbra + umbra can reach 270 rays.
82 * umbra, and its corresponding vertex index.
87 // True is the vertex comes from penumbra, otherwise it comes from umbra.
435 Vector2 umbra[polyLength]; local
438 // the umbra is invalid, and we will tune down the shadow strength.
497 // Compute the umbra by the intersection from the outline's centroid!
517 // on the other side of C), there is no real umbra any more, so we just fake
518 // a small area around the centroid as the umbra, an
676 genNewPenumbraAndPairWithUmbra(const Vector2* penumbra, int penumbraLength, const Vector2* umbra, int umbraLength, Vector2* newPenumbra, int& newPenumbraIndex, IndexPair* verticesPair, int& verticesPairIndex) argument
835 generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale, Vector2* penumbra, int penumbraLength, Vector2* umbra, int umbraLength, const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip, const Vector2& centroid) argument
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