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Searched refs:Light (Results 1 – 25 of 172) sorted by relevance

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/external/mesa3d/src/mesa/main/
Dlight.c52 if (ctx->Light.ShadeModel == mode) in _mesa_ShadeModel()
56 ctx->Light.ShadeModel = mode; in _mesa_ShadeModel()
86 if (ctx->Light.ProvokingVertex == mode) in _mesa_ProvokingVertexEXT()
90 ctx->Light.ProvokingVertex = mode; in _mesa_ProvokingVertexEXT()
107 light = &ctx->Light.Light[lnum]; in _mesa_light()
347 COPY_4V( params, ctx->Light.Light[l].Ambient ); in _mesa_GetLightfv()
350 COPY_4V( params, ctx->Light.Light[l].Diffuse ); in _mesa_GetLightfv()
353 COPY_4V( params, ctx->Light.Light[l].Specular ); in _mesa_GetLightfv()
356 COPY_4V( params, ctx->Light.Light[l].EyePosition ); in _mesa_GetLightfv()
359 COPY_3V( params, ctx->Light.Light[l].SpotDirection ); in _mesa_GetLightfv()
[all …]
Dstate.c330 if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB) in update_clamp_vertex_color()
331 ctx->Light._ClampVertexColor = in update_clamp_vertex_color()
334 ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor; in update_clamp_vertex_color()
361 ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled && in update_twoside()
362 ctx->Light.Model.TwoSide); in update_twoside()
435 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
Dstate.h55 if (ctx->Light.Enabled && in _mesa_need_secondary_color()
56 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) in _mesa_need_secondary_color()
/external/skia/include/core/
DSkLights.h22 class Light {
29 Light(const Light& other) in Light() function
38 Light(Light&& other) in Light() function
47 static Light MakeDirectional(const SkColor3f& color, const SkVector3& dir,
49 Light light(kDirectional_LightType, color, dir, isRadial);
56 static Light MakePoint(const SkColor3f& color, const SkPoint3& pos, SkScalar intensity,
58 return Light(kPoint_LightType, color, pos, intensity, isRadial);
86 Light& operator= (const Light& b) {
100 bool operator== (const Light& b) {
113 bool operator!= (const Light& b) { return !(this->operator==(b)); }
[all …]
/external/mesa3d/src/mesa/program/
Dprog_statevars.c59 const struct gl_material *mat = &ctx->Light.Material; in _mesa_fetch_state()
98 COPY_4V(value, ctx->Light.Light[ln].Ambient); in _mesa_fetch_state()
101 COPY_4V(value, ctx->Light.Light[ln].Diffuse); in _mesa_fetch_state()
104 COPY_4V(value, ctx->Light.Light[ln].Specular); in _mesa_fetch_state()
107 COPY_4V(value, ctx->Light.Light[ln].EyePosition); in _mesa_fetch_state()
110 value[0] = ctx->Light.Light[ln].ConstantAttenuation; in _mesa_fetch_state()
111 value[1] = ctx->Light.Light[ln].LinearAttenuation; in _mesa_fetch_state()
112 value[2] = ctx->Light.Light[ln].QuadraticAttenuation; in _mesa_fetch_state()
113 value[3] = ctx->Light.Light[ln].SpotExponent; in _mesa_fetch_state()
116 COPY_3V(value, ctx->Light.Light[ln].SpotDirection); in _mesa_fetch_state()
[all …]
/external/mesa3d/src/mesa/drivers/dri/nouveau/
Dnv20_state_tnl.c92 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask); in nv20_emit_color_material()
95 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0); in nv20_emit_color_material()
179 struct gl_lightmodel *m = &ctx->Light.Model; in nv20_emit_light_model()
193 PUSH_DATAb(push, ctx->Light.Model.TwoSide); in nv20_emit_light_model()
201 struct gl_light *l = &ctx->Light.Light[i]; in nv20_emit_light_source()
231 (ctx->Light.ColorMaterialEnabled && \
232 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
239 float (*mat)[4] = ctx->Light.Material.Attrib; in nv20_emit_material_ambient()
245 COPY_3V(c_factor, ctx->Light.Model.Ambient); in nv20_emit_material_ambient()
249 ctx->Light.Model.Ambient); in nv20_emit_material_ambient()
[all …]
Dnv10_state_tnl.c60 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask); in nv10_emit_color_material()
63 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0); in nv10_emit_color_material()
185 en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i; in nv10_emit_light_enable()
190 PUSH_DATAb(push, ctx->Light.Enabled); in nv10_emit_light_enable()
199 struct gl_lightmodel *m = &ctx->Light.Model; in nv10_emit_light_model()
209 (!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ? in nv10_emit_light_model()
