Lines Matching refs:Scene
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)
32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
33 #define H (Scene::HILL * Scene::NUM_CHANNELS)
34 #define W (Scene::WALL * Scene::NUM_CHANNELS)
35 #define R (Scene::ROOF * Scene::NUM_CHANNELS)
36 #define D (Scene::DOOR * Scene::NUM_CHANNELS)
37 #define C (Scene::CHIMNEY * Scene::NUM_CHANNELS)
38 #define I (Scene::WINDOW * Scene::NUM_CHANNELS)
39 #define U (Scene::SUN * Scene::NUM_CHANNELS)
40 #define K (Scene::SKY * Scene::NUM_CHANNELS)
41 #define M (Scene::MOON * Scene::NUM_CHANNELS)
43 const int Scene::kSceneWidth = 20;
44 const int Scene::kSceneHeight = 20;
45 const int Scene::kMaxWidth = 20;
46 const int Scene::kMaxHeight = 20;
48 const uint8_t Scene::kScene[Scene::kSceneWidth * Scene::kSceneHeight] = {
85 Scene::Scene( in Scene() function in android::Scene
113 Scene::~Scene() { in ~Scene()
116 void Scene::setColorFilterXYZ( in setColorFilterXYZ()
127 void Scene::setHour(int hour) { in setHour()
132 int Scene::getHour() { in getHour()
136 void Scene::setExposureDuration(float seconds) { in setExposureDuration()
140 void Scene::calculateScene(nsecs_t time) { in calculateScene()
346 const float Scene::kHorizShakeFreq1 = 2 * M_PI * 1 / 1e9; // 1 Hz
347 const float Scene::kHorizShakeFreq2 = 2 * M_PI * 1 / 1e9; // 1 Hz
348 const float Scene::kVertShakeFreq1 = 2 * M_PI * 1 / 1e9; // 1 Hz
349 const float Scene::kVertShakeFreq2 = 2 * M_PI * 1 / 1e9; // 1 Hz
350 const float Scene::kFreq1Magnitude = 5;
351 const float Scene::kFreq2Magnitude = 1;
352 const float Scene::kShakeFraction = 0.2; // As a fraction of a scene tile
355 const float Scene::kRgb2Yuv[12] = {
362 const float Scene::kAperture = 2.8;
365 const float Scene::kSunlight[24/kTimeStep] =
382 const float Scene::kMoonlight[24/kTimeStep] =
398 const int Scene::kSunOverhead = 12;
399 const int Scene::kMoonOverhead = 0;
402 const float Scene::kDirectSunIllum = 100000;
403 const float Scene::kSunsetIllum = 400;
404 const float Scene::kTwilightIllum = 4;
406 const float Scene::kFullMoonIllum = 1;
408 const float Scene::kDaylightShadeIllum = 20000;
409 const float Scene::kClearNightIllum = 2e-3;
410 const float Scene::kStarIllum = 2e-6;
411 const float Scene::kLivingRoomIllum = 50;
413 const float Scene::kIncandescentXY[2] = { 0.44757f, 0.40745f};
414 const float Scene::kDirectSunlightXY[2] = { 0.34842f, 0.35161f};
415 const float Scene::kDaylightXY[2] = { 0.31271f, 0.32902f};
416 const float Scene::kNoonSkyXY[2] = { 0.346f, 0.359f};
417 const float Scene::kMoonlightXY[2] = { 0.34842f, 0.35161f};
418 const float Scene::kSunsetXY[2] = { 0.527f, 0.413f};
420 const uint8_t Scene::kSelfLit = 0x01;
421 const uint8_t Scene::kShadowed = 0x02;
422 const uint8_t Scene::kSky = 0x04;
426 const float Scene::kMaterials_xyY[Scene::NUM_MATERIALS][3] = {
440 const uint8_t Scene::kMaterialsFlags[Scene::NUM_MATERIALS] = {