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t_shading | get_shading_data (t_inter *inter) |
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void | render_gui (void *arg) |
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t_color | get_lighting (t_shading s, t_scene scene, t_settings *setng) |
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void | cast_primary (t_list *obj_list, t_inter *inter) |
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t_color | recursive_cast (t_scene scene, t_settings s, t_ray r, int depth) |
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void | set_direction (t_cam *cam, t_vec3 direction) |
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void | cam_ray (t_data *app, t_ray *res, float x, float y) |
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t_color | cast_light_primary (t_list *obj_list, t_inter *inter, float dist_light) |
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t_vec3 | compute_shading_normal (t_material mat, t_vec3 uv, t_vec3 geo_n) |
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t_color | get_sky_color (t_scene scene, t_settings settings, t_ray ray) |
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float | get_distance_attenuation (float distance) |
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void | add_specular_light (t_color *specular, t_shading shading, bool no_specular) |
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void | add_diffuse_light (t_color *diffuse, t_shading shading, bool no_diffuse) |
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void | update_camera (t_cam *cam, bool *needs_render) |
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t_color | texture_checkers (t_material *mat, t_texture *tex, t_vec3 uv) |
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t_color | texture_strips (t_material *mat, t_texture *tex, t_vec3 uv) |
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t_color | texture_wave (t_material *mat, t_texture *tex, t_vec3 uv) |
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t_color | texture_perlin (t_material *mat, t_texture *tex, t_vec3 uv) |
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t_color | texture_wood (t_material *mat, t_texture *tex, t_vec3 uv) |
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t_color | texture_marble (t_material *mat, t_texture *tex, t_vec3 uv) |
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t_color | texture_cloud (t_material *mat, t_texture *tex, t_vec3 uv) |
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t_color | sample (t_material *material, t_texture *tex, t_vec3 uv) |
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float | noise (float x, float y, float z) |
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float | perlin (t_vec3 uv, int octaves, float persistence) |
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t_color | anti_aliasing (t_color col_prim, t_data *app, int x, int y) |
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t_color | sepia (t_color in) |
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t_color | grayscale (t_color in) |
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t_color | cartoon (t_color in) |
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t_color | negative (t_color in) |
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