Home
last modified time | relevance | path

Searched refs:sd (Results 1 - 14 of 14) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h29 vec3 CalculateLightInplace(uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingDataInplace sd, in CalculateLightInplace() argument
32 const vec3 H = normalize(L + sd.V); in CalculateLightInplace()
33 const float VoH = clamp(dot(sd.V, H), 0.0, 1.0); in CalculateLightInplace()
34 const float NoH = clamp(dot(sd.N, H), 0.0, 1.0); in CalculateLightInplace()
40 const float sheenV = vAshikhmin(sd.NoV, NoL); in CalculateLightInplace()
50 const float ccNoV = clamp(dot(ccsv.ccNormal, sd.V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
61 const float D = dGGX(sd.alpha2, NoH); in CalculateLightInplace()
62 const float G = vGGXWithCombinedDenominator(sd.alpha2, sd.NoV, NoL); in CalculateLightInplace()
63 const vec3 F = fSchlick(sd in CalculateLightInplace()
82 CalculateLightingInplace(ShadingDataInplace sd, ClearcoatShadingVariables ccsv, SheenShadingVariables ssv) CalculateLightingInplace() argument
[all...]
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h271 uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingData sd, const uint materialFlags) in CalculateLight()
273 const vec3 H = normalize(L + sd.V); in CalculateLight()
274 const float VoH = clamp(dot(sd.V, H), 0.0, 1.0); in CalculateLight()
275 const float NoH = clamp(dot(sd.N, H), 0.0, 1.0); in CalculateLight()
279 const float D = dGGX(sd.alpha2, NoH); in CalculateLight()
280 const float G = vGGXWithCombinedDenominator(sd.alpha2, sd.NoV, NoL); in CalculateLight()
281 const vec3 F = fSchlick(sd.f0, VoH); in CalculateLight()
292 vec3 CalculateLight(uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingData sd, in CalculateLight() argument
295 const vec3 H = normalize(L + sd in CalculateLight()
270 CalculateLight( uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingData sd, const uint materialFlags) CalculateLight() argument
337 CalculateLighting(ShadingData sd, const uint materialFlags) CalculateLighting() argument
428 CalculateLighting( ShadingData sd, ClearcoatShadingVariables ccsv, SheenShadingVariables ssv, const uint materialFlags) CalculateLighting() argument
520 CalculateLight(uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingData sd, AnisotropicShadingVariables asv, ClearcoatShadingVariables ccsv, SheenShadingVariables ssv, const uint materialFlags) CalculateLight() argument
572 CalculateLighting(ShadingData sd, AnisotropicShadingVariables asv, ClearcoatShadingVariables ccsv, SheenShadingVariables ssv, const uint materialFlags) CalculateLighting() argument
665 CalculateLight(uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingData sd, SubsurfaceScatterShadingVariables ssssv, const uint materialFlags) CalculateLight() argument
697 CalculateLighting(ShadingData sd, SubsurfaceScatterShadingVariables sssv, const uint materialFlags) CalculateLighting() argument
[all...]
/foundation/filemanagement/storage_service/services/storage_daemon/
H A Dmain.cpp142 sptr<StorageDaemon::StorageDaemon> sd(new StorageDaemon::StorageDaemon()); in main()
143 int ret = samgr->AddSystemAbility(STORAGE_MANAGER_DAEMON_ID, sd); in main()
/foundation/communication/dhcp/services/dhcp_server/src/
H A Ddhcp_function.cpp231 int sd = 0; in GetLocalMac() local
234 if ((sd = socket(AF_INET, SOCK_STREAM, 0)) < 0) { in GetLocalMac()
240 close(sd); in GetLocalMac()
244 if (ioctl(sd, SIOCGIFHWADDR, &ifr) < 0) { in GetLocalMac()
246 close(sd); in GetLocalMac()
263 close(sd); in GetLocalMac()
267 close(sd); in GetLocalMac()
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Ddevice.cpp797 SwapchainData sd; in GetSwapchainData() local
799 sd.remappableSwapchainImage = cmpHandle; in GetSwapchainData()
801 sd.imageViewCount = swapData.imageViewCount; in GetSwapchainData()
803 sd.imageViews[idx] = swapData.imageViews[idx].GetHandle(); in GetSwapchainData()
805 return sd; in GetSwapchainData()
/foundation/graphic/graphic_3d/lume/LumeRender/src/util/
H A Drender_frame_util.cpp216 SignalData sd = ref; in ProcessFrameSignalData() local
217 sd.signalResourceType = (backendType == DeviceBackendType::VULKAN) ? SignalResourceType::GPU_SEMAPHORE in ProcessFrameSignalData()
227 sd.gpuSignalResourceHandle = thisFrameSignalData_.gpuSemaphores.back()->GetHandle(); in ProcessFrameSignalData()
228 thisFrameSignalData_.signalData.push_back(sd); in ProcessFrameSignalData()
/foundation/arkui/ace_engine/frameworks/core/components/common/properties/
H A Dtext_style.cpp84 std::for_each(textShadows_.begin(), textShadows_.end(), [](Shadow& sd) { sd.UpdateColorByResourceId(); }); in UpdateColorByResourceId()
/foundation/arkui/ace_engine/frameworks/core/components_ng/pattern/text/
H A Dtext_styles.cpp175 std::for_each(shadows.begin(), shadows.end(), [](Shadow& sd) { sd.UpdateColorByResourceId(); }); in UpdateColorByResourceId()
/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Drender_backend_gles.cpp2271 const ScissorDesc& sd = renderCmd.scissorDesc; in RenderCommandDynamicStateScissor() local
2272 SetScissor(renderArea_, sd); in RenderCommandDynamicStateScissor()
2481 const auto& sd = static_cast<const GpuShaderProgramPlatformDataGL&>(shader->GetPlatformData()); in BindResources() local
2482 program = sd.program; in BindResources()
2483 vertexInputs = { sd.inputs, countof(sd.inputs) }; in BindResources()
2498 resourceList = &sd.resourceList; in BindResources()
2499 flipLocation = sd.flipLocation; in BindResources()
2500 pushConstants = &sd.pushConstants; in BindResources()
2510 const auto& sd in BindResources() local
3054 SetScissor(const RenderPassDesc::RenderArea& ra, const ScissorDesc& sd) SetScissor() argument
[all...]
H A Drender_backend_gles.h142 void SetScissor(const RenderPassDesc::RenderArea& ra, const ScissorDesc& sd);
/foundation/arkui/ace_engine/frameworks/core/components_ng/pattern/rich_editor/
H A Drich_editor_model.h141 std::for_each(shadows.begin(), shadows.end(), [](Shadow& sd) { sd.UpdateColorByResourceId(); }); in UpdateColorByResourceId()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_shadow_render_slot.cpp305 ScissorDesc sd = currentScene_.scissorDesc; in RenderSubmeshes() local
306 sd.offsetX = xOffset; in RenderSubmeshes()
308 cmdList.SetDynamicStateScissor(sd); in RenderSubmeshes()
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Drender_command_list.cpp204 void ValidateScissor(const string_view nodeName, const ScissorDesc& sd) in ValidateScissor() argument
206 if ((sd.extentWidth == 0) || (sd.extentHeight == 0)) { in ValidateScissor()
209 sd.extentWidth, sd.extentHeight, nodeName.data()); in ValidateScissor()
/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Drender_backend_vk.cpp2463 const ScissorDesc& sd = renderCmd.scissorDesc;
2466 { sd.offsetX, sd.offsetY }, // offset
2467 { sd.extentWidth, sd.extentHeight }, // extent

Completed in 23 milliseconds