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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/control/
LightControl.java 36 import com.jme3.light.DirectionalLight;
37 import com.jme3.light.Light;
38 import com.jme3.light.PointLight;
57 * Means, that the Light's transform is "copied"
63 * to the Transform of the light.
67 private Light light; field in class:LightControl
77 * @param light The light to be synced
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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,
  /external/qemu/android/protocol/
ui-commands-api.h 34 const char* light,
ui-commands.h 41 char light[0]; member in struct:UICmdChangeDispBrightness
ui-commands-proxy.c 136 * of a given light. 'light' is a string which can be one of:
145 const char* light,
149 const size_t cmd_size = sizeof(UICmdChangeDispBrightness) + strlen(light) + 1;
154 strcpy(cmd->light, light);
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
LightNode.java 34 import com.jme3.light.Light;
39 * <code>LightNode</code> is used to link together a {@link Light} object
54 public LightNode(String name, Light light) {
55 this(name, new LightControl(light));
82 public void setLight(Light light) {
83 lightControl.setLight(light);
90 public Light getLight()
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  /external/jmonkeyengine/engine/src/core/com/jme3/light/
AmbientLight.java 1 package com.jme3.light;
6 * An ambient light adds a constant color to the scene.
10 * multiplied by the ambient light color to get the final ambient color of
15 public class AmbientLight extends Light {
  /external/skia/src/effects/
SkEmbossMaskFilter.cpp 38 SkEmbossMaskFilter::Light light; local
40 memcpy(light.fDirection, direction, sizeof(light.fDirection));
41 light.fAmbient = SkToU8(am);
42 light.fSpecular = SkToU8(sp);
44 return SkNEW_ARGS(SkEmbossMaskFilter, (light, blurRadius));
58 SkEmbossMaskFilter::SkEmbossMaskFilter(const Light& light, SkScalar blurRadius)
59 : fLight(light), fBlurRadius(blurRadius)
99 Light light = fLight; local
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SkEmbossMask.cpp 81 void SkEmbossMask::Emboss(SkMask* mask, const SkEmbossMaskFilter::Light& light) {
86 int specular = light.fSpecular;
87 int ambient = light.fAmbient;
88 SkFixed lx = SkScalarToFixed(light.fDirection[0]);
89 SkFixed ly = SkScalarToFixed(light.fDirection[1]);
90 SkFixed lz = SkScalarToFixed(light.fDirection[2]);
132 // R = 2 (Light * Normal) Normal - Light
143 // value in the light, and just pass that in to this function
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  /external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
SceneLoader.java 36 import com.jme3.light.DirectionalLight;
37 import com.jme3.light.Light;
38 import com.jme3.light.PointLight;
39 import com.jme3.light.SpotLight;
74 private Light light; field in class:SceneLoader
100 light = null;
145 checkTopNode("light");
148 if (light instanceof DirectionalLight
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  /external/jmonkeyengine/engine/src/core/com/jme3/shadow/
ShadowCamera.java 34 import com.jme3.light.DirectionalLight;
35 import com.jme3.light.Light;
36 import com.jme3.light.PointLight;
41 * Creates a camera according to a light
42 * Handy to compute projection matrix of a light
48 private Light target;
50 public ShadowCamera(Light target) {
58 * Updates the camera view direction and position based on the light
61 if (target.getType() == Light.Type.Directional) {
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  /external/jmonkeyengine/engine/src/test/jme3test/texture/
TestTexture3D.java 9 import com.jme3.light.PointLight;
73 //add some light so that it is visible
74 PointLight light = new PointLight(); local
75 light.setColor(ColorRGBA.White);
76 light.setPosition(new Vector3f(5, 5, 5));
77 light.setRadius(20);
78 rootNode.addLight(light);
79 light = new PointLight();
80 light.setColor(ColorRGBA.White);
81 light.setPosition(new Vector3f(-5, -5, -5))
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  /external/jmonkeyengine/engine/src/test/jme3test/light/
TestManyLights.java 33 package jme3test.light;
TestLightRadius.java 33 package jme3test.light;
36 import com.jme3.light.DirectionalLight;
37 import com.jme3.light.PointLight;
66 Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
78 lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
TestSimpleLighting.java 33 package jme3test.light;
36 import com.jme3.light.DirectionalLight;
37 import com.jme3.light.PointLight;
63 Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
84 lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
  /external/quake/quake/src/QW/client/
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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r_surf.c 81 continue; // not lit by this light
251 // the fractional light values should range from 0 to (VID_GRADES - 1) << 16
328 int v, i, b, lightstep, lighttemp, light; local
349 light = lightright;
355 [(light & 0xFF00) + pix];
356 light += lightstep;
378 int v, i, b, lightstep, lighttemp, light; local
399 light = lightright;
405 [(light & 0xFF00) + pix];
406 light += lightstep
428 int v, i, b, lightstep, lighttemp, light; local
478 int v, i, b, lightstep, lighttemp, light; local
532 int lighttemp, lightstep, light; local
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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);
  /external/quake/quake/src/WinQuake/
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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r_surf.cpp 81 continue; // not lit by this light
268 // the fractional light values should range from 0 to (VID_GRADES - 1) << 16
345 int v, i, b, lightstep, lighttemp, light; local
366 light = lightright;
372 [(light & 0xFF00) + pix];
373 light += lightstep;
395 int v, i, b, lightstep, lighttemp, light; local
416 light = lightright;
422 [(light & 0xFF00) + pix];
423 light += lightstep;
445 int v, i, b, lightstep, lighttemp, light; local
495 int v, i, b, lightstep, lighttemp, light; local
549 int lighttemp, lightstep, light; local
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  /gdk/samples/quake/jni/
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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  /device/samsung/tuna/libsensors/
LightSensor.cpp 44 // 1/4 of light reaches sensor
45 mPendingEvent.light = powf(10, event->value * (125.0f / 1023.0f / 24.0f)) * 4;
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/lights/
LightHelper.java 35 import com.jme3.light.DirectionalLight;
36 import com.jme3.light.Light;
37 import com.jme3.light.PointLight;
38 import com.jme3.light.SpotLight;
50 * A class that is used in light calculations.
69 public Light toLight(Structure structure, BlenderContext blenderContext) throws BlenderFileException {
70 Light result = (Light) blenderContext.getLoadedFeature(structure.getOldMemoryAddress(), LoadedFeatureDataType.LOADED_FEATURE);
105 throw new BlenderFileException("Unknown light source type: " + type);
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  /external/skia/include/effects/
SkEmbossMaskFilter.h 17 This mask filter creates a 3D emboss look, by specifying a light and blur amount.
21 struct Light {
28 SkEmbossMaskFilter(const Light& light, SkScalar blurRadius);
50 Light fLight;
  /external/jmonkeyengine/engine/src/android/jme3test/android/
TestUnshadedModel.java 4 import com.jme3.light.AmbientLight;
5 import com.jme3.light.PointLight;

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