/device/generic/goldfish/camera/fake-pipeline2/ |
Scene.cpp | 22 #include "Scene.h" 29 // Define single-letter shortcuts for scene definition, for directly indexing 31 #define G (Scene::GRASS * Scene::NUM_CHANNELS) 32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS) 33 #define H (Scene::HILL * Scene::NUM_CHANNELS) 34 #define W (Scene::WALL * Scene::NUM_CHANNELS [all...] |
Scene.h | 18 * The Scene class implements a simple physical simulation of a scene, using the 21 * It's fairly approximate, but does provide a scene with realistic widely 33 class Scene { 35 Scene(int sensorWidthPx, 38 ~Scene(); 52 // in the scene. Must be called before calculateScene 61 // Calculate scene information for current hour and the time offset since 131 * Constants for scene definition. These are various degrees of approximate. 135 // as a fraction of a scene tile, and relative magnitudes for the frequencie [all...] |
Sensor.cpp | 147 Scene &Sensor::getScene() { 392 int bayerSelect[4] = {Scene::R, Scene::Gr, Scene::Gb, Scene::B}; // RGGB 440 rCount = pixel[Scene::R] * scale64x; 441 gCount = pixel[Scene::Gr] * scale64x; 442 bCount = pixel[Scene::B] * scale64x; 470 rCount = pixel[Scene::R] * scale64x; 471 gCount = pixel[Scene::Gr] * scale64x [all...] |
Sensor.h | 80 #include "Scene.h" 101 * Access to scene 103 Scene &getScene(); 229 Scene mScene;
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/external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/ |
BloomFilter.java | 49 * BloomFilter is used to make objects in the scene have a glow effect.<br> 50 * There are 2 mode : Scene and Objects.<br> 51 * Scene mode extracts the bright parts of the scene to make them glow<br> 60 * GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map 65 * Apply bloom filter to bright areas in the scene. 67 Scene, 73 * Apply bloom to both bright parts of the scene and objects with glow map. 78 private GlowMode glowMode = GlowMode.Scene; 116 if (glowMode != GlowMode.Scene) { [all...] |
/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
Float4Param.java | 22 import com.android.scenegraph.Scene; 104 Scene parentScene = SceneManager.getInstance().getActiveScene();
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SceneManager.java | 34 import com.android.scenegraph.Scene; 72 Scene mActiveScene; 228 throw new RuntimeException("Scene manager not initialized"); 235 throw new RuntimeException("Scene manager not initialized"); 241 public Scene mLoadedScene; 247 public Scene getActiveScene() { 251 public void setActiveScene(Scene s) { 424 ColladaScene scene = new ColladaScene(name, cb); local 425 scene.init(mRS, mRes);
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ColladaScene.java | 69 Scene mActiveScene;
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ColladaParser.java | 52 Scene mScene;
98 Scene getScene() {
103 mScene = new Scene();
486 private void getScene(Element scene) {
487 String name = scene.getAttribute("name");
488 String id = scene.getAttribute("id");
490 Node childNode = scene.getFirstChild();
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Scene.java | 42 public class Scene extends SceneGraphBase { 66 public Scene() {
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/ |
TouchHandler.java | 43 public void init(Scene scene) { 51 mCameraRig = scene.appendNewCompoundTransform(); 59 mCamera = scene.appendNewCamera();
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FullscreenBlur.java | 83 static RenderPass addPass(Scene scene, Camera cam, TextureRenderTarget color, TextureRenderTarget depth) {
90 scene.appendRenderPass(pass);
94 static void addBlurPasses(Scene scene, RenderScriptGL rs, Camera cam) {
96 ArrayList<RenderableBase> allDraw = scene.getRenderables();
108 // Renders the scene off screen
109 RenderPass blurSourcePass = addPass(scene, cam,
121 RenderPass selectColorPass = addPass(scene, cam,
129 RenderPass horizontalBlurPass = addPass(scene, cam, [all...] |
SimpleAppRS.java | 42 Scene mScene; 53 mScene = new Scene();
