Searched refs:centroid3d (Results 1 - 5 of 5) sorted by relevance
/frameworks/base/libs/hwui/ |
H A D | AmbientShadow.h | 35 const Vector3& centroid3d, float heightFactor, float geomFactor,
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H A D | AmbientShadow.cpp | 131 * @param centroid3d The centroid of the shadow caster. 167 int casterVertexCount, const Vector3& centroid3d, 176 Vector2 currentSpike = {casterVertices[0].x - centroid3d.x, casterVertices[0].y - centroid3d.y}; 257 getEdgeExtraAndUpdateSpike(¤tSpike, innerNext, centroid3d); 292 float centroidOpacity = getAlphaFromFactoredZ(centroid3d.z * heightFactor); 294 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x, centroid3d.y, 166 createAmbientShadow(bool isCasterOpaque, const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d, float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) argument
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H A D | ShadowTessellator.h | 72 int casterVertexCount, const Vector3& centroid3d,
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H A D | ShadowTessellator.cpp | 32 int casterVertexCount, const Vector3& centroid3d, 56 AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon, casterVertexCount, centroid3d, 31 tessellateAmbientShadow(bool isCasterOpaque, const Vector3* casterPolygon, int casterVertexCount, const Vector3& centroid3d, const Rect& casterBounds, const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) argument
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H A D | TessellationCache.cpp | 231 Vector3 centroid3d = {centroid.x, centroid.y, 0}; local 232 mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ); 240 centroid3d.z += casterLift; 251 centroid3d, casterBounds, *localClip, maxZ, 255 centroid3d, *drawTransform, lightCenter, lightRadius,
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