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Searched refs:hit (Results 1 – 7 of 7) sorted by relevance

/oneTBB/examples/parallel_for/tachyon/src/
H A Dtexture.cpp69 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()
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H A Dshade.cpp71 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
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H A Dcylinder.cpp204 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()
H A Dring.cpp97 vector hit, pnt; in ring_intersect() local
106 hit = Raypnt(ry, t); in ring_intersect()
107 VSUB(hit, rng->ctr, pnt); in ring_intersect()
H A Dshade.hpp58 flt shade_phong(ray *incident, vector *hit, vector *N, vector *L, flt specpower);
H A Dextvol.cpp149 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()
H A Dvol.cpp160 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()