/frameworks/base/libs/rs/ |
rsLight.cpp | 25 Light::Light(Context *rsc, bool isLocal, bool isMono) : ObjectBase(rsc) 43 Light::~Light() 47 void Light::setPosition(float x, float y, float z) 54 void Light::setColor(float r, float g, float b) 61 void Light::setupGL(uint32_t num) const 109 Light *l = new Light(rsc, rsc->mStateLight.mIsLocal, 117 Light *l = static_cast<Light *>(vl) [all...] |
rsLight.h | 29 class Light : public ObjectBase 32 Light(Context *, bool isLocal, bool isMono); 33 virtual ~Light();
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/external/skia/src/effects/ |
SkEmbossMaskFilter.cpp | 41 SkEmbossMaskFilter::Light light; local 43 memcpy(light.fDirection, direction, sizeof(light.fDirection)); 44 light.fAmbient = SkToU8(am); 45 light.fSpecular = SkToU8(sp); 47 return SkNEW_ARGS(SkEmbossMaskFilter, (light, blurRadius)); 61 SkEmbossMaskFilter::SkEmbossMaskFilter(const Light& light, SkScalar blurRadius) 62 : fLight(light), fBlurRadius(blurRadius 100 Light light = fLight; local [all...] |
SkEmbossMask.cpp | 93 void SkEmbossMask::Emboss(SkMask* mask, const SkEmbossMaskFilter::Light& light) 99 int specular = light.fSpecular; 100 int ambient = light.fAmbient; 101 SkFixed lx = SkScalarToFixed(light.fDirection[0]); 102 SkFixed ly = SkScalarToFixed(light.fDirection[1]); 103 SkFixed lz = SkScalarToFixed(light.fDirection[2]); 149 // R = 2 (Light * Normal) Normal - Light 161 // value in the light, and just pass that in to this function [all...] |
/hardware/libhardware/include/hardware/ |
lights.h | 34 * These light IDs correspond to logical lights, not physical. 35 * So for example, if your INDICATOR light is in line with your 36 * BUTTONS, it might make sense to also light the INDICATOR 37 * light to a reasonable color when the BUTTONS are lit. 61 * To flash the light at a given rate, set flashMode to LIGHT_FLASH_TIMED, 63 * the light on, followed by the number of milliseconds to turn the light 69 * To flash the light using hardware assist, set flashMode to 75 * Light brightness is managed by a user setting. 80 * Light brightness is managed by a light sensor [all...] |
/external/skia/include/effects/ |
SkEmbossMaskFilter.h | 24 This mask filter creates a 3D emboss look, by specifying a light and blur amount. 28 struct Light { 35 SkEmbossMaskFilter(const Light& light, SkScalar blurRadius); 54 Light fLight;
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/frameworks/base/graphics/java/android/renderscript/ |
Light.java | 26 public class Light extends BaseObj { 27 Light(int id, RenderScript rs) { 61 static synchronized Light internalCreate(RenderScript rs, Builder b) { 66 return new Light(id, rs); 69 public Light create() {
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/development/samples/GlobalTime/src/com/android/globaltime/ |
GLView.java | 57 * frustum and light intensities during application development. 105 * // Enable a light for the GLView to manipulate 152 * <li> la - ambient light (all RGB channels) 153 * <li> lar - ambient light red channel 154 * <li> lag - ambient light green channel 155 * <li> lab - ambient light blue channel 156 * <li> ld - diffuse light (all RGB channels) 157 * <li> ldr - diffuse light red channel 158 * <li> ldg - diffuse light green channel 159 * <li> ldb - diffuse light blue channe 900 float[] light = new float[4]; local [all...] |
/frameworks/base/services/java/com/android/server/ |
LightsService.java | 49 * Light brightness is managed by a user setting. 54 * Light brightness is managed by a light sensor. 58 private final Light mLights[] = new Light[LIGHT_ID_COUNT]; 60 public final class Light { 62 private Light(int id) { 182 mLights[i] = new Light(i); 191 public Light getLight(int id) { 198 Light light = (Light)msg.obj [all...] |
/frameworks/base/data/etc/ |
android.hardware.sensor.light.xml | 17 <!-- Feature for devices with an ambient light sensor. --> 19 <feature name="android.hardware.sensor.light" />
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/external/qemu/android/ |
hw-control.h | 18 * of a given light. 'light' is a string which can be one of: 26 const char* light,
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/frameworks/base/services/jni/ |
