/external/clang/test/Index/ |
print-bitwidth.c | 10 unsigned light : 1; member in struct:X 22 // CHECK: FieldDecl=light:10:12 (Definition) bitwidth=1
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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 [all...] |
/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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/external/qemu/android/protocol/ |
ui-commands-api.h | 34 const char* light,
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ui-commands.h | 41 char light[0]; member in struct:UICmdChangeDispBrightness
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/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() [all...] |
/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 {
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/external/skia/legacy/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 [all...] |
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 [all...] |
/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 [all...] |
SkLightingImageFilter.cpp | 63 SkPMColor light(const SkPoint3& normal, const SkPoint3& surfaceTolight, const SkPoint3& lightColor) const { function in class:__anon14988::DiffuseLightingType 80 SkPMColor light(const SkPoint3& normal, const SkPoint3& surfaceTolight, const SkPoint3& lightColor) const { function in class:__anon14988::SpecularLightingType 165 template <class LightingType, class LightType> void lightBitmap(const LightingType& lightingType, const SkLight* light, const SkBitmap& src, SkBitmap* dst, SkScalar surfaceScale) { 166 const LightType* l = static_cast<const LightType*>(light); 179 *dptr++ = lightingType.light(topLeftNormal(m, surfaceScale), surfaceToLight, l->lightColor(surfaceToLight)); 186 *dptr++ = lightingType.light(topNormal(m, surfaceScale), surfaceToLight, l->lightColor(surfaceToLight)); 190 *dptr++ = lightingType.light(topRightNormal(m, surfaceScale), surfaceToLight, l->lightColor(surfaceToLight)); 207 *dptr++ = lightingType.light(leftNormal(m, surfaceScale), surfaceToLight, l->lightColor(surfaceToLight)); 214 *dptr++ = lightingType.light(interiorNormal(m, surfaceScale), surfaceToLight, l->lightColor(surfaceToLight)); 218 *dptr++ = lightingType.light(rightNormal(m, surfaceScale), surfaceToLight, l->lightColor(surfaceToLight)) 310 const SkLight* light() const { return fLight; } function in class:__anon14988::GrLightingEffect [all...] |
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 [all...] |
/external/qemu/distrib/sdl-1.2.15/test/ |
testalpha.c | 62 /* Create a "light" -- a yellowish surface with variable alpha */ 71 SDL_Surface *light; local 79 light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 16, 86 light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 32, 88 if ( light == NULL ) { 89 fprintf(stderr, "Couldn't create light: %s\n", SDL_GetError()); 94 /* Fill with a light yellow-orange color */ 95 skip = light->pitch-(light->w*light->format->BytesPerPixel) 331 SDL_Surface *light; local [all...] |
/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 [all...] |
/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) { [all...] |
/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)) [all...] |
/device/samsung/manta/libsensors/ |
LightSensor.cpp | 35 mPendingEvent.light = value * 8.9;
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/external/jmonkeyengine/engine/src/test/jme3test/light/ |
TestManyLights.java | 33 package jme3test.light;
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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));
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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));
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/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] [all...] |
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 [all...] |
/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) { 124 ALOGD_IF_SLOW(50, "Excessive delay setting light"); 125 devices->lights[light]->set_light(devices->lights[light], &state);
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/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; [all...] |
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 [all...] |