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  /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)
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rsLight.h 29 class Light : public ObjectBase
32 Light(Context *, bool isLocal, bool isMono);
33 virtual ~Light();
  /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
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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
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  /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
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  /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;
  /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() {
  /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
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  /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
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  /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" />
  /external/qemu/android/
hw-control.h 18 * of a given light. 'light' is a string which can be one of:
26 const char* light,
  /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);
  /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])
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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]
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  /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]);
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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;
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  /external/webkit/WebCore/svg/graphics/filters/
SVGLightSource.cpp 40 ts << "[type=POINT-LIGHT] ";
47 ts << "[type=SPOT-LIGHT] ";
57 ts << "[type=DISTANT-LIGHT] ";
  /frameworks/base/libs/utils/
README 5 the Linux interface. That way the actual device runs as "light" as
  /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>
  /external/guava/javadoc/
stylesheet.css 13 .TableSubHeadingColor { background: #EEEEFF; color:#000000 } /* Light mauve */
22 .NavBarCell1 { background-color:#EEEEFF; color:#000000} /* Light mauve */
  /external/jsr305/javadoc/
stylesheet.css 13 .TableSubHeadingColor { background: #EEEEFF } /* Light mauve */
22 .NavBarCell1 { background-color:#EEEEFF;} /* Light mauve */
  /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
  /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]
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  /development/apps/Term/res/values/
styles.xml 18 <style name="Theme" parent="@android:style/Theme.Light">
  /development/samples/Wiktionary/res/values/
themes.xml 18 <style name="LookupTheme" parent="@android:style/Theme.Light.NoTitleBar">

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