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  /external/clang/test/Index/
print-bitwidth.c 10 unsigned light : 1; member in struct:X
22 // CHECK: FieldDecl=light:10:12 (Definition) bitwidth=1
  /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
  /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/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
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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/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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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
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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/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
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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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  /device/samsung/manta/libsensors/
LightSensor.cpp 35 mPendingEvent.light = value * 8.9;
  /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) {
124 ALOGD_IF_SLOW(50, "Excessive delay setting light");
125 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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