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Searched refs:light (Results 1 - 25 of 34) sorted by relevance

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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_shadowing_common.h63 CORE_RELAXEDP float light = 1.0; in CalcPcfShadow() local
124 light = 1.0 - (sum * shadowFactor.x); in CalcPcfShadow()
127 return light; in CalcPcfShadow()
135 CORE_RELAXEDP float light = 1.0; in CalcPcfShadowMed() local
186 light = 1.0 - (sum * shadowFactor.x); in CalcPcfShadowMed()
189 return light; in CalcPcfShadowMed()
198 CORE_RELAXEDP float light = 1.0; in CalcPcfShadowSimpleSample() local
205 light = 1.0 - (sum * shadowFactor.x); in CalcPcfShadowSimpleSample()
208 return light; in CalcPcfShadowSimpleSample()
212 // reduce light bleedin
229 CORE_RELAXEDP float light = 1.0; CalcVsmShadow() local
254 CORE_RELAXEDP float light = 1.0; CalcVsmShadowSimpleSample() local
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/foundation/arkui/ace_engine/frameworks/core/components/scene_viewer/
H A Drender_scene_viewer.cpp510 for (auto& light : lights_) {
511 light->SetContextAndCallback(
526 for (auto& light : lights_) {
527 light->SetLightType(newLights.at(index)->GetLightType());
528 light->SetIntensity(newLights.at(index)->GetLightIntensity());
529 light->SetColor(newLights.at(index)->GetLightColor());
530 light->SetLightShadow(newLights.at(index)->GetLightShadow());
531 light->SetPosition(newLights.at(index)->GetPosition());
532 light->SetRotation(newLights.at(index)->GetRotation());
547 for (auto& light
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H A Dscene_viewer_component.h31 #include "foundation/graphic/graphic_3d/3d_widget_adapter/include/data_type/light.h"
201 void AddLight(const RefPtr<OHOS::Render3D::SVLight>& light) in AddLight() argument
203 lights_.push_back(light); in AddLight()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/
H A Drender_data_store_default_light.cpp72 void RenderDataStoreDefaultLight::AddLight(const RenderLight& light) in AddLight() argument
74 // drop light that has all components below zero (negative light) in AddLight()
76 if (((light.color.x < 0.0f) && (light.color.y < 0.0f) && (light.color.z < 0.0f)) || in AddLight()
77 (light.color.w < lightIntensityEpsilon)) { in AddLight()
81 RenderLight renderLight = light; // copy in AddLight()
89 CORE_LOG_ONCE_W("drop_light_count_", "CORE3D_VALIDATION: light dropped (max count: %u)", in AddLight()
H A Drender_data_store_default_light.h58 void AddLight(const RenderLight& light) override;
/foundation/graphic/graphic_3d/kits/js/src/
H A DLightJS.cpp144 if (auto light = interface_pointer_cast<SCENE_NS::ILight>(tro->GetNativeObject())) { in DisposeNative()
149 ExecSyncTask([light = BASE_NS::move(light)]() mutable { in DisposeNative()
150 auto node = interface_pointer_cast<SCENE_NS::INode>(light); in DisposeNative()
282 if (auto light = interface_pointer_cast<SCENE_NS::ILight>(GetNativeObject())) { in SpotLightJS()
283 light->Type()->SetValue(SCENE_NS::ILight::SCENE_LIGHT_SPOT); in SpotLightJS()
312 if (auto light = interface_pointer_cast<SCENE_NS::ILight>(GetNativeObject())) { in PointLightJS()
313 light->Type()->SetValue(SCENE_NS::ILight::SCENE_LIGHT_POINT); in PointLightJS()
341 if (auto light = interface_pointer_cast<SCENE_NS::ILight>(GetNativeObject())) { in DirectionalLightJS()
342 light in DirectionalLightJS()
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/foundation/graphic/graphic_3d/3d_widget_adapter/core/src/lume/
H A Dlume_common.cpp1461 auto& light = lights[i]; in UpdateLights() local
1462 GetLightPositionAndRotation(light, position, rotation); in UpdateLights()
1463 // Check and update exisiting light entity or create a new light entity. in UpdateLights()
1466 oldLC->type = static_cast<CORE3D_NS::LightComponent::Type>(light->GetLightType()); in UpdateLights()
1467 oldLC->color = BASE_NS::Math::Vec3(light->GetLightColor().GetX(), light->GetLightColor().GetY(), in UpdateLights()
1468 light->GetLightColor().GetZ()); in UpdateLights()
1469 oldLC->intensity = light->GetLightIntensity(); in UpdateLights()
1470 oldLC->shadowEnabled = light in UpdateLights()
1669 GetLightPositionAndRotation(const std::shared_ptr<Light>& light, BASE_NS::Math::Vec3& position, BASE_NS::Math::Quat& rotation) GetLightPositionAndRotation() argument
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_shadow_render_slot.cpp264 for (const auto& light : lights) { in ExecuteFrame()
