Searched refs:centroid3d (Results 1 - 5 of 5) sorted by relevance

/frameworks/base/libs/hwui/
H A DAmbientShadow.h35 const Vector3& centroid3d, float heightFactor, float geomFactor,
H A DAmbientShadow.cpp131 * @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(&currentSpike, 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
H A DShadowTessellator.h72 int casterVertexCount, const Vector3& centroid3d,
H A DShadowTessellator.cpp32 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
H A DTessellationCache.cpp231 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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