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  /frameworks/base/libs/hwui/
ShadowTessellator.cpp 119 const int rays = SHADOW_RAY_COUNT; local
122 int baseIndex = layer * rays;
123 for (int i = 0; i < rays; i++) {
125 shadowIndices[currentIndex++] = rays + i + baseIndex;
130 shadowIndices[currentIndex++] = rays + baseIndex;
SpotShadow.cpp 26 // When the polygon is about 90 vertices, the penumbra + umbra can reach 270 rays.
780 // Since we are still shooting rays to penumbra, it needs to be convex.
801 * @param polyCentroid The centroid of the polygon, from which rays will be cast
806 const int rays = SHADOW_RAY_COUNT; local
807 const float step = M_PI * 2 / rays;
814 rayIndex = (rayIndex + rays) % rays; // ensure positive
818 * For a given pair of vertices on the polygon, poly[i-1] and poly[i], the rays that
830 firstRayIndexOnNextSegment = (firstRayIndexOnNextSegment + rays) % rays; // ensure positiv
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SpotShadow.h 78 static void smoothPolygon(int level, int rays, float* rayDist);
  /external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9/
3d-raytrace.js 284 rays = new Array(new Object(), new Object());
285 rays[0].origin = this.origin;
286 rays[1].origin = this.origin;
287 rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
288 rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
289 return rays;
294 var rays = camera.generateRayPair(y / height);
297 var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
298 var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)))
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  /external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/
3d-raytrace.js 284 rays = new Array(new Object(), new Object());
285 rays[0].origin = this.origin;
286 rays[1].origin = this.origin;
287 rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
288 rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
289 return rays;
294 var rays = camera.generateRayPair(y / height);
297 var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
298 var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)))
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  /external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-1.0/
3d-raytrace.js 284 rays = new Array(new Object(), new Object());
285 rays[0].origin = this.origin;
286 rays[1].origin = this.origin;
287 rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
288 rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
289 return rays;
294 var rays = camera.generateRayPair(y / height);
297 var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
298 var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)))
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  /external/chromium_org/third_party/skia/src/pathops/
SkOpAngle.cpp 405 SkDLine rays[] = {{{fCurvePart[0], rh.fCurvePart[rPts]}}, local
407 if (rays[0][1] == rays[1][1]) {
415 (*CurveIntersectRay[index ? rPts : lPts])(segment.pts(), rays[index], &i);
441 SkDVector m0 = rays[1][1] - fCurvePart[0];
451 SkDVector m1 = rays[0][1] - fCurvePart[0];
470 SkDVector cept = dPt - rays[index][0];
475 SkDVector total = rays[index][1] - rays[index][0];
480 SkDVector end = rays[index][1] - rays[index][0]
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  /external/skia/src/pathops/
SkOpAngle.cpp 405 SkDLine rays[] = {{{fCurvePart[0], rh.fCurvePart[rPts]}}, local
407 if (rays[0][1] == rays[1][1]) {
415 (*CurveIntersectRay[index ? rPts : lPts])(segment.pts(), rays[index], &i);
441 SkDVector m0 = rays[1][1] - fCurvePart[0];
451 SkDVector m1 = rays[0][1] - fCurvePart[0];
470 SkDVector cept = dPt - rays[index][0];
475 SkDVector total = rays[index][1] - rays[index][0];
480 SkDVector end = rays[index][1] - rays[index][0]
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  /external/chromium_org/third_party/skia/tests/
PathOpsAngleIdeas.cpp 471 // continue end point rays and see if they intersect the opposite curve
472 SkDLine rays[] = {{{origin, quad2[2]}}, {{origin, quad1[2]}}};
490 intersect[index].intersectRay(q, rays[index]);
510 SkDVector end = rays[index][1] - origin;
529 SkDVector end = rays[sIndex][1] - origin;
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  /external/skia/tests/
PathOpsAngleIdeas.cpp 471 // continue end point rays and see if they intersect the opposite curve
472 SkDLine rays[] = {{{origin, quad2[2]}}, {{origin, quad1[2]}}};
490 intersect[index].intersectRay(q, rays[index]);
510 SkDVector end = rays[index][1] - origin;
529 SkDVector end = rays[sIndex][1] - origin;
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  /external/chromium_org/third_party/skia/experimental/Intersection/
thingsToDo.txt 137 Since intersecting these rays is unrelated to computing other intersections,
  /external/skia/experimental/Intersection/
thingsToDo.txt 137 Since intersecting these rays is unrelated to computing other intersections,

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