265 if ((light.lightUsageFlags & RenderLight::LIGHT_USAGE_SHADOW_LIGHT_BIT) == 0) { in ExecuteFrame()
269 if (light.shadowCameraIndex >= static_cast<uint32_t>(cameras.size())) { in ExecuteFrame()
276 if (light.shadowCameraIndex < static_cast<uint32_t>(cameras.size())) { in ExecuteFrame()
277 const auto& camera = cameras[light.shadowCameraIndex]; in ExecuteFrame()
279 ProcessSlotSubmeshes(*storeCamera, *storeMaterial, light.shadowCameraIndex); in ExecuteFrame()
282 cmdList, *storeMaterial, shadowBuffers_.shadowTypes.shadowType, camera, light, shadowPassIdx); in ExecuteFrame()
295 const RenderCamera& camera, const RenderLight& light, const uint32_t shadowPassIdx) in RenderSubmeshes()
302 const int32_t xOffset = static_cast<int32_t>(light.shadowIndex * currentScene_.res.x); in RenderSubmeshes()
674 const auto& light in UpdateGeneralDataUniformBuffers() local
293 RenderSubmeshes(IRenderCommandList& cmdList, const IRenderDataStoreDefaultMaterial& dataStoreMaterial, const IRenderDataStoreDefaultLight::ShadowType shadowType, const RenderCamera& camera, const RenderLight& light, const uint32_t shadowPassIdx) RenderSubmeshes() argument
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H A Drender_node_default_camera_controller.h79 // used in both DF and FW pipeline (not with light-weight)
81 // enabled with a flag with both DF and FW (not with light-weight)
127 RENDER_NS::RenderHandleReference light; member
H A Drender_node_default_material_deferred_shading.h65 RENDER_NS::RenderHandle light; member
H A Drender_node_default_shadow_render_slot.h106 const IRenderDataStoreDefaultLight::ShadowType shadowType, const RenderCamera& camera, const RenderLight& light,
/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/
H A Dgltf2_loader.cpp1781 auto light = make_unique<KHRLight>();
1783 if (!ParseOptionalString(loadResult, light->name, jsonData, "name", "")) {
1792 if (!GetLightType(lightType, light->type)) {
1793 SetError(loadResult, "Invalid light type.");
1797 const auto parsePositionalInfo = [&light](LoadResult& loadResult, const json::value& positional) -> bool {
1798 return ParseOptionalNumber<float>(loadResult, light->positional.range, positional, "range", 0.0f);
1805 if (!ParseOptionalNumber<float>(loadResult, light->positional.range, jsonData, "range", 0.0f)) {
1809 if (!LightSpot(loadResult, jsonData, light->positional.spot)) {
1813 if (!ParseOptionalMath(loadResult, light->color, jsonData, "color", light
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H A Dgltf2_exporter.cpp203 /* Entity which have skin, camera, and/or light attached are stored here for further procesing. */
536 CORE_LOG_E("cannot export light %u", static_cast<uint32_t>(lightComponent.type)); in ExportGltfLight()
539 result.error += "failed to export light"; in ExportGltfLight()
1880 if (node.light) { in ExportNodeExtensions()
1882 jsonKHRLights["light"] = FindObjectIndex(data.lights, *node.light); in ExportNodeExtensions()
1992 if (scene->light) { in ExportScenes()
1996 jsonKHRLights["light"] = FindObjectIndex(data.lights, *scene->light); in ExportScenes()
2091 for (auto const& light in ExportKHRLights()
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H A Dgltf2_importer.cpp1306 const auto& light = *data.imageBasedLights[i]; in ResolveReferencedImages() local
1307 if (light.skymapImage != GLTF2::GLTF_INVALID_INDEX && light.skymapImage < data.images.size()) { in ResolveReferencedImages()
1308 imageLoadingRequred[light.skymapImage] = true; in ResolveReferencedImages()
1310 if (light.specularCubeImage != GLTF2::GLTF_INVALID_INDEX && light.specularCubeImage < data.images.size()) { in ResolveReferencedImages()
1311 imageLoadingRequred[light.specularCubeImage] = true; in ResolveReferencedImages()
1914 if (node.light && node.light->type != GLTF2::LightType::INVALID) { in CreateLight()
1919 component.type = ConvertToCoreLightType(node.light in CreateLight()
2135 GLTF2::ImageBasedLight* light = data.imageBasedLights[lightIndex].get(); CreateEnvironmentComponent() local
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H A Dgltf2_data_structures.h567 // Percentage of light that is transmitted through the surface
687 KHRLight* light { nullptr };
720 KHRLight* light { nullptr }; // Ambient light
758 float intensity = 1.0f; // Intensity of the light source in lumens. default 1.0
786 // Name of the light.
