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Lines Matching refs:Vec2

51 using tcu::Vec2;
67 Vec2 p0;
68 Vec2 p1;
69 Vec2 p2;
70 Vec2 p3;
72 QuadCorners(const Vec2& p0_, const Vec2& p1_, const Vec2& p2_, const Vec2& p3_) : p0(p0_), p1(p1_), p2(p2_), p3(p3_) {}
213 void renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const;
214 void renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& color) const;
215 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;
216 void renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4& color) const;
217 void renderLine (const Vec2& p0, const Vec2& p1, const Vec4& color) const;
347 void MultisampleCase::renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const
355 void MultisampleCase::renderTriangle (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec4& color) const
360 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
366 void MultisampleCase::renderQuad (const Vec2& p0, const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec4& color) const
371 void MultisampleCase::renderLine (const Vec2& p0, const Vec2& p1, const Vec4& color) const
685 renderTriangle(Vec2(0.0f, 0.0f),
686 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f),
687 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f),
720 renderLine(Vec2(0.0f, 0.0f), Vec2(deFloatCos(angle)*0.95f, deFloatSin(angle)*0.95f), Vec4(1.0f));
840 Vec2 corners[4] =
842 0.5f * quadDiagLen * Vec2( angleCos, angleSin),
843 0.5f * quadDiagLen * Vec2(-angleSin, angleCos),
844 0.5f * quadDiagLen * Vec2(-angleCos, -angleSin),
845 0.5f * quadDiagLen * Vec2( angleSin, -angleCos)
856 Vec2 center = (2.0f-quadDiagLen) * Vec2((float)(quadNdx%3), (float)(quadNdx/3)) / 2.0f - 0.5f*(2.0f-quadDiagLen);
916 Vec2 corners[4] =
918 0.5f * quadDiagLen * Vec2( angleCos, angleSin),
919 0.5f * quadDiagLen * Vec2(-angleSin, angleCos),
920 0.5f * quadDiagLen * Vec2(-angleCos, -angleSin),
921 0.5f * quadDiagLen * Vec2( angleSin, -angleCos)
956 Vec2 corners[4] =
958 Vec2( 1.0f, 1.0f),
959 Vec2(-1.0f, 1.0f),
960 Vec2(-1.0f, -1.0f),
961 Vec2( 1.0f, -1.0f)
1155 renderTriangle(Vec2(0.0f, 0.0f),
1156 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f),
1157 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f),
1193 renderQuad(Vec2(-1.0f, -1.0f),
1194 Vec2( 1.0f, -1.0f),
1195 Vec2(-1.0f, 1.0f),
1196 Vec2( 1.0f, 1.0f),
1308 const Vec2 pt0 (-1.0f, -1.0f);
1309 const Vec2 pt1 ( 1.0f, -1.0f);
1310 const Vec2 pt2 (-1.0f, 1.0f);
1311 const Vec2 pt3 ( 1.0f, 1.0f);
1492 renderQuad(Vec2(x0, y0), Vec2(x1, y0), Vec2(x0, y1), Vec2(x1, y1), baseGreen + alpha0, baseGreen + alpha1, baseGreen + alpha0, baseGreen + alpha1);
1493 renderQuad(Vec2(x0, y0), Vec2(x1, y0), Vec2(x0, y1), Vec2(x1, y1), baseRed + alpha0, baseRed + alpha1, baseRed + alpha0, baseRed + alpha1);
1561 renderTriangle(Vec2(0.0f, 0.0f),
1562 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f),
1563 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f),