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  /external/skia/src/effects/
SkEmbossMask.h 16 static void Emboss(SkMask* mask, const SkEmbossMaskFilter::Light&);
SkEmbossMaskFilter.h 15 This mask filter creates a 3D emboss look, by specifying a light and blur amount.
19 struct Light {
26 static sk_sp<SkMaskFilter> Make(SkScalar blurSigma, const Light& light);
39 SkEmbossMaskFilter(SkScalar blurSigma, const Light& light);
43 Light fLight;
SkEmbossMaskFilter.cpp 16 sk_sp<SkMaskFilter> SkEmbossMaskFilter::Make(SkScalar blurSigma, const Light& light) {
17 return sk_sp<SkMaskFilter>(new SkEmbossMaskFilter(blurSigma, light));
27 SkEmbossMaskFilter::Light light; local
29 memcpy(light.fDirection, direction, sizeof(light.fDirection));
31 light.fAmbient = SkUnitScalarClampToByte(ambient);
34 light.fSpecular = static_cast<U8CPU>(SkScalarPin(specular, 0, 16) * kSpecularMultiplier + 0.5);
36 return SkEmbossMaskFilter::Make(blurSigma, light);
91 Light light = fLight; local
111 Light light; local
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  /cts/apps/CtsVerifier/src/com/android/cts/verifier/sensors/sixdof/Renderer/RenderUtils/
DrawParameters.java 18 import com.android.cts.verifier.sensors.sixdof.Renderer.Renderable.Light;
26 private Light mLight;
33 public void update(float[] viewMatrix, float[] projectionMatrix, Light light) {
35 mLight = light;
46 public Light getLight() {
  /external/skia/include/core/
SkLights.h 22 class Light {
29 Light(const Light& other)
38 Light(Light&& other)
47 static Light MakeDirectional(const SkColor3f& color, const SkVector3& dir,
49 Light light(kDirectional_LightType, color, dir, isRadial);
50 if (!light.fDirOrPos.normalize()) {
51 light.fDirOrPos.set(0.0f, 0.0f, 1.0f)
174 const Light& light(int index) const { function in class:SkLights
178 Light& light(int index) { function in class:SkLights
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  /hardware/interfaces/tests/extension/light/2.0/default/
Light.cpp 16 #include "Light.h"
22 namespace light { namespace in namespace:android::hardware::tests::extension
26 // Methods from ::android::hardware::light::V2_0::ILight follow.
27 Return<Status> Light::setLight(Type type, const LightState& state) {
41 Return<void> Light::getSupportedTypes(getSupportedTypes_cb _hidl_cb) {
54 // Methods from ::android::hardware::example::extension::light::V2_0::ILight follow.
55 Return<Status> Light::setExtLight(Type /* type */,
67 } // namespace light
service.cpp 16 #define LOG_TAG "android.hardware.tests.extension.light@2.0-service"
21 #include "Light.h"
27 using android::hardware::light::V2_0::ILight;
28 using android::hardware::tests::extension::light::V2_0::implementation::Light;
31 android::sp<ILight> service = new Light();
Android.mk 4 LOCAL_MODULE := android.hardware.tests.extension.light@2.0-service
5 LOCAL_INIT_RC := android.hardware.tests.extension.light@2.0-service.rc
9 Light.cpp \
16 android.hardware.light@2.0 \
17 android.hardware.tests.extension.light@2.0 \
  /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
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state.h 55 if (ctx->Light.Enabled &&
56 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
  /external/skia/src/core/
SkLights.cpp 49 Light light = Light::MakePoint(color, dirOrPos, intensity, isRadial); local
50 light.setShadowMap(depthMap);
51 builder.add(light);
53 Light light = Light::MakeDirectional(color, dirOrPos, isRadial); local
54 light.setShadowMap(depthMap);
55 builder.add(light);
67 const Light& light = this->light(l); local
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  /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 &&
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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)
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  /cts/apps/CtsVerifier/src/com/android/cts/verifier/sensors/sixdof/Renderer/Renderable/
Light.java 27 * Light object for applying shadows. Not actually rendered, but we make use of matrices in
30 public class Light extends Renderable {
36 * Used to hold the transformed position of the light in eye space (after transformation via
42 * Creates a light at the given position.
