Home
last modified time | relevance | path

Searched refs:vec3 (Results 1 – 25 of 25) sorted by relevance

/frameworks/native/libs/math/tests/
Dvec_test.cpp33 vec3& v3(v4.xyz); in TEST_F()
36 EXPECT_EQ(sizeof(vec3), sizeof(float)*3); in TEST_F()
72 vec4 v5(vec3(v2.xy, 42), 24); in TEST_F()
106 v0.xyz = vec3(1, 2, 3); in TEST_F()
238 vec3 east(1, 0, 0); in TEST_F()
239 vec3 north(0, 1, 0); in TEST_F()
240 vec3 up(cross(east, north)); in TEST_F()
241 EXPECT_EQ(up, vec3(0, 0, 1)); in TEST_F()
246 vec3 v0(1, 2, 3); in TEST_F()
247 vec3 vn(normalize(v0)); in TEST_F()
[all …]
Dmat_test.cpp202 mat3 m2(vec3(2)); in TEST_F()
213 mat3 m2(vec3(2)); in TEST_F()
236 EXPECT_EQ(mat3(vec3(-1, 0, 0), in TEST_F()
237 vec3(0, -1, 0), in TEST_F()
238 vec3(0, 0, -1)), m0); in TEST_F()
249 mat3 m1(vec3(1, 2, 3), vec3(4, 5, 6), vec3(7, 8, 9)); in TEST_F()
250 mat3 m2(vec3(1, 4, 7), vec3(2, 5, 8), vec3(3, 6, 9)); in TEST_F()
253 EXPECT_EQ(vec3(1, 5, 9), diag(m1)); in TEST_F()
257 mat3 m3(vec3(4, 3, 0), vec3(3, 2, 0), vec3(0, 0, 1)); in TEST_F()
/frameworks/opt/gamesdk/third_party/cube/app/src/main/cpp/
Dlinmath.h32 typedef float vec3[3]; typedef
33 static inline void vec3_add(vec3 r, vec3 const a, vec3 const b) { in vec3_add()
37 static inline void vec3_sub(vec3 r, vec3 const a, vec3 const b) { in vec3_sub()
41 static inline void vec3_scale(vec3 r, vec3 const v, float const s) { in vec3_scale()
45 static inline float vec3_mul_inner(vec3 const a, vec3 const b) { in vec3_mul_inner()
51 static inline void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) { in vec3_mul_cross()
56 static inline float vec3_len(vec3 const v) { return sqrtf(vec3_mul_inner(v, v)); } in vec3_len()
57 static inline void vec3_norm(vec3 r, vec3 const v) { in vec3_norm()
61 static inline void vec3_reflect(vec3 r, vec3 const v, vec3 const n) { in vec3_reflect()
178 static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b) { in mat4x4_from_vec3_mul_outer()
[all …]
Dcube.frag27 layout (location = 1) in vec3 frag_pos;
30 const vec3 lightDir= vec3(0.424, 0.566, 0.707);
33 vec3 dX = dFdx(frag_pos);
34 vec3 dY = dFdy(frag_pos);
35 vec3 normal = normalize(cross(dX,dY));
Dcube.vert31 layout (location = 1) out vec3 frag_pos;
Dcube.cpp890 vec3 eye = {0.0f, 3.0f, 5.0f}; in init()
891 vec3 origin = {0, 0, 0}; in init()
892 vec3 up = {0.0f, 1.0f, 0.0}; in init()
Dcube.c3788 vec3 eye = {0.0f, 3.0f, 5.0f}; in demo_init()
3789 vec3 origin = {0, 0, 0}; in demo_init()
3790 vec3 up = {0.0f, 1.0f, 0.0}; in demo_init()
/frameworks/native/libs/ui/include/ui/
DTransform.h67 const vec3& operator [] (size_t i) const; // returns column i
90 vec3 transform(const vec3& v) const;
103 vec3 v[3];
104 inline const vec3& operator [] (size_t i) const { return v[i]; }
105 inline vec3& operator [] (size_t i) { return v[i]; }
/frameworks/native/libs/ui/include_vndk/ui/
DTransform.h67 const vec3& operator [] (size_t i) const; // returns column i
90 vec3 transform(const vec3& v) const;
103 vec3 v[3];
104 inline const vec3& operator [] (size_t i) const { return v[i]; }
105 inline vec3& operator [] (size_t i) { return v[i]; }
/frameworks/native/services/surfaceflinger/Effects/
DDaltonizer.cpp79 const vec3& lms_r(rgb2lms[0].rgb); in update()
81 const vec3& lms_b(rgb2lms[2].rgb); in update()
83 const vec3 lms_w((rgb2lms * vec4(1)).rgb); in update()
