/dports/graphics/embree/embree-3.13.2/kernels/geometry/ |
H A D | line_intersector.h | 25 __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function 29 __forceinline Vec3vf<M> Ng() const { return vNg; } in Ng() function 69 const vfloat<M> u = clamp(d0*rcp(d1),vfloat<M>(zero),vfloat<M>(one)); in intersect() local 123 const vfloat<M> u = clamp(d0*rcp(d1),vfloat<M>(zero),vfloat<M>(one)); in intersect() local
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H A D | quad_intersector_pluecker.h | 37 const vfloat<M> u = min(U * rcpUVW,1.0f); in finalize() local 55 const float u = vu[i]; in uv() local 61 __forceinline Vec3fa Ng(const size_t i) { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function 99 const vfloat<K> u = select(flags,u1,u0); in operator() local 150 const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); in intersect() local
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H A D | triangle_intersector_pluecker.h | 41 __forceinline Vec3vf<M> Ng() const { return vNg; } in Ng() function 45 __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function 105 const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); in intersect() local 222 vfloat<K> u = min(U * rcpUVW,1.0f); in operator() local 232 const Vec3vf<K> Ng; member 279 const Vec3vf<K> Ng = stable_triangle_normal(e0,e1,e2); in intersectK() local 359 const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); in intersect() local
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H A D | triangle_intersector_moeller.h | 40 __forceinline Vec3vf<M> Ng() const { return vNg; } in Ng() function 44 __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function 230 vfloat<K> u = U * rcpAbsDen; in operator() local 241 const Vec3vf<K> Ng; member 320 const Vec3vf<K> Ng = cross(e2,e1); in intersectK() local 338 const Vec3vf<K> Ng = cross(e2,e1); in intersectK() local 357 const Vec3vf<K> Ng = cross(e2,e1); in intersectK() local
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H A D | intersector_epilog.h | 417 const Vec3fa Ng = hit.Ng(i); in operator() local 497 vfloat<K> u, v, t; in operator() local 498 Vec3vf<K> Ng; in operator() local 579 vfloat<K> u, v, t; in operator() local 580 Vec3vf<K> Ng; in operator() local 615 vfloat<K> u, v, t; in operator() local 616 Vec3vf<K> Ng; in operator() local 689 vfloat<K> u, v, t; in operator() local 690 Vec3vf<K> Ng; in operator() local 916 const Vec3fa Ng = hit.Ng(i); in operator() local
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H A D | quad_intersector_moeller.h | 31 const vfloat<M> u = min(U * rcpAbsDen,1.0f); in finalize() local 49 const float u = vu[i]; in uv() local 55 __forceinline Vec3fa Ng(const size_t i) { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function 94 const vfloat<K> u = select(flags,u1,u0); in operator() local
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H A D | curve_intersector_distance.h | 31 __forceinline Vec3fa Ng(const size_t i) const { in Ng() function 76 const vfloatx u = clamp(d0*rcp(d1),vfloatx(zero),vfloatx(one)); in intersect() local 108 const vfloatx u = clamp(d0*rcp(d1),vfloatx(zero),vfloatx(one)); in intersect() local
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H A D | curve_intersector_oriented.h | 58 Interval1f u = empty; in bezier_clipping() local 85 const float u = cu.center(); in solve_bezier_clipping() local 90 const Vec3fa Ng = cross(curve3d.eval_du(u,v),curve3d.eval_dv(u,v)); in solve_bezier_clipping() local 115 const Interval1f u = bezier_clipping(curve0u); in solve_bezier_clipping() local 156 const float u = uv.x; in solve_newton_raphson_loop() local 163 const Vec3fa Ng = cross(curve3d.eval_du(u,v),curve3d.eval_dv(u,v)); in solve_newton_raphson_loop() local
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H A D | curve_intersector_sweep.h | 37 float u; member 39 Vec3fa Ng; member 44 … const vfloatx& u, const BBox<vfloatx>& tp, const BBox<vfloatx>& h0, const BBox<vfloatx>& h1, in intersect_bezier_iterative_debug() 45 … const Vec3vfx& Ng, const Vec4vfx& dP0du, const Vec4vfx& dP3du, in intersect_bezier_iterative_debug() 57 …ve_jacobian(const Ray& ray, const float dt, const NativeCurve3ff& curve, float u, float t, const E… in intersect_bezier_iterative_jacobian()
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/dports/graphics/embree/embree-3.13.2/tutorials/common/core/ |
H A D | differential_geometry.h | 16 float u,v; member 18 Vec3fa Ng; member
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/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/geom/ |
H A D | geom_motion_triangle_shader.h | 74 float3 Ng; in motion_triangle_shader_setup() local 104 float u = sd->u; in motion_triangle_shader_setup() local
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H A D | geom_triangle.h | 45 KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader) in triangle_point_normal() 81 triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v) in triangle_smooth_normal()
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H A D | geom_motion_triangle.h | 137 KernelGlobals *kg, float3 Ng, int object, int prim, float u, float v, float time) in motion_triangle_smooth_normal()
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H A D | geom_curve_intersect.h | 34 ccl_device_inline float4 catmull_rom_basis_eval(const float4 curve[4], float u) in catmull_rom_basis_eval() 45 ccl_device_inline float4 catmull_rom_basis_derivative(const float4 curve[4], float u) in catmull_rom_basis_derivative() 56 ccl_device_inline float4 catmull_rom_basis_derivative2(const float4 curve[4], float u) in catmull_rom_basis_derivative2() 172 float u, in curve_intersect_iterative() 244 const float3 Ng = cross(V, U); in curve_intersect_iterative() local 500 const float3 Ng = cross(e1, e0); in ribbon_intersect_quad() local 572 const float u = i * step_size; in ribbon_intersect() local 767 const float3 Ng = normalize(P - P_inside); in curve_shader_setup() local
