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  /external/chromium_org/third_party/skia/src/effects/
SkEmbossMask.h 17 static void Emboss(SkMask* mask, const SkEmbossMaskFilter::Light&);
SkEmbossMaskFilter.cpp 45 SkEmbossMaskFilter::Light light; local
47 memcpy(light.fDirection, direction, sizeof(light.fDirection));
48 light.fAmbient = SkToU8(am);
49 light.fSpecular = SkToU8(sp);
51 return SkNEW_ARGS(SkEmbossMaskFilter, (blurSigma, light));
65 SkEmbossMaskFilter::SkEmbossMaskFilter(SkScalar blurSigma, const Light& light)
66 : fLight(light), fBlurSigma(blurSigma)
113 Light light = fLight; local
    [all...]
  /external/skia/src/effects/
SkEmbossMask.h 17 static void Emboss(SkMask* mask, const SkEmbossMaskFilter::Light&);
SkEmbossMaskFilter.cpp 45 SkEmbossMaskFilter::Light light; local
47 memcpy(light.fDirection, direction, sizeof(light.fDirection));
48 light.fAmbient = SkToU8(am);
49 light.fSpecular = SkToU8(sp);
51 return SkNEW_ARGS(SkEmbossMaskFilter, (blurSigma, light));
65 SkEmbossMaskFilter::SkEmbossMaskFilter(SkScalar blurSigma, const Light& light)
66 : fLight(light), fBlurSigma(blurSigma)
113 Light light = fLight; local
    [all...]
  /external/chromium_org/third_party/skia/include/effects/
SkEmbossMaskFilter.h 15 This mask filter creates a 3D emboss look, by specifying a light and blur amount.
19 struct Light {
26 SkEmbossMaskFilter(SkScalar blurSigma, const Light& light);
29 SkEmbossMaskFilter(const Light& light, SkScalar blurRadius);
46 Light fLight;
  /external/skia/include/effects/
SkEmbossMaskFilter.h 15 This mask filter creates a 3D emboss look, by specifying a light and blur amount.
19 struct Light {
26 SkEmbossMaskFilter(SkScalar blurSigma, const Light& light);
29 SkEmbossMaskFilter(const Light& light, SkScalar blurRadius);
46 Light fLight;
  /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...]
state.h 55 if (ctx->Light.Enabled &&
56 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
  /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...]
state.h 55 if (ctx->Light.Enabled &&
56 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
  /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 {
LightList.java 33 package com.jme3.light;
47 public final class LightList implements Iterable<Light>, Savable, Cloneable {
49 private Light[] list, tlist;
56 private static final Comparator<Light> c = new Comparator<Light>() {
60 public int compare(Light l1, Light l2) {
83 list = new Light[DEFAULT_SIZE];
98 Light[] temp = new Light[list.length * 2]
    [all...]
Light.java 33 package com.jme3.light;
41 * Abstract class for representing a light source.
43 * All light source types have a color.
45 public abstract class Light implements Savable, Cloneable {
48 * Describes the light type.
53 * Directional light
60 * Point light
67 * Spot light.
74 * Ambient light
87 * Returns an index for the light typ
    [all...]
  /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/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/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/nouveau/
nv10_state_tnl.c 60 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
63 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
185 en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i;
190 PUSH_DATAb(push, ctx->Light.Enabled);
199 struct gl_lightmodel *m = &ctx->Light.Model;
209 (!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ?
285 struct gl_light *l = &ctx->Light.Light[i];
315 (ctx->Light.ColorMaterialEnabled &&
    [all...]
nv20_state_tnl.c 92 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
95 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
179 struct gl_lightmodel *m = &ctx->Light.Model;
193 PUSH_DATAb(push, ctx->Light.Model.TwoSide);
201 struct gl_light *l = &ctx->Light.Light[i];
231 (ctx->Light.ColorMaterialEnabled && \
232 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
239 float (*mat)[4] = ctx->Light.Material.Attrib;
245 COPY_3V(c_factor, ctx->Light.Model.Ambient)
    [all...]
  /external/mesa3d/src/mesa/drivers/dri/nouveau/
nv10_state_tnl.c 60 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
63 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
185 en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i;
190 PUSH_DATAb(push, ctx->Light.Enabled);
199 struct gl_lightmodel *m = &ctx->Light.Model;
209 (!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ?
285 struct gl_light *l = &ctx->Light.Light[i];
315 (ctx->Light.ColorMaterialEnabled &&
    [all...]
nv20_state_tnl.c 92 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
95 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
179 struct gl_lightmodel *m = &ctx->Light.Model;
193 PUSH_DATAb(push, ctx->Light.Model.TwoSide);
201 struct gl_light *l = &ctx->Light.Light[i];
231 (ctx->Light.ColorMaterialEnabled && \
232 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
239 float (*mat)[4] = ctx->Light.Material.Attrib;
245 COPY_3V(c_factor, ctx->Light.Model.Ambient)
    [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/program/
prog_statevars.c 59 const struct gl_material *mat = &ctx->Light.Material;
93 /* state[1] is the light number */
95 /* state[2] is the light attribute */
98 COPY_4V(value, ctx->Light.Light[ln].Ambient);
101 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
104 COPY_4V(value, ctx->Light.Light[ln].Specular);
107 COPY_4V(value, ctx->Light.Light[ln].EyePosition)
    [all...]
  /external/mesa3d/src/mesa/program/
prog_statevars.c 59 const struct gl_material *mat = &ctx->Light.Material;
93 /* state[1] is the light number */
95 /* state[2] is the light attribute */
98 COPY_4V(value, ctx->Light.Light[ln].Ambient);
101 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
104 COPY_4V(value, ctx->Light.Light[ln].Specular);
107 COPY_4V(value, ctx->Light.Light[ln].EyePosition)
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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...]
  /frameworks/base/services/java/com/android/server/
LightsService.java 49 * Light brightness is managed by a user setting.
54 * Light brightness is managed by a light sensor.
58 private final Light mLights[] = new Light[LIGHT_ID_COUNT];
60 public final class Light {
62 private Light(int id) {
183 mLights[i] = new Light(i);
192 public Light getLight(int id) {
199 Light light = (Light)msg.obj
    [all...]
  /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...]
  /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
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