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  /external/mesa3d/src/mesa/tnl/
t_vb_lighttmp.h 76 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
81 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
94 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
96 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
259 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
263 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
275 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
277 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
472 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
477 base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]
    [all...]
t_vb_light.c 52 * Information for updating current material attributes from vertex color,
58 GLfloat *current; /* points to material attribute to update */
179 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
183 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
190 * In the case of colormaterial, the effected material attributes
193 * This function copies the vertex's color to the material attributes
203 /* update the material */
209 /* recompute derived light/material values */
220 * Return number of material attributes which will track vertex color.
232 * track vertex color. Override the material attribute's pointe
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  /external/mesa3d/src/mesa/program/
prog_statevars.c 67 const struct gl_material *mat = &ctx->Light.Material;
74 /* state[2] is the material attribute */
95 _mesa_problem(ctx, "Invalid material state in fetch_state");
159 * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
160 + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
162 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
169 * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
170 + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
172 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
185 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i]
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  /frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/
VrState.java 32 public Material mMaterial = new Material();
Material.java 26 * Defines the material properties of a pixel value
29 public class Material {
78 public Material() {
147 public void setup(int[][] opacity, int[][] material) {
148 mMaterialProp = new MaterialProp[material.length];
150 for (int i = 0; i < material.length; i++) {
151 int rgb = material[i][1] & 0xFFFFFF;
153 float ambient = (material[i].length > 2) ? material[i][2] / 100.f : .2f;
154 float diffuse = (material[i].length > 3) ? material[i][3] / 100.f : .6f;
    [all...]
  /external/v8/benchmarks/
raytrace.js 61 // flog/material/basematerial.js
62 // flog/material/solid.js
63 // flog/material/chessboard.js
320 if(typeof(Flog.RayTracer.Material) == 'undefined') Flog.RayTracer.Material = {};
322 Flog.RayTracer.Material.BaseMaterial = Class.create();
324 Flog.RayTracer.Material.BaseMaterial.prototype = {
348 return 'Material [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
355 Flog.RayTracer.Material.Solid = Class.create();
357 Flog.RayTracer.Material.Solid.prototype = Object.extend
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  /external/mesa3d/src/mesa/drivers/dri/nouveau/
nv10_state_tnl.c 323 float (*mat)[4] = ctx->Light.Material.Attrib;
366 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
432 float (*mat)[4] = ctx->Light.Material.Attrib;
nv20_state_tnl.c 240 float (*mat)[4] = ctx->Light.Material.Attrib;
284 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
328 float (*mat)[4] = ctx->Light.Material.Attrib;
nouveau_render_t.c 205 COPY_4V(ctx->Light.Material.Attrib[attr], (float *)v);
  /external/mesa3d/src/mesa/vbo/
vbo_context.c 115 /* Size is fixed for the material attributes, for others will
132 init_array(ctx, cl, size, ctx->Light.Material.Attrib[i]);
206 /* map material attribs to generic slots */
  /external/mesa3d/src/mesa/main/
light.c 547 /********** MATERIAL **********/
552 * of the targeted material values.
560 /* Make a bitmask indicating what material attribute(s) we're updating */
610 /* Update derived values following a change in ctx->Light.Material
615 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
623 /* update material ambience */
644 /* update BaseColor = emission + scene's ambience * material's ambience */
657 /* update material diffuse values */
678 /* update material specular values */
710 struct gl_material *mat = &ctx->Light.Material;
    [all...]
rastpos.c 132 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
225 shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
attrib.c 420 FLUSH_CURRENT(ctx, 0); /* flush material changes */
    [all...]
ffvertex_prog.c 142 if (ctx->Light.Material.Attrib[attr][0] != 0.0F)
850 * Get a bitmask of which material values vary on a per-vertex basis.
874 /* Put material values in the GENERIC slots -- they are not used
890 * calculate these values dynamically in the case where material calls
    [all...]
mtypes.h 255 * \name Bit flags used for updating material values.
316 * Material state.
365 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
366 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
367 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
624 * Front and back material values.
627 struct gl_material Material;
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  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_state.c 650 /* Update on colormaterial, material emmissive/ambient,
666 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]);
669 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]);
715 if (memcmp( ctx->Light.Material.Attrib[i],
716 ctx->Light.Material.Attrib[i+1],
795 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
    [all...]
  /prebuilts/go/darwin-x86/src/text/template/
doc.go 29 Material string
33 tmpl, err := template.New("test").Parse("{{.Count}} items are made of {{.Material}}")
  /prebuilts/go/linux-x86/src/text/template/
doc.go 29 Material string
33 tmpl, err := template.New("test").Parse("{{.Count}} items are made of {{.Material}}")
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_state.c 833 /* Update on colormaterial, material emmissive/ambient,
850 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]);
853 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]);
990 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
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  /compatibility/cdd/3_software/
3_8_user-interface-compatibility.md 289 Android includes a ?Holo? and "Material" theme family as a set of defined styles
299 * [C-1-2] MUST support the ?Material? theme family and MUST NOT alter any of
300 the [Material theme attributes](

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