| /oneTBB/examples/parallel_for/tachyon/src/ |
| H A D | texture.hpp | 54 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 *);
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| H A D | shade.hpp | 55 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);
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| H A D | cylinder.hpp | 67 static void cylinder_intersect(cylinder *, ray *); 68 static void fcylinder_intersect(cylinder *, ray *); 73 static void cylinder_normal(cylinder *, vector *, ray *, vector *);
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| H A D | shade.cpp | 69 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()
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| H A D | triangle.hpp | 86 static void tri_intersect(tri *, ray *); 88 static void tri_normal(tri *, vector *, ray *, vector *); 89 static void stri_normal(stri *, vector *, ray *, vector *);
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| H A D | texture.cpp | 60 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()
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| H A D | box.hpp | 62 void box_intersect(box *, ray *); 63 void box_normal(box *, vector *, ray *incident, vector *);
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| H A D | intersect.hpp | 58 void intersect_objects(ray *); 60 void add_intersection(flt, object *, ray *);
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| H A D | light.hpp | 65 static void light_intersect(point_light *, ray *); 66 static void light_normal(point_light *, vector *, ray *, vector *);
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| H A D | sphere.hpp | 66 static void sphere_intersect(sphere *, ray *); 67 static void sphere_normal(sphere *, vector *, ray *, vector *);
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| H A D | grid.hpp | 110 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);
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| H A D | plane.hpp | 64 static void plane_intersect(plane *, ray *); 66 static void plane_normal(plane *, vector *, ray *incident, vector *);
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| H A D | ring.hpp | 67 static void ring_intersect(ring *, ray *); 68 static void ring_normal(ring *, vector *, ray *incident, vector *);
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| H A D | quadric.hpp | 75 void quadric_intersect(quadric *, ray *); 76 void quadric_normal(quadric *, vector *, ray *, vector *);
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| H A D | plane.cpp | 84 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()
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| H A D | camera.cpp | 57 ray camray(scenedef *scene, int x, int y) { in camray() 58 ray ray1, newray; in camray()
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| H A D | light.cpp | 83 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()
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| H A D | sphere.cpp | 92 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()
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| H A D | ring.cpp | 94 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()
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| H A D | intersect.cpp | 99 void intersect_objects(ray *intray) { in intersect_objects() 118 void add_intersection(flt t, object *obj, ray *ry) { in add_intersection()
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| H A D | camera.hpp | 52 ray camray(scenedef *, int, int);
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| H A D | vol.hpp | 63 color scalar_volume_texture(vector *, texture *, ray *);
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| H A D | triangle.cpp | 157 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()
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| H A D | bndbox.hpp | 68 static void bndbox_intersect(bndbox *, ray *);
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| H A D | extvol.hpp | 72 color ext_volume_texture(vector *, texture *, ray *);
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