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/dports/graphics/embree/embree-3.13.2/tutorials/grid_geometry/ |
H A D | grid_geometry_device.cpp | 133 const Vec3fa Ng = Vec3fa(nx[i],ny[i],nz[i]); in displacementFunction() local 314 float u = (float)x / (QUAD_GRID_RESOLUTION_X-1); in createGridGeometry() local 352 float u = (float)x / (SUB_GRID_RESOLUTION_X-1); in createGridGeometry() local 391 Vec3fa Ng = Vec3fa(0.0f); in createGridGeometry() local 423 Vec3fa Ng = Vec3fa(0.0f); in createGridGeometry() local 447 Vec3fa Ng = Vec3fa(0.0f); in createGridGeometry() local 483 Vec3fa Ng = gmesh.normals[index]; in createGridGeometry() local 572 Vec3fa Ng = normalize(ray.Ng); in renderPixelStandard() local 584 float u = U-x; in renderPixelStandard() local
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/dports/graphics/openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/include/OSL/ |
H A D | shaderglobals.h | 49 Vec3 Ng; member 52 float u, dudx, dudy; member 130 Ng = 1 << 3, enumerator 131 u = 1 << 4, enumerator
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/dports/graphics/py-openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/include/OSL/ |
H A D | shaderglobals.h | 49 Vec3 Ng; member 52 float u, dudx, dudy; member 130 Ng = 1 << 3, enumerator 131 u = 1 << 4, enumerator
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/dports/graphics/embree/embree-3.13.2/tutorials/quaternion_motion_blur/ |
H A D | quaternion_motion_blur_device.cpp | 170 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereIntersectFunc() local 201 const Vec3fa Ng = ray->org+t1*ray->dir-sphere.p; in sphereIntersectFunc() local 292 const Vec3fa Ng = _Ng; in face_forward() local 321 Vec3fa Ng = normalize(ray.Ng); in renderPixelFunction() local 322 float u = (atan2(Ng.z, Ng.x) + float(M_PI)) / (2.f * float(M_PI)); in renderPixelFunction() local
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/dports/graphics/pixie/Pixie/src/ri/ |
H A D | quadrics.cpp | 236 double u,v; in intersect() local 667 double u; in intersect() local 821 float *Ng = varying[VARIABLE_NG] + start*3; in sample() local 1073 double u,v; in intersect() local 1173 float *Ng = varying[VARIABLE_NG] + start*3; in sample() local 1522 double u; in intersect() local 1947 double u; in intersect() local 2038 float *Ng = varying[VARIABLE_NG] + start*3; in sample() local 2410 double u,v; in intersect() local 2550 float *Ng = varying[VARIABLE_NG] + start*3; in sample() local [all …]
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/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/ |
H A D | kernel_light.h | 25 float3 Ng; /* normal on light */ member 28 float u, v; /* parametric coordinate on primitive */ member 267 float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); in lamp_light_eval() local 332 const float3 Ng, in triangle_light_pdf_area() 495 const float u = t - cos_alpha; in triangle_light_sample() local 552 float u = randu; in triangle_light_sample() local
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H A D | kernel_bake.h | 154 ccl_device_inline float bake_clamp_mirror_repeat(float u, float max) in bake_clamp_mirror_repeat() 255 float u = primitive[2]; in kernel_bake_evaluate() local 272 float3 P, Ng; in kernel_bake_evaluate() local 458 float u = __uint_as_float(in.z); in kernel_displace_evaluate() local 485 float u = __uint_as_float(in.x); in kernel_background_evaluate() local
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H A D | kernel_shader.h | 95 float3 Ng = triangle_normal(kg, sd); in shader_setup_from_ray() local 184 float3 Ng = triangle_normal(kg, sd); in shader_setup_from_subsurface() local 247 const float3 Ng, in shader_setup_from_sample() 252 float u, in shader_setup_from_sample() 368 KernelGlobals *kg, ShaderData *sd, int object, int prim, float u, float v) in shader_setup_from_displace() 370 float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f); in shader_setup_from_displace() local
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/dports/graphics/embree/embree-3.13.2/tutorials/user_geometry/ |
H A D | user_geometry_device.cpp | 76 Vec3fa u = instance->upper; in instanceBoundsFunc() local 347 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereIntersectFunc() local 378 const Vec3fa Ng = ray->org+t1*ray->dir-sphere.p; in sphereIntersectFunc() local 441 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereOccludedFunc() local 472 const Vec3fa Ng = ray->org+t1*ray->dir-sphere.p; in sphereOccludedFunc() local 551 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereIntersectFuncN() local 580 const Vec3fa Ng = ray->org+t1*ray->dir-sphere.p; in sphereIntersectFuncN() local 657 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereOccludedFuncN() local 688 const Vec3fa Ng = ray_org+t1*ray_dir-sphere.p; in sphereOccludedFuncN() local 985 const Vec3fa Ng = _Ng; in face_forward() local
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/dports/graphics/embree/embree-3.13.2/kernels/common/ |
H A D | ray.h | 156 Vec3vf<K> Ng; // geometry normal member 157 vfloat<K> u; // barycentric u coordinate of hit member
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/dports/graphics/blender/blender-2.91.0/intern/cycles/util/ |
H A D | util_math_intersect.h | 167 const float3 Ng = Ng1 + Ng1; in ray_triangle_intersect() local 223 const float u = dot(inplane, quad_u) / dot(quad_u, quad_u); in ray_quad_intersect() local
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