/cts/tests/openglperf2/jni/graphics/ |
Mesh.h | 20 // This allows a mesh to appear multiple times in a SceneGraph without duplication. 21 class Mesh { 23 Mesh(const float* vertices, const float* normals, const float* texCoords, 25 virtual ~Mesh() {};
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Mesh.cpp | 14 #include "Mesh.h" 16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords,
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MeshNode.cpp | 16 MeshNode::MeshNode(const Mesh* mesh) : 17 mMesh(mesh) {
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MeshNode.h | 18 #include "Mesh.h" 24 explicit MeshNode(const Mesh* mesh); 29 const Mesh* mMesh;
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PerspectiveMeshNode.h | 19 #include "Mesh.h" 25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
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TexturedMeshNode.h | 19 #include "Mesh.h" 25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
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GLUtils.h | 23 #include "Mesh.h" 32 // Loads a mesh from assets/mesh/<name> 33 static Mesh* loadMesh(const char* name);
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TexturedMeshNode.cpp | 17 TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) : 18 MeshNode(mesh), mTextureId(textureId) {
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PerspectiveMeshNode.cpp | 19 PerspectiveMeshNode::PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId) : 20 TexturedMeshNode(mesh, textureId) {
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GLUtils.cpp | 93 Mesh* GLUtils::loadMesh(const char* path) { 127 return new Mesh(vertices, normals, texCoords, numVertices);
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/cts/tests/openglperf2/jni/primitive/fullpipeline/ |
FullPipelineRenderer.h | 19 #include <graphics/Mesh.h> 36 Mesh* mMesh;
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FullPipelineRenderer.cpp | 154 mMesh = new Mesh(FP_VERTICES, FP_NORMALS, FP_TEX_COORDS, FP_NUM_VERTICES);
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/cts/tests/openglperf2/jni/reference/scene/flocking/ |
WaterMeshNode.h | 19 #include <graphics/Mesh.h> 25 WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2);
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WaterMeshNode.cpp | 19 WaterMeshNode::WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2) : 20 MeshNode(mesh), mTime(time), mTextureId1(textureId1), mTextureId2(textureId2) {
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FlockingScene.cpp | 27 #include <graphics/Mesh.h> 123 mMeshes.push_back(GLUtils::loadMesh("mesh/fish.cob")); 124 mMeshes.push_back(GLUtils::loadMesh("mesh/plane.cob"));
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/cts/tests/openglperf2/jni/reference/scene/glowing/ |
BlurMeshNode.h | 19 #include <graphics/Mesh.h> 25 BlurMeshNode(const Mesh* mesh, GLuint fboTexId, GLuint tmpTexId1, GLuint tmpTexId2, float width, float height);
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BlurMeshNode.cpp | 17 BlurMeshNode::BlurMeshNode(const Mesh* mesh, GLuint fboTexId, GLuint tmpTexId1, GLuint tmpTexId2, 19 MeshNode(mesh), mFboTexId(fboTexId), mTmpTexId1(tmpTexId1), mTmpTexId2(tmpTexId2),
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GlowingScene.cpp | 23 #include <graphics/Mesh.h> 125 mMeshes.push_back(GLUtils::loadMesh("mesh/plane.cob")); 126 mMeshes.push_back(GLUtils::loadMesh("mesh/arc.cob")); 154 // To render the mesh to the FBO 189 mSceneGraphs[0]->drawProgram(*mFboModelMatrix, *mFboViewMatrix, *mFboProjectionMatrix); // Mesh
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/ |
OGLES2ChameleonMan.cpp | 338 @Description Loads the mesh data required for this training course into 360 SPODMesh& Mesh = m_Scene.pMesh[i]; 361 unsigned int uiSize = Mesh.nNumVertex * Mesh.sVertex.nStride; 364 glBufferData(GL_ARRAY_BUFFER, uiSize, Mesh.pInterleaved, GL_STATIC_DRAW); 369 if (Mesh.sFaces.pData) 372 uiSize = PVRTModelPODCountIndices(Mesh) * sizeof(GLshort); 374 glBufferData(GL_ELEMENT_ARRAY_BUFFER, uiSize, Mesh.sFaces.pData, GL_STATIC_DRAW); 689 SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx]; 691 // bind the VBO for the mesh [all...] |
/cts/tests/openglperf2/jni/reference/ |
ReferenceRenderer.h | 19 #include <graphics/Mesh.h>
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/cts/tests/openglperf2/jni/reference/scene/ |
Scene.h | 18 #include <graphics/Mesh.h> 43 std::vector<Mesh*> mMeshes;
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/external/skqp/src/gpu/ops/ |
GrDrawVerticesOp.h | 105 struct Mesh { 155 SkSTArray<1, Mesh, true> fMeshes;
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/ |
OGLES2DisplacementMap.cpp | 245 @Description Loads the mesh data required for this training course into
271 SPODMesh& Mesh = m_Scene.pMesh[i];
272 unsigned int uiSize = Mesh.nNumVertex * Mesh.sVertex.nStride;
274 glBufferData(GL_ARRAY_BUFFER, uiSize, Mesh.pInterleaved, GL_STATIC_DRAW);
278 if (Mesh.sFaces.pData)
281 uiSize = PVRTModelPODCountIndices(Mesh) * sizeof(GLshort);
283 glBufferData(GL_ELEMENT_ARRAY_BUFFER, uiSize, Mesh.sFaces.pData, GL_STATIC_DRAW);
430 // Camera nodes are after the mesh and light nodes in the array
580 // Load the correct texture for the mesh using our texture lookup table [all...] |
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/ColourGrading/OGLES3/ |
OGLES3ColourGrading.cpp | 325 @Description Loads the mesh data required for this training course into 348 SPODMesh& Mesh = m_Mask.pMesh[i]; 349 unsigned int uiSize = Mesh.nNumVertex * Mesh.sVertex.nStride; 351 glBufferData(GL_ARRAY_BUFFER, uiSize, Mesh.pInterleaved, GL_STATIC_DRAW); 355 if (Mesh.sFaces.pData) 358 uiSize = PVRTModelPODCountIndices(Mesh) * sizeof(GLshort); 360 glBufferData(GL_ELEMENT_ARRAY_BUFFER, uiSize, Mesh.sFaces.pData, GL_STATIC_DRAW); 752 // Now that the uniforms are set, call another function to actually draw the mesh. 820 @Input i32NodeIndex Node index of the mesh to dra [all...] |
/external/skia/src/gpu/ops/ |
GrDrawVerticesOp.cpp | 82 struct Mesh { 122 SkSTArray<1, Mesh, true> fMeshes; 151 Mesh& mesh = fMeshes.push_back(); local 152 mesh.fColor = color; 153 mesh.fViewMatrix = viewMatrix; 154 mesh.fVertices = std::move(vertices); 155 mesh.fIgnoreTexCoords = false; 156 mesh.fIgnoreColors = false; 158 if (mesh.fVertices->hasBones() && bones) 416 const Mesh& mesh = fMeshes[i]; local 500 GrMesh* mesh = target->allocMesh(this->primitiveType()); local 508 target->recordDraw(std::move(gp), mesh); local [all...] |