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Lines Matching refs:Vec2

50 using tcu::Vec2;
65 Vec2 p0;
66 Vec2 p1;
67 Vec2 p2;
68 Vec2 p3;
70 QuadCorners(const Vec2& p0_, const Vec2& p1_, const Vec2& p2_, const Vec2& p3_) : p0(p0_), p1(p1_), p2(p2_), p3(p3_) {}
189 void renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const;
190 void renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& color) const;
191 void renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4& c0, const Vec4& c1, const Vec4& c2, const Vec4& c3) const;
192 void renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4& color) const;
193 void renderLine (const Vec2& p0, const Vec2& p1, const Vec4& color) const;
258 void MultisampleCase::renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const
266 void MultisampleCase::renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& color) const
271 void MultisampleCase::renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4& c0, const Vec4& c1, const Vec4& c2, const Vec4& c3) const
277 void MultisampleCase::renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4& color) const
282 void MultisampleCase::renderLine (const Vec2& p0, const Vec2& p1, const Vec4& color) const
517 renderTriangle(Vec2(0.0f, 0.0f),
518 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f),
519 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f),
552 renderLine(Vec2(0.0f, 0.0f), Vec2(deFloatCos(angle)*0.95f, deFloatSin(angle)*0.95f), Vec4(1.0f));
678 Vec2 corners[4] =
680 0.5f * quadDiagLen * Vec2( angleCos, angleSin),
681 0.5f * quadDiagLen * Vec2(-angleSin, angleCos),
682 0.5f * quadDiagLen * Vec2(-angleCos, -angleSin),
683 0.5f * quadDiagLen * Vec2( angleSin, -angleCos)
694 Vec2 center = (2.0f-quadDiagLen) * Vec2((float)(quadNdx%3), (float)(quadNdx/3)) / 2.0f - 0.5f*(2.0f-quadDiagLen);
754 Vec2 corners[4] =
756 0.5f * quadDiagLen * Vec2( angleCos, angleSin),
757 0.5f * quadDiagLen * Vec2(-angleSin, angleCos),
758 0.5f * quadDiagLen * Vec2(-angleCos, -angleSin),
759 0.5f * quadDiagLen * Vec2( angleSin, -angleCos)
794 Vec2 corners[4] =
796 Vec2( 1.0f, 1.0f),
797 Vec2(-1.0f, 1.0f),
798 Vec2(-1.0f, -1.0f),
799 Vec2( 1.0f, -1.0f)
996 renderTriangle(Vec2(0.0f, 0.0f),
997 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f),
998 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f),
1034 renderQuad(Vec2(-1.0f, -1.0f),
1035 Vec2( 1.0f, -1.0f),
1036 Vec2(-1.0f, 1.0f),
1037 Vec2( 1.0f, 1.0f),
1152 const Vec2 pt0 (-1.0f, -1.0f);
1153 const Vec2 pt1 ( 1.0f, -1.0f);
1154 const Vec2 pt2 (-1.0f, 1.0f);
1155 const Vec2 pt3 ( 1.0f, 1.0f);
1339 renderQuad(Vec2(x0, y0), Vec2(x1, y0), Vec2(x0, y1), Vec2(x1, y1), baseGreen + alpha0, baseGreen + alpha1, baseGreen + alpha0, baseGreen + alpha1);
1340 renderQuad(Vec2(x0, y0), Vec2(x1, y0), Vec2(x0, y1), Vec2(x1, y1), baseRed + alpha0, baseRed + alpha1, baseRed + alpha0, baseRed + alpha1);
1411 renderTriangle(Vec2(0.0f, 0.0f),
1412 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f),
1413 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f),