88 const vec3 p0 = cross(lms_w, lms_b); // protanopia/deuteranopia in update()
89 const vec3 p1 = cross(lms_w, lms_r); // tritanopia in update()
/frameworks/base/packages/SystemUI/res/raw/
Dimage_wallpaper_fragment_shader.glsl20 vec3 luminosity(vec3 color) {
22 return vec3(lum);
25 vec4 transform(vec3 diffuse) {
27 vec3 lum = luminosity(diffuse);
55 vec3 remaps = smoothstep(lower, 1., diffuse);
/frameworks/base/core/res/res/raw/
Dcolor_fade_frag.frag12 vec3 rgb = pow(color.rgb * opacity, vec3(gamma));
/frameworks/native/libs/ui/
DTransform.cpp87 const vec3& Transform::operator [] (size_t i) const { in operator []()
110 vec3& v(mMatrix[i]); in reset()
189 vec3 Transform::transform(const vec3& v) const { in transform()
190 vec3 r; in transform()
/frameworks/native/services/surfaceflinger/tests/
DBufferGeneratorShader.h347 static const android::vec3 SPHERICAL_HARMONICS[4] =
DBufferGenerator.cpp260 void bindVec3(GLint location, const vec3* v, uint32_t count) const { in bindVec3()
DTransaction_test.cpp1880 const ubyte3 expected((vec3(color) * alpha + vec3(1.0f, 0.0f, 0.0f) * (1.0f - alpha)) * 255.0f); in TEST_P()
1906 const ubyte3 expected((vec3(color) * alpha + vec3(1.0f, 0.0f, 0.0f) * (1.0f - alpha)) * 255.0f); in TEST_P()
3017 .setColorTransform(colorLayer, matrix, vec3()).apply(); in TEST_P()
3071 .setColorTransform(parentLayer, matrix, vec3()) in TEST_P()
3131 .setColorTransform(parentLayer, matrixParent, vec3()) in TEST_P()
3132 .setColorTransform(colorLayer, matrixChild, vec3()) in TEST_P()
/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/
Dtypes.h29 using vec3 = vec3f; variable
Dnumeric.h160 inline mat4 TranslationMatrix(const vec3& translation) { in TranslationMatrix()
/frameworks/native/libs/math/include/math/
Dvec3.h118 typedef details::TVec3<float> vec3; typedef
/frameworks/av/media/libstagefright/codecs/m4v_h263/enc/src/
Dvlc_encode.cpp2544 Int vec1, vec2, vec3; in find_pmvs() local
2574 vec3 = 3 ; in find_pmvs()
2586 vec3 = 3 ; in find_pmvs()
2598 vec3 = 3 ; in find_pmvs()
2610 vec3 = 2 ; in find_pmvs()
2622 vec3 = 2 ; in find_pmvs()
2705 p3x = motdata[yin3*nMBPerRow+xin3][vec3].x; in find_pmvs()
2706 p3y = motdata[yin3*nMBPerRow+xin3][vec3].y; in find_pmvs()
/frameworks/native/libs/renderengine/gl/
DGLESRenderEngine.cpp1029 m = mat4::rotate(rot90InRadians, vec3(0, 0, 1)) * m; in setViewportAndProjection()
1032 m = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1)) * m; in setViewportAndProjection()
1035 m = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1)) * m; in setViewportAndProjection()
/frameworks/native/libs/gui/include/gui/
DSurfaceComposerClient.h447 const vec3& translation);
/frameworks/native/services/surfaceflinger/
DSurfaceFlinger.cpp5928 rotMatrix = mat4::rotate(rot90InRadians, vec3(0, 0, 1)); in renderScreenImplLocked()
5932 rotMatrix = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1)); in renderScreenImplLocked()
5937 rotMatrix = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1)); in renderScreenImplLocked()
/frameworks/native/libs/gui/
DSurfaceComposerClient.cpp1138 const sp<SurfaceControl>& sc, const mat3& matrix, const vec3& translation) { in setColorTransform()
/frameworks/base/core/jni/
Dandroid_view_SurfaceControl.cpp534 vec3 translation(floatTranslation[0], floatTranslation[1], floatTranslation[2]); in nativeSetColorTransform()