Searched refs:hit (Results 1 – 7 of 7) sorted by relevance
| /oneTBB/examples/parallel_for/tachyon/src/ |
| H A D | texture.cpp | 69 rh.x = hit->x - tex->ctr.x; in image_cyl_texture() 70 rh.z = hit->y - tex->ctr.y; in image_cyl_texture() 71 rh.y = hit->z - tex->ctr.z; in image_cyl_texture() 95 rh.x = hit->x - tex->ctr.x; in image_sphere_texture() 168 xh = hit->x - tex->ctr.x; in checker_texture() 171 yh = hit->y - tex->ctr.y; in checker_texture() 174 zh = hit->z - tex->ctr.z; in checker_texture() 341 x = hit->x; in marble_texture() 342 y = hit->y; in marble_texture() 343 z = hit->z; in marble_texture() [all …]
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| H A D | shade.cpp | 71 vector N, L, hit; in shader() local 92 RAYPNT(hit, (*incident), t) /* find the point of intersection from t */ in shader() 96 col = obj->tex->texfunc(&hit, obj->tex, incident); in shader() 106 VSUB(li->ctr, hit, L) /* find the light vector */ in shader() 125 shadowray.o = hit; in shader() 128 shadowray.s = hit; in shader() 166 specol = shade_reflection(incident, &hit, &N, obj->tex->specular); in shader() 181 color shade_reflection(ray* incident, vector* hit, vector* N, flt specular) { in shade_reflection() argument 196 specray.o = *hit; in shade_reflection() 210 color shade_transmission(ray* incident, vector* hit, flt trans) { in shade_transmission() argument [all …]
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| H A D | cylinder.cpp | 204 vector rc, n, O, hit, tmp2, ctmp4; in fcylinder_intersect() local 234 RAYPNT(hit, (*ry), tin); in fcylinder_intersect() 239 tmp2.x = hit.x - cyl->ctr.x; in fcylinder_intersect() 240 tmp2.y = hit.y - cyl->ctr.y; in fcylinder_intersect() 241 tmp2.z = hit.z - cyl->ctr.z; in fcylinder_intersect() 250 RAYPNT(hit, (*ry), tout); in fcylinder_intersect() 252 tmp2.x = hit.x - cyl->ctr.x; in fcylinder_intersect() 253 tmp2.y = hit.y - cyl->ctr.y; in fcylinder_intersect() 254 tmp2.z = hit.z - cyl->ctr.z; in fcylinder_intersect()
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| H A D | ring.cpp | 97 vector hit, pnt; in ring_intersect() local 106 hit = Raypnt(ry, t); in ring_intersect() 107 VSUB(hit, rng->ctr, pnt); in ring_intersect()
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| H A D | shade.hpp | 58 flt shade_phong(ray *incident, vector *hit, vector *N, vector *L, flt specpower);
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| H A D | extvol.cpp | 149 color ext_volume_texture(vector *hit, texture *tex, ray *ry) { in ext_volume_texture() argument 299 VSUB(li->ctr, (*hit), L) in ext_volume_texture() 326 transcol = shade_transmission(ry, hit, 1.0 - sum); in ext_volume_texture()
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| H A D | vol.cpp | 160 color scalar_volume_texture(vector *hit, texture *tex, ray *ry) { in scalar_volume_texture() argument 301 transcol = shade_transmission(ry, hit, 1.0 - sum); in scalar_volume_texture()
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