285 struct gl_light *l = &ctx->Light.Light[i]; in nv10_emit_light_source()
315 (ctx->Light.ColorMaterialEnabled && \
316 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
322 float (*mat)[4] = ctx->Light.Material.Attrib; in nv10_emit_material_ambient()
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/external/mesa3d/src/mesa/tnl/
Dt_vb_lighttmp.h53 GLfloat (*base)[3] = ctx->Light._BaseColor; in TAG()
77 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; in TAG()
82 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; in TAG()
95 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; in TAG()
97 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; in TAG()
110 foreach (light, &ctx->Light.EnabledList) { in TAG()
187 if (ctx->Light.Model.LocalViewer) { in TAG()
237 GLfloat (*base)[3] = ctx->Light._BaseColor; in TAG()
257 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; in TAG()
261 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; in TAG()
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Dt_vb_light.c178 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; in _tnl_validate_shine_tables()
182 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0]; in _tnl_validate_shine_tables()
234 if (ctx->Light.ColorMaterialEnabled) { in prepare_materials()
235 const GLuint bitmask = ctx->Light._ColorMaterialBitmask; in prepare_materials()
253 store->mat[j].current = ctx->Light.Material.Attrib[attr]; in prepare_materials()
334 if (!ctx->Light.Enabled || ctx->VertexProgram._Current) in run_lighting()
369 if (ctx->Light.Model.TwoSide) in run_lighting()
388 if (!ctx->Light.Enabled || ctx->VertexProgram._Current) in validate_lighting()
391 if (ctx->Light._NeedVertices) { in validate_lighting()
392 if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) in validate_lighting()
[all …]
Dt_vb_rendertmp.h85 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG()
110 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG()
134 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG()
141 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG()
148 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG()
174 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG()
181 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG()
206 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) { in TAG()
232 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG()
268 if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION_EXT) in TAG()
[all …]
Dt_rasterpos.c122 /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor; in shade_rastpos()
128 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F ); in shade_rastpos()
131 foreach (light, &ctx->Light.EnabledList) { in shade_rastpos()
195 if (ctx->Light.Model.LocalViewer) { in shade_rastpos()
218 shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; in shade_rastpos()
222 if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) { in shade_rastpos()
445 if (ctx->Light.Enabled) { in _tnl_RasterPos()
/external/skia/src/core/
DSkLights.cpp49 Light light = Light::MakePoint(color, dirOrPos, intensity, isRadial); in MakeFromBuffer()
53 Light light = Light::MakeDirectional(color, dirOrPos, isRadial); in MakeFromBuffer()
67 const Light& light = this->light(l); in flatten()
69 bool isPoint = Light::kPoint_LightType == light.type(); in flatten()
DSkLightingShader.cpp119 if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) { in LightingFP()
205 const SkTArray<SkLights::Light>& directionalLights = lightingFP.directionalLights(); in onSetData()
209 for (const SkLights::Light& light : directionalLights) { in onSetData()
228 SkTArray<SkLights::Light> fDirectionalLights;
242 const SkTArray<SkLights::Light>& directionalLights() const { return fDirectionalLights; } in directionalLights()
254 SkTArray<SkLights::Light> fDirectionalLights;
372 const SkLights::Light& light = lightShader.fLights->light(l); in shadeSpan()
376 if (SkLights::Light::kDirectional_LightType == light.type()) { in shadeSpan()
/external/mesa3d/src/mesa/x86/
Dgen_matypes.c98 OFFSET( "CTX_LIGHT_ENABLED ", struct gl_context, Light.Enabled ); in main()
99 OFFSET( "CTX_LIGHT_SHADE_MODEL ", struct gl_context, Light.ShadeModel ); in main()
100 OFFSET( "CTX_LIGHT_COLOR_MAT_FACE ", struct gl_context, Light.ColorMaterialFace ); in main()
