/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;
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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 [all...] |
SpotShadow.h | 78 static void smoothPolygon(int level, int rays, float* rayDist);
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/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))) [all...] |
/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))) [all...] |
/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))) [all...] |
/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] [all...] |
/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] [all...] |
/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; [all...] |
/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; [all...] |
/external/chromium_org/third_party/skia/experimental/Intersection/ |
thingsToDo.txt | 137 Since intersecting these rays is unrelated to computing other intersections,
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/external/skia/experimental/Intersection/ |
thingsToDo.txt | 137 Since intersecting these rays is unrelated to computing other intersections,
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