| /oneTBB/examples/parallel_for/tachyon/src/ |
| H A D | shade.cpp | 69 color shader(ray* incident) { in shader() argument 85 return incident->scene->background; in shader() 122 incident->serial++; in shader() 124 shadowray.mbox = incident->mbox; in shader() 130 shadowray.scene = incident->scene; in shader() 186 VAddS(-2.0 * (incident->d.x * N->x + incident->d.y * N->y + incident->d.z * N->z), in shade_reflection() 188 &incident->d, in shade_reflection() 195 specray.mbox = incident->mbox; in shade_reflection() 218 transray.mbox = incident->mbox; in shade_transmission() 226 incident->serial = transray.serial; in shade_transmission() [all …]
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| H A D | light.cpp | 111 static void light_normal(point_light *l, vector *pnt, ray *incident, vector *N) { in light_normal() argument 116 if (VDot(N, &(incident->d)) > 0.0) { in light_normal()
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| H A D | sphere.cpp | 116 static void sphere_normal(sphere *spr, vector *pnt, ray *incident, vector *N) { in sphere_normal() argument 121 if (VDot(N, &(incident->d)) > 0.0) { in sphere_normal()
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| H A D | ring.cpp | 116 static void ring_normal(ring *rng, vector *pnt, ray *incident, vector *N) { in ring_normal() argument 119 if (VDot(N, &(incident->d)) > 0.0) { in ring_normal()
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| H A D | triangle.cpp | 194 static void tri_normal(tri *trn, vector *pnt, ray *incident, vector *N) { in tri_normal() argument 199 if (VDot(N, &(incident->d)) > 0.0) { in tri_normal() 206 static void stri_normal(stri *trn, vector *pnt, ray *incident, vector *N) { in stri_normal() argument
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| H A D | box.hpp | 63 void box_normal(box *, vector *, ray *incident, vector *);
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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 | plane.hpp | 66 static void plane_normal(plane *, vector *, ray *incident, vector *);
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| H A D | ring.hpp | 68 static void ring_normal(ring *, vector *, ray *incident, vector *);
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| H A D | quadric.cpp | 125 void quadric_normal(quadric *q, vector *pnt, ray *incident, vector *N) { in quadric_normal() argument 137 if (VDot(N, &(incident->d)) > 0.0) { in quadric_normal()
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| H A D | plane.cpp | 96 static void plane_normal(plane *pln, vector *pnt, ray *incident, vector *N) { in plane_normal() argument
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| H A D | cylinder.cpp | 134 static void cylinder_normal(cylinder *cyl, vector *pnt, ray *incident, vector *N) { in cylinder_normal() argument 153 if (VDot(N, &(incident->d)) > 0.0) { /* make cylinder double sided */ in cylinder_normal()
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| H A D | box.cpp | 162 void box_normal(box *bx, vector *pnt, ray *incident, vector *N) { in box_normal() argument
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