Definition: rtstruct.h:44
Definition: rtstruct.h:130
void add_diffuse_light(t_color *diffuse, t_shading shading, bool no_diffuse)
Definition: light_utils.c:60
Definition: rtstruct.h:30
Definition: t_settings.h:19
t_color grayscale(t_color in)
Definition: post_process.c:27
struct s_tex_proced t_tex_proced
void set_direction(t_cam *cam, t_vec3 direction)
Definition: camera.c:101
t_vec3 compute_shading_normal(t_material mat, t_vec3 uv, t_vec3 geo_n)
Definition: normal_mapping.c:38
t_color texture_checkers(t_material *mat, t_texture *tex, t_vec3 uv)
Definition: perturbation.c:34
t_color texture_strips(t_material *mat, t_texture *tex, t_vec3 uv)
Definition: perturbation.c:20
t_color texture_perlin(t_material *mat, t_texture *tex, t_vec3 uv)
Definition: perlin_texture.c:17
t_color(* f_texture)(t_material *, t_texture *, t_vec3)
Definition: render.h:56
t_color get_sky_color(t_scene scene, t_settings settings, t_ray ray)
Definition: skybox.c:16
t_color texture_cloud(t_material *mat, t_texture *tex, t_vec3 uv)
Definition: perlin_texture.c:56
Definition: rtstruct.h:189
t_color recursive_cast(t_scene scene, t_settings s, t_ray r, int depth)
Definition: render.c:68
Definition: rtstruct.h:263
t_color anti_aliasing(t_color col_prim, t_data *app, int x, int y)
Definition: filters.c:16
char * name
Definition: render.h:55
void render_gui(void *arg)
Definition: update.c:33
float perlin(t_vec3 uv, int octaves, float persistence)
Definition: perlin.c:86
t_color sample(t_material *material, t_texture *tex, t_vec3 uv)
Definition: perturbation.c:60
t_color negative(t_color in)
Definition: post_process.c:47
Definition: rtstruct.h:166
t_color get_lighting(t_shading s, t_scene scene, t_settings *setng)
Definition: light.c:62
void add_specular_light(t_color *specular, t_shading shading, bool no_specular)
Definition: light_utils.c:39
t_color texture_marble(t_material *mat, t_texture *tex, t_vec3 uv)
Definition: perlin_texture.c:44
void cast_primary(t_list *obj_list, t_inter *inter)
Definition: cast.c:19
t_shading get_shading_data(t_inter *inter)
Definition: render.c:90
t_color cartoon(t_color in)
Definition: post_process.c:37
t_color sepia(t_color in)
Definition: post_process.c:17
float get_distance_attenuation(float distance)
Definition: light_utils.c:17
t_color cast_light_primary(t_list *obj_list, t_inter *inter, float dist_light)
Definition: cast.c:58
Definition: rtstruct.h:218
float noise(float x, float y, float z)
Definition: perlin.c:61
void cam_ray(t_data *app, t_ray *res, float x, float y)
Definition: render.c:20
t_color texture_wood(t_material *mat, t_texture *tex, t_vec3 uv)
Definition: perlin_texture.c:30
void update_camera(t_cam *cam, bool *needs_render)
Definition: camera.c:77
t_color texture_wave(t_material *mat, t_texture *tex, t_vec3 uv)
Definition: perturbation.c:50