HomeSort by relevance Sort by last modified time
    Searched refs:light (Results 1 - 25 of 386) sorted by null

1 2 3 4 5 6 7 8 91011>>

  /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
    [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,
  /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()
    [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 {
  /external/chromium_org/third_party/mesa/src/src/mesa/tnl/
t_vb_lighttmp.h 53 GLfloat (*base)[3] = ctx->Light._BaseColor;
77 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
82 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
91 struct gl_light *light; local
95 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
97 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
109 /* Add contribution from each enabled light source */
110 foreach (light, &ctx->Light.EnabledList) {
116 GLfloat VP[3]; /* unit vector from vertex to light */
269 struct gl_light *light; local
423 const struct gl_light *light = ctx->Light.EnabledList.next; local
534 const struct gl_light *light; local
    [all...]
t_rasterpos.c 29 #include "main/light.h"
122 /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
123 const struct gl_light *light; local
128 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
131 foreach (light, &ctx->Light.EnabledList) {
133 GLfloat VP[3]; /* vector from vertex to light pos */
137 if (!(light->_Flags & LIGHT_POSITIONAL)) {
138 /* light at infinity */
139 COPY_3V(VP, light->_VP_inf_norm)
    [all...]
  /external/mesa3d/src/mesa/tnl/
t_vb_lighttmp.h 53 GLfloat (*base)[3] = ctx->Light._BaseColor;
77 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
82 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
91 struct gl_light *light; local
95 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
97 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
109 /* Add contribution from each enabled light source */
110 foreach (light, &ctx->Light.EnabledList) {
116 GLfloat VP[3]; /* unit vector from vertex to light */
269 struct gl_light *light; local
423 const struct gl_light *light = ctx->Light.EnabledList.next; local
534 const struct gl_light *light; local
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.hlsl 31 float4 light;
48 float3 light : LIGHT;
57 result.light = light - view;
66 float3 nlight = normalize(input.light);
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.hlsl 31 float4 light;
48 float3 light : LIGHT;
57 result.light = light - view;
66 float3 nlight = normalize(input.light);
  /external/chromium_org/third_party/skia/src/effects/
SkEmbossMaskFilter.cpp 39 SkEmbossMaskFilter::Light light; local
41 memcpy(light.fDirection, direction, sizeof(light.fDirection));
42 light.fAmbient = SkToU8(am);
43 light.fSpecular = SkToU8(sp);
45 return SkNEW_ARGS(SkEmbossMaskFilter, (light, blurRadius));
59 SkEmbossMaskFilter::SkEmbossMaskFilter(const Light& light, SkScalar blurRadius)
60 : fLight(light), fBlurRadius(blurRadius)
100 Light light = fLight; local
    [all...]
  /external/skia/src/effects/
SkEmbossMaskFilter.cpp 39 SkEmbossMaskFilter::Light light; local
41 memcpy(light.fDirection, direction, sizeof(light.fDirection));
42 light.fAmbient = SkToU8(am);
43 light.fSpecular = SkToU8(sp);
45 return SkNEW_ARGS(SkEmbossMaskFilter, (light, blurRadius));
59 SkEmbossMaskFilter::SkEmbossMaskFilter(const Light& light, SkScalar blurRadius)
60 : fLight(light), fBlurRadius(blurRadius)
100 Light light = fLight; local
    [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/chromium_org/third_party/mesa/src/src/mesa/main/
light.c 31 #include "light.h"
52 if (ctx->Light.ShadeModel == mode)
56 ctx->Light.ShadeModel = mode;
86 if (ctx->Light.ProvokingVertex == mode)
90 ctx->Light.ProvokingVertex = mode;
96 * per-light state.
104 struct gl_light *light; local
107 light = &ctx->Light.Light[lnum]
634 struct gl_light *light, *list = &ctx->Light.EnabledList; local
887 struct gl_light *light; local
949 struct gl_light *light; local
    [all...]
light.h 50 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param );
53 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params );
56 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params );
59 _mesa_Lighti( GLenum light, GLenum pname, GLint param );
74 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params );
77 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params );
  /external/mesa3d/src/mesa/main/
light.c 31 #include "light.h"
52 if (ctx->Light.ShadeModel == mode)
56 ctx->Light.ShadeModel = mode;
86 if (ctx->Light.ProvokingVertex == mode)
90 ctx->Light.ProvokingVertex = mode;
96 * per-light state.
104 struct gl_light *light; local
107 light = &ctx->Light.Light[lnum]
634 struct gl_light *light, *list = &ctx->Light.EnabledList; local
887 struct gl_light *light; local
949 struct gl_light *light; local
    [all...]
light.h 50 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param );
53 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params );
56 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params );
59 _mesa_Lighti( GLenum light, GLenum pname, GLint param );
74 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params );
77 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params );
  /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;
  /external/jmonkeyengine/engine/src/test/jme3test/light/
TestManyLights.java 33 package jme3test.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) {
124 ALOGD_IF_SLOW(50, "Excessive delay setting light");
125 devices->lights[light]->set_light(devices->lights[light], &state);

Completed in 428 milliseconds

1 2 3 4 5 6 7 8 91011>>