/foundation/arkui/ace_engine/frameworks/bridge/declarative_frontend/jsview/models/
H A Dmodel_view_impl.cpp85 void ModelViewImpl::AddLight(const RefPtr<OHOS::Render3D::SVLight>& light) in AddLight() argument
87 GET_COMPONENT_OR_RETURN()->AddLight(light); in AddLight()
H A Dmodel_view_impl.h36 void AddLight(const RefPtr<OHOS::Render3D::SVLight>& light) override;
/foundation/arkui/ace_engine/frameworks/core/components_ng/pattern/model/
H A Dmodel_paint_property.h147 void OnModelSingleLightUpdate(const RefPtr<ModelLight>& light) in OnModelSingleLightUpdate() argument
149 propModelLights_.value().push_back(light); in OnModelSingleLightUpdate()
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/
H A Dintf_render_data_store_default_light.h133 /** Add light to scene. There can be only DefaultSceneRenderingConstants count of lights.
135 * @param light A light.
137 virtual void AddLight(const RenderLight& light) = 0;
144 /** Get light counts.
H A Dintf_render_node_scene_util.h71 RENDER_NS::RenderHandle light; member
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dscene_util.cpp254 const Entity light = em.Create(); in CreateLight() local
257 lmm->Create(light); in CreateLight()
260 wmm->Create(light); in CreateLight()
263 ncm->Create(light); in CreateLight()
266 nameM->Create(light); in CreateLight()
268 nameM->Write(light)->name = lightName; in CreateLight()
274 tcm->Set(light, tc); in CreateLight()
280 lcm->Set(light, lc); in CreateLight()
282 return light; in CreateLight()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.cpp2052 RenderLight light { lpd.entity.id, lightComponent.lightLayerMask,
2063 light.lightUsageFlags |= RenderLight::LightUsageFlagBits::LIGHT_USAGE_DIRECTIONAL_LIGHT_BIT;
2065 light.lightUsageFlags |= RenderLight::LightUsageFlagBits::LIGHT_USAGE_POINT_LIGHT_BIT;
2067 light.lightUsageFlags |= RenderLight::LightUsageFlagBits::LIGHT_USAGE_SPOT_LIGHT_BIT;
2075 light.spotLightParams = { lightAngleScale, lightAngleOffset, inner, outer };
2077 light.range = ComponentUtilFunctions::CalculateSafeLightRange(lightComponent.range, lightComponent.intensity);
2080 light.shadowFactors = { Math::clamp01(lightComponent.shadowStrength), lightComponent.shadowDepthBias,
2082 ProcessShadowCamera(lpd, light);
2085 dsLight_->AddLight(light);
2088 void RenderSystem::ProcessShadowCamera(const LightProcessData lpd, RenderLight& light)
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/foundation/arkui/ace_engine/frameworks/bridge/declarative_frontend/engine/
H A DarkTheme.js271 ArkTypographyWeights.light = 300;
281 weight: ArkTypographyWeights.light,
285 weight: ArkTypographyWeights.light,
289 weight: ArkTypographyWeights.light,
556 weight: (_b = (_a = typography === null || typography === void 0 ? void 0 : typography.displayLarge) === null || _a === void 0 ? void 0 : _a.weight) !== null && _b !== void 0 ? _b : ArkTypographyWeights.light,
560 weight: (_f = (_e = typography === null || typography === void 0 ? void 0 : typography.displayMiddle) === null || _e === void 0 ? void 0 : _e.weight) !== null && _f !== void 0 ? _f : ArkTypographyWeights.light,
564 weight: (_k = (_j = typography === null || typography === void 0 ? void 0 : typography.displaySmall) === null || _j === void 0 ? void 0 : _j.weight) !== null && _k !== void 0 ? _k : ArkTypographyWeights.light,
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/
H A Drender_node_scene_util.cpp363 buffers.light = gpuMgr.GetBufferHandle( in GetSceneCameraBufferHandles()
380 checkValidity(defaultBuffer, valid, buffers.light); in GetSceneCameraBufferHandles()
/foundation/multimedia/image_framework/plugins/common/libs/image/libextplugin/src/
H A Dext_encoder.cpp900 ContentLightLevel light; in AssembleHdrBaseImageItem() local
902 bool hasLight = GetStaticMetadata(metadata, colour, light); in AssembleHdrBaseImageItem()
1637 bool ExtEncoder::GetStaticMetadata(HdrMetadata& metadata, MasteringDisplayColourVolume& color, ContentLightLevel& light) in GetStaticMetadata() argument
1666 light.maxContentLightLevel = (uint16_t)staticMetadata.cta861.maxContentLightLevel; in GetStaticMetadata()
1667 light.maxPicAverageLightLevel = (uint16_t)staticMetadata.cta861.maxFrameAverageLightLevel; in GetStaticMetadata()
1876 ContentLightLevel light; in AssembleTmapImageItem() local
1878 bool hasLight = GetStaticMetadata(metadata, colour, light); in AssembleTmapImageItem()

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