46 public Light(float[] position) {
47 new Light(position, DEFAULT_LIGHT_STRENGTH);
55 * Creates a light at the given position with a given strength.
58 * @param strength strength of light.
60 public Light(float[] position, float strength) {
  /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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  /frameworks/base/services/core/java/com/android/server/lights/
LightsManager.java 19 import android.hardware.light.V2_0.Type;
32 public abstract Light getLight(int id);
Light.java 19 import android.hardware.light.V2_0.Flash;
20 import android.hardware.light.V2_0.Brightness;
22 public abstract class Light {
28 * Light brightness is managed by a user setting.
33 * Light brightness is managed by a light sensor.
38 * Low-persistence light mode.
  /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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t_vb_light.c 29 #include "main/light.h"
98 * P = light source position
103 * // light at infinity
178 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
182 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
208 /* recompute derived light/material values */
234 if (ctx->Light.ColorMaterialEnabled) {
235 const GLuint bitmask = ctx->Light._ColorMaterialBitmask;
253 store->mat[j].current = ctx->Light.Material.Attrib[attr];
334 if (!ctx->Light.Enabled || ctx->VertexProgram._Current
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t_vb_rendertmp.h 85 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT)
110 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT)
134 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT)
141 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT)
148 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT)
174 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT)
181 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT)
206 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) {
232 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT)
268 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT
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  /external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/
SkinnedVertShader.vsh 39 varying mediump vec3 Light;
95 Light.x = dot(normalize(worldTangent), TmpLightDir);
96 Light.y = dot(normalize(worldBiNormal), TmpLightDir);
97 Light.z = dot(normalize(worldNormal), TmpLightDir);
101 Light.x = dot(normalize(worldNormal), TmpLightDir);
  /external/mesa3d/src/mesa/x86/
gen_matypes.c 98 OFFSET( "CTX_LIGHT_ENABLED ", struct gl_context, Light.Enabled );
99 OFFSET( "CTX_LIGHT_SHADE_MODEL ", struct gl_context, Light.ShadeModel );
100 OFFSET( "CTX_LIGHT_COLOR_MAT_FACE ", struct gl_context, Light.ColorMaterialFace );
101 OFFSET( "CTX_LIGHT_COLOR_MAT_MODE ", struct gl_context, Light.ColorMaterialMode );
102 OFFSET( "CTX_LIGHT_COLOR_MAT_MASK ", struct gl_context, Light._ColorMaterialBitmask );
103 OFFSET( "CTX_LIGHT_COLOR_MAT_ENABLED ", struct gl_context, Light.ColorMaterialEnabled );
104 OFFSET( "CTX_LIGHT_ENABLED_LIST ", struct gl_context, Light.EnabledList );
105 OFFSET( "CTX_LIGHT_NEED_VERTS ", struct gl_context, Light._NeedVertices );
106 OFFSET( "CTX_LIGHT_BASE_COLOR ", struct gl_context, Light._BaseColor );
  /hardware/interfaces/light/2.0/default/
Light.h 19 #include <android/hardware/light/2.0/ILight.h>
28 namespace light { namespace in namespace:android::hardware
32 using ::android::hardware::light::V2_0::ILight;
33 using ::android::hardware::light::V2_0::LightState;
34 using ::android::hardware::light::V2_0::Status;
35 using ::android::hardware::light::V2_0::Type;
42 struct Light : public ILight {
43 Light(std::map<Type, light_device_t*> &&lights);
45 // Methods from ::android::hardware::light::V2_0::ILight follow.
57 } // namespace light
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Light.cpp 17 #define LOG_TAG "light"
21 #include "Light.h"
25 namespace light { namespace in namespace:android::hardware
44 Light::Light(std::map<Type, light_device_t*> &&lights)
47 // Methods from ::android::hardware::light::V2_0::ILight follow.
48 Return<Status> Light::setLight(Type type, const LightState& state) {
77 Return<void> Light::getSupportedTypes(getSupportedTypes_cb _hidl_cb) {
128 ALOGE("Light passthrough failed to load legacy HAL.");
140 light_device_t* light = getLightDevice(name) local
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  /external/mesa3d/src/mesa/drivers/dri/i965/
gen6_clip_state.c 54 if (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION) {

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