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TestAppRS.java | 49 // Used to asynchronously load scene elements like meshes and transform hierarchies 56 // Top level class that initializes all the elements needed to use the scene graph 75 Scene mActiveScene; 86 // This is just a hardcoded object in the scene that gets turned on and off for the demo 113 // Load a scene to render 219 public void prepareToRender(Scene s) { 266 Log.v("TIMER", "Scene init time: " + (end - start));
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/device/generic/goldfish/camera/ |
Android.mk | 60 fake-pipeline2/Scene.cpp \
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/external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9/ |
3d-raytrace.js | 181 function Scene(a_triangles) { 189 Scene.prototype.intersect = function(origin, dir, near, far) { 244 Scene.prototype.blocked = function(O, D, far) { 292 function renderRows(camera, scene, pixels, width, height, starty, stopy) { 299 var l = scene.intersect(origin, dir); 305 Camera.prototype.render = function(scene, pixels, width, height) { 308 renderRows(cam, scene, pixels, width, height, 0, height); 380 var _scene = new Scene(triangles);
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/external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/ |
3d-raytrace.js | 181 function Scene(a_triangles) { 189 Scene.prototype.intersect = function(origin, dir, near, far) { 244 Scene.prototype.blocked = function(O, D, far) { 292 function renderRows(camera, scene, pixels, width, height, starty, stopy) { 299 var l = scene.intersect(origin, dir); 305 Camera.prototype.render = function(scene, pixels, width, height) { 308 renderRows(cam, scene, pixels, width, height, 0, height); 380 var _scene = new Scene(triangles);
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/external/v8/benchmarks/spinning-balls/ |
v.js | 55 var scene = void 0; variable 57 var scene = void 0; variable 295 function Scene(width, height) { 316 Scene.prototype.drawPoint = function (x, y, z, color) { 335 Scene.prototype.drawDyingPoints = function () { 338 // Rotate the scene around y-axis. 339 scene.drawPoint(point.x, point.y, point.z, point.color()); 352 Scene.prototype.draw = function () { 403 scene.draw(); 482 scene = new Scene(640, 480) [all...] |
/external/v8/benchmarks/ |
raytrace.js | 17 // the scene was ray traced correctly. 60 // flog/scene.js 298 Flog.RayTracer.Scene = Class.create(); 300 Flog.RayTracer.Scene.prototype = { 642 renderScene: function(scene, canvas){ 659 var ray = scene.camera.getRay(xp, yp); 661 var color = this.getPixelColor(ray, scene); 667 throw new Error("Scene rendered incorrectly"); 671 getPixelColor: function(ray, scene){ 672 var info = this.testIntersection(ray, scene, null) [all...] |
/external/webkit/PerformanceTests/SunSpider/tests/v8-v4/ |
v8-raytrace.js | 12 // the scene was ray traced correctly. 55 // flog/scene.js 299 Flog.RayTracer.Scene = Class.create(); 301 Flog.RayTracer.Scene.prototype = { 668 renderScene: function(scene, canvas){ 685 var ray = scene.camera.getRay(xp, yp); 687 var color = this.getPixelColor(ray, scene); 693 throw new Error("Scene rendered incorrectly"); 697 getPixelColor: function(ray, scene){ 698 var info = this.testIntersection(ray, scene, null) [all...] |
/external/webkit/PerformanceTests/SunSpider/tests/v8-v5/ |
v8-raytrace.js | 12 // the scene was ray traced correctly. 55 // flog/scene.js 299 Flog.RayTracer.Scene = Class.create(); 301 Flog.RayTracer.Scene.prototype = { 668 renderScene: function(scene, canvas){ 685 var ray = scene.camera.getRay(xp, yp); 687 var color = this.getPixelColor(ray, scene); 693 throw new Error("Scene rendered incorrectly"); 697 getPixelColor: function(ray, scene){ 698 var info = this.testIntersection(ray, scene, null) [all...] |
/external/webkit/PerformanceTests/SunSpider/tests/v8-v6/ |
v8-raytrace.js | 12 // the scene was ray traced correctly. 55 // flog/scene.js 293 Flog.RayTracer.Scene = Class.create(); 295 Flog.RayTracer.Scene.prototype = { 637 renderScene: function(scene, canvas){ 654 var ray = scene.camera.getRay(xp, yp); 656 var color = this.getPixelColor(ray, scene); 662 throw new Error("Scene rendered incorrectly"); 666 getPixelColor: function(ray, scene){ 667 var info = this.testIntersection(ray, scene, null) [all...] |
/prebuilts/tools/common/netbeans-visual/ |
org-netbeans-api-visual.jar | |