com_android_server_LightsService.cpp | 107 int light, int colorARGB, int flashMode, int onMS, int offMS, int brightnessMode) 112 if (light < 0 || light >= LIGHT_COUNT || devices->lights[light] == NULL) { 123 devices->lights[light]->set_light(devices->lights[light], &state);
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/external/quake/quake/src/QW/client/ |
r_light.c | 38 // light animations 39 // 'm' is normal light, 'a' is no light, 'z' is double bright 69 void R_MarkLights (dlight_t *light, int bit, mnode_t *node) 80 dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; 82 if (dist > light->radius) 84 R_MarkLights (light, bit, node->children[0]); 87 if (dist < -light->radius) 89 R_MarkLights (light, bit, node->children[1]); 105 R_MarkLights (light, bit, node->children[0]) [all...] |
gl_rlight.c | 37 // light animations 38 // 'm' is normal light, 'a' is no light, 'z' is double bright 94 void R_RenderDlight (dlight_t *light) 104 rad = light->radius * 0.35; 106 VectorSubtract (light->origin, r_origin, v); 109 AddLightBlend (1, 0.5, 0, light->radius * 0.0003); 119 glColor4f (light->color[0], light->color[1], light->color[2] [all...] |
/external/quake/quake/src/WinQuake/ |
r_light.cpp | 38 // light animations
39 // 'm' is normal light, 'a' is no light, 'z' is double bright
69 void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
80 dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
82 if (dist > light->radius)
84 R_MarkLights (light, bit, node->children[0]);
87 if (dist < -light->radius)
89 R_MarkLights (light, bit, node->children[1]);
105 R_MarkLights (light, bit, node->children[0]); [all...] |
gl_rlight.cpp | 37 // light animations
38 // 'm' is normal light, 'a' is no light, 'z' is double bright
75 void R_RenderDlight (dlight_t *light)
82 rad = light->radius * 0.35;
84 VectorSubtract (light->origin, r_origin, v);
87 AddLightBlend (1, 0.5, 0, light->radius * 0.0003);
105 *pPos++ = light->origin[i] - vpn[i]*rad;
114 *pPos++ = light->origin[j] + vright[j]*cos(a)*rad
127 v[i] = light->origin[i] - vpn[i]*rad; [all...] |
/external/webkit/WebCore/svg/graphics/filters/ |
SVGLightSource.cpp | 40 ts << "[type=POINT-LIGHT] "; 47 ts << "[type=SPOT-LIGHT] "; 57 ts << "[type=DISTANT-LIGHT] ";
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/frameworks/base/libs/utils/ |
README | 5 the Linux interface. That way the actual device runs as "light" as
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/dalvik/libcore/xml/src/test/resources/ |
simple.xml | 13 <description>light Belgian waffles covered with strawberries and whipped cream</description> 19 <description>light Belgian waffles covered with an assortment of fresh berries and whipped cream</description>
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/external/guava/javadoc/ |
stylesheet.css | 13 .TableSubHeadingColor { background: #EEEEFF; color:#000000 } /* Light mauve */ 22 .NavBarCell1 { background-color:#EEEEFF; color:#000000} /* Light mauve */
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/external/jsr305/javadoc/ |
stylesheet.css | 13 .TableSubHeadingColor { background: #EEEEFF } /* Light mauve */ 22 .NavBarCell1 { background-color:#EEEEFF;} /* Light mauve */
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/frameworks/base/graphics/java/android/graphics/ |
EmbossMaskFilter.java | 23 * @param direction array of 3 scalars [x, y, z] specifying the direction of the light source 24 * @param ambient 0...1 amount of ambient light
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/external/skia/src/views/ |
SkWidgets.cpp | 235 SkEmbossMaskFilter::Light light; local 237 light.fDirection[0] = SK_Scalar1/2; 238 light.fDirection[1] = SK_Scalar1/2; 239 light.fDirection[2] = SK_Scalar1/3; 240 light.fAmbient = 0x48; 241 light.fSpecular = 0x80; 245 light.fDirection[0] = -light.fDirection[0]; 246 light.fDirection[1] = -light.fDirection[1] [all...] |
/development/apps/Term/res/values/ |
styles.xml | 18 <style name="Theme" parent="@android:style/Theme.Light">
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/development/samples/Wiktionary/res/values/ |
themes.xml | 18 <style name="LookupTheme" parent="@android:style/Theme.Light.NoTitleBar">
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