Home
last modified time | relevance | path

Searched refs:ray (Results 1 – 25 of 45) sorted by relevance

12

/oneTBB/examples/parallel_for/tachyon/src/
H A Dtexture.hpp54 color standard_texture(vector *, texture *, ray *);
55 color image_cyl_texture(vector *, texture *, ray *);
56 color image_sphere_texture(vector *, texture *, ray *);
57 color image_plane_texture(vector *, texture *, ray *);
58 color checker_texture(vector *, texture *, ray *);
59 color cyl_checker_texture(vector *, texture *, ray *);
60 color grit_texture(vector *, texture *, ray *);
61 color wood_texture(vector *, texture *, ray *);
62 color marble_texture(vector *, texture *, ray *);
63 color gnoise_texture(vector *, texture *, ray *);
H A Dshade.hpp55 color shader(ray *);
56 color shade_reflection(ray *, vector *, vector *, flt);
57 color shade_transmission(ray *, vector *, flt);
58 flt shade_phong(ray *incident, vector *hit, vector *N, vector *L, flt specpower);
H A Dcylinder.hpp67 static void cylinder_intersect(cylinder *, ray *);
68 static void fcylinder_intersect(cylinder *, ray *);
73 static void cylinder_normal(cylinder *, vector *, ray *, vector *);
H A Dshade.cpp69 color shader(ray* incident) { in shader()
72 ray shadowray; in shader()
181 color shade_reflection(ray* incident, vector* hit, vector* N, flt specular) { in shade_reflection()
182 ray specray; in shade_reflection()
210 color shade_transmission(ray* incident, vector* hit, flt trans) { in shade_transmission()
211 ray transray; in shade_transmission()
233 flt shade_phong(ray* incident, vector* hit, vector* N, vector* L, flt specpower) { in shade_phong()
H A Dtriangle.hpp86 static void tri_intersect(tri *, ray *);
88 static void tri_normal(tri *, vector *, ray *, vector *);
89 static void stri_normal(stri *, vector *, ray *, vector *);
H A Dtexture.cpp60 color standard_texture(vector *hit, texture *tex, ray *ry) { in standard_texture()
65 color image_cyl_texture(vector *hit, texture *tex, ray *ry) { in image_cyl_texture()
91 color image_sphere_texture(vector *hit, texture *tex, ray *ry) { in image_sphere_texture()
117 color image_plane_texture(vector *hit, texture *tex, ray *ry) { in image_plane_texture()
148 color grit_texture(vector *hit, texture *tex, ray *ry) { in grit_texture()
163 color checker_texture(vector *hit, texture *tex, ray *ry) { in checker_texture()
192 color cyl_checker_texture(vector *hit, texture *tex, ray *ry) { in cyl_checker_texture()
223 color wood_texture(vector *hit, texture *tex, ray *ry) { in wood_texture()
336 color marble_texture(vector *hit, texture *tex, ray *ry) { in marble_texture()
368 color gnoise_texture(vector *hit, texture *tex, ray *ry) { in gnoise_texture()
H A Dbox.hpp62 void box_intersect(box *, ray *);
63 void box_normal(box *, vector *, ray *incident, vector *);
H A Dintersect.hpp58 void intersect_objects(ray *);
60 void add_intersection(flt, object *, ray *);
H A Dlight.hpp65 static void light_intersect(point_light *, ray *);
66 static void light_normal(point_light *, vector *, ray *, vector *);
H A Dsphere.hpp66 static void sphere_intersect(sphere *, ray *);
67 static void sphere_normal(sphere *, vector *, ray *, vector *);
H A Dgrid.hpp110 static void grid_intersect(grid *, ray *);
111 static void voxel_intersect(grid *g, ray *ry, int voxaddr);
112 static int grid_bounds_intersect(grid *g, ray *ry, flt *near, flt *far);
H A Dplane.hpp64 static void plane_intersect(plane *, ray *);
66 static void plane_normal(plane *, vector *, ray *incident, vector *);
H A Dring.hpp67 static void ring_intersect(ring *, ray *);
68 static void ring_normal(ring *, vector *, ray *incident, vector *);
H A Dquadric.hpp75 void quadric_intersect(quadric *, ray *);
76 void quadric_normal(quadric *, vector *, ray *, vector *);
H A Dplane.cpp84 static void plane_intersect(plane *pln, ray *ry) { in plane_intersect()
96 static void plane_normal(plane *pln, vector *pnt, ray *incident, vector *N) { in plane_normal()
H A Dcamera.cpp57 ray camray(scenedef *scene, int x, int y) { in camray()
58 ray ray1, newray; in camray()
H A Dlight.cpp83 static void light_intersect(point_light *l, ray *ry) { in light_intersect()
111 static void light_normal(point_light *l, vector *pnt, ray *incident, vector *N) { in light_normal()
H A Dsphere.cpp92 static void sphere_intersect(sphere *spr, ray *ry) { in sphere_intersect()
116 static void sphere_normal(sphere *spr, vector *pnt, ray *incident, vector *N) { in sphere_normal()
H A Dring.cpp94 static void ring_intersect(ring *rng, ray *ry) { in ring_intersect()
116 static void ring_normal(ring *rng, vector *pnt, ray *incident, vector *N) { in ring_normal()
H A Dintersect.cpp99 void intersect_objects(ray *intray) { in intersect_objects()
118 void add_intersection(flt t, object *obj, ray *ry) { in add_intersection()
H A Dcamera.hpp52 ray camray(scenedef *, int, int);
H A Dvol.hpp63 color scalar_volume_texture(vector *, texture *, ray *);
H A Dtriangle.cpp157 static void tri_intersect(tri *trn, ray *ry) { in tri_intersect()
194 static void tri_normal(tri *trn, vector *pnt, ray *incident, vector *N) { in tri_normal()
206 static void stri_normal(stri *trn, vector *pnt, ray *incident, vector *N) { in stri_normal()
H A Dbndbox.hpp68 static void bndbox_intersect(bndbox *, ray *);
H A Dextvol.hpp72 color ext_volume_texture(vector *, texture *, ray *);

12