101 OFFSET( "CTX_LIGHT_COLOR_MAT_MODE ", struct gl_context, Light.ColorMaterialMode ); in main()
102 OFFSET( "CTX_LIGHT_COLOR_MAT_MASK ", struct gl_context, Light._ColorMaterialBitmask ); in main()
103 OFFSET( "CTX_LIGHT_COLOR_MAT_ENABLED ", struct gl_context, Light.ColorMaterialEnabled ); in main()
104 OFFSET( "CTX_LIGHT_ENABLED_LIST ", struct gl_context, Light.EnabledList ); in main()
105 OFFSET( "CTX_LIGHT_NEED_VERTS ", struct gl_context, Light._NeedVertices ); in main()
106 OFFSET( "CTX_LIGHT_BASE_COLOR ", struct gl_context, Light._BaseColor ); in main()
/external/skia/src/effects/
DSkEmbossMaskFilter.cpp16 sk_sp<SkMaskFilter> SkEmbossMaskFilter::Make(SkScalar blurSigma, const Light& light) { in Make()
27 SkEmbossMaskFilter::Light light; in MakeEmboss()
51 SkEmbossMaskFilter::SkEmbossMaskFilter(SkScalar blurSigma, const Light& light) in SkEmbossMaskFilter()
91 Light light = fLight; in filterMask()
111 Light light; in CreateProc()
112 if (buffer.readByteArray(&light, sizeof(Light))) { in CreateProc()
121 Light tmpLight = fLight; in flatten()
DSkEmbossMaskFilter.h19 struct Light { struct
26 static sk_sp<SkMaskFilter> Make(SkScalar blurSigma, const Light& light); argument
39 SkEmbossMaskFilter(SkScalar blurSigma, const Light& light);
43 Light fLight;
/external/mesa3d/src/mesa/drivers/dri/radeon/
Dradeon_state_init.c217 TCL_CHECK( tcl_lighting, ctx->Light.Enabled, 0 )
218 TCL_CHECK( tcl_lighting_add4, ctx->Light.Enabled, 4 )
219 TCL_CHECK( tcl_eyespace_or_lighting_add4, ctx->_NeedEyeCoords || ctx->Light.Enabled, 4 )
220 TCL_CHECK( tcl_lit0_add6, ctx->Light.Enabled && ctx->Light.Light[0].Enabled, 6 )
221 TCL_CHECK( tcl_lit1_add6, ctx->Light.Enabled && ctx->Light.Light[1].Enabled, 6 )
222 TCL_CHECK( tcl_lit2_add6, ctx->Light.Enabled && ctx->Light.Light[2].Enabled, 6 )
223 TCL_CHECK( tcl_lit3_add6, ctx->Light.Enabled && ctx->Light.Light[3].Enabled, 6 )
224 TCL_CHECK( tcl_lit4_add6, ctx->Light.Enabled && ctx->Light.Light[4].Enabled, 6 )
225 TCL_CHECK( tcl_lit5_add6, ctx->Light.Enabled && ctx->Light.Light[5].Enabled, 6 )
226 TCL_CHECK( tcl_lit6_add6, ctx->Light.Enabled && ctx->Light.Light[6].Enabled, 6 )
[all …]
Dradeon_state.c579 if (ctx->Light.Enabled && in radeonUpdateSpecular()
580 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) { in radeonUpdateSpecular()
590 else if (ctx->Light.Enabled) { in radeonUpdateSpecular()
661 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]); in update_global_ambient()
663 ctx->Light.Model.Ambient, in update_global_ambient()
664 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]); in update_global_ambient()
668 COPY_3V( &fcmd[GLT_RED], ctx->Light.Model.Ambient ); in update_global_ambient()
680 struct gl_light *l = &ctx->Light.Light[p]; in update_light_colors()
703 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) { in check_twoside_fallback()
704 if (ctx->Light.ColorMaterialEnabled && in check_twoside_fallback()
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/
DSkinnedFragShader.fsh6 varying mediump vec3 Light;
20 mediump float fNDotL = dot((fNormal - 0.5) * 2.0, Light);
25 gl_FragColor = texture2D(sTexture, TexCoord) * Light.x;
DSkinnedVertShader.vsh39 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/tnl_dd/
Dt_dd_unfilled.h48 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) { in TAG()
86 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) { in TAG()
116 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) { in TAG()
149 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) { in TAG()
/external/mesa3d/src/mesa/drivers/dri/i965/
Dbrw_clip.c151 key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT); in brw_upload_clip_prog()
152 key.pv_first = (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION); in brw_upload_clip_prog()
229 if (ctx->Light.Model.TwoSide && in brw_upload_clip_prog()
238 if (ctx->Light.Model.TwoSide && in brw_upload_clip_prog()
/external/roboto-fonts/
Dfonts.mk22 Roboto-Light.ttf \
32 RobotoCondensed-Light.ttf \
DAndroid.mk58 $(eval $(call create-font-symlink,Roboto-Light.ttf,Roboto-Regular.ttf))
73 Roboto-Light.ttf \
83 RobotoCondensed-Light.ttf \
/external/fio/examples/
Diometer-file-access-server.fio14 # iodepth=4 Very Light
15 # iodepth=8 Light

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