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  /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() {};
Mesh.cpp 14 #include "Mesh.h"
16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords,
MeshNode.cpp 16 MeshNode::MeshNode(const Mesh* mesh) :
17 mMesh(mesh) {
MeshNode.h 18 #include "Mesh.h"
24 explicit MeshNode(const Mesh* mesh);
29 const Mesh* mMesh;
PerspectiveMeshNode.h 19 #include "Mesh.h"
25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
TexturedMeshNode.h 19 #include "Mesh.h"
25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
GLUtils.h 23 #include "Mesh.h"
32 // Loads a mesh from assets/mesh/<name>
33 static Mesh* loadMesh(const char* name);
TexturedMeshNode.cpp 17 TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) :
18 MeshNode(mesh), mTextureId(textureId) {
PerspectiveMeshNode.cpp 19 PerspectiveMeshNode::PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId) :
20 TexturedMeshNode(mesh, textureId) {
GLUtils.cpp 93 Mesh* GLUtils::loadMesh(const char* path) {
127 return new Mesh(vertices, normals, texCoords, numVertices);
  /cts/tests/openglperf2/jni/primitive/fullpipeline/
FullPipelineRenderer.h 19 #include <graphics/Mesh.h>
36 Mesh* mMesh;
FullPipelineRenderer.cpp 154 mMesh = new Mesh(FP_VERTICES, FP_NORMALS, FP_TEX_COORDS, FP_NUM_VERTICES);
  /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);
WaterMeshNode.cpp 19 WaterMeshNode::WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2) :
20 MeshNode(mesh), mTime(time), mTextureId1(textureId1), mTextureId2(textureId2) {
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"));
  /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);
BlurMeshNode.cpp 17 BlurMeshNode::BlurMeshNode(const Mesh* mesh, GLuint fboTexId, GLuint tmpTexId1, GLuint tmpTexId2,
19 MeshNode(mesh), mFboTexId(fboTexId), mTmpTexId1(tmpTexId1), mTmpTexId2(tmpTexId2),
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
  /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>
  /cts/tests/openglperf2/jni/reference/scene/
Scene.h 18 #include <graphics/Mesh.h>
43 std::vector<Mesh*> mMeshes;
  /external/skqp/src/gpu/ops/
GrDrawVerticesOp.h 105 struct Mesh {
155 SkSTArray<1, Mesh, true> fMeshes;
  /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
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  /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
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