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Searched refs:eye_pos (Results 1 – 25 of 94) sorted by relevance

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/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/crt-royale/src/
H A Dgeometry-functions.h258 float3 get_ideal_global_eye_pos_for_points(float3 eye_pos, in get_ideal_global_eye_pos_for_points() argument
302 eyespace_coords[i] = global_coords[i] - eye_pos; in get_ideal_global_eye_pos_for_points()
334 eye_pos.xy += center_offset; in get_ideal_global_eye_pos_for_points()
337 eyespace_coords[i] = global_coords[i] - eye_pos; in get_ideal_global_eye_pos_for_points()
376 eye_pos.z += offset_z_max; in get_ideal_global_eye_pos_for_points()
378 return eye_pos; in get_ideal_global_eye_pos_for_points()
392 const float3 eye_pos = geom_mode < 2.5 ? in get_ideal_global_eye_pos() local
422 return num_negative_z_coords > 0.5 ? eye_pos : in get_ideal_global_eye_pos()
423 get_ideal_global_eye_pos_for_points(eye_pos, geom_aspect, in get_ideal_global_eye_pos()
444 const float3 eye_pos = eye_pos_local; in get_pixel_to_object_matrix() local
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/crt-royale/port-helpers/
H A Dgeometry-functions.h261 float3 get_ideal_global_eye_pos_for_points(float3 eye_pos, in get_ideal_global_eye_pos_for_points() argument
305 eyespace_coords[i] = global_coords[i] - eye_pos; in get_ideal_global_eye_pos_for_points()
337 eye_pos.xy += center_offset; in get_ideal_global_eye_pos_for_points()
340 eyespace_coords[i] = global_coords[i] - eye_pos; in get_ideal_global_eye_pos_for_points()
379 eye_pos.z += offset_z_max; in get_ideal_global_eye_pos_for_points()
381 return eye_pos; in get_ideal_global_eye_pos_for_points()
395 const float3 eye_pos = geom_mode < 2.5 ? in get_ideal_global_eye_pos() local
425 return num_negative_z_coords > 0.5 ? eye_pos : in get_ideal_global_eye_pos()
426 get_ideal_global_eye_pos_for_points(eye_pos, geom_aspect, in get_ideal_global_eye_pos()
447 const float3 eye_pos = eye_pos_local; in get_pixel_to_object_matrix() local
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/nebula/
H A Dneb.cpp607 vec3d eye_pos; in neb2_get_alpha_2shell() local
610 neb2_get_eye_pos(&eye_pos); in neb2_get_alpha_2shell()
614 dist = vm_vec_dist_quick(&eye_pos, v); in neb2_get_alpha_2shell()
676 vec3d eye_pos; in upkeep_poofs() local
677 neb2_get_eye_pos(&eye_pos); in upkeep_poofs()
707 vec3d pos = eye_pos; in upkeep_poofs()
708 vec3d offset = eye_pos / gen_side_length; in upkeep_poofs()
734 vec3d eye_pos; in neb2_render_poofs() local
751 neb2_get_eye_pos(&eye_pos); in neb2_render_poofs()
757 Poof_last_gen_pos = eye_pos; in neb2_render_poofs()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/nebula/
H A Dneb.cpp639 vec3d eye_pos; in neb2_get_alpha_2shell() local
642 neb2_get_eye_pos(&eye_pos); in neb2_get_alpha_2shell()
646 dist = vm_vec_dist_quick(&eye_pos, v); in neb2_get_alpha_2shell()
728 vec3d eye_pos; in crossed_border() local
734 neb2_get_eye_pos(&eye_pos); in crossed_border()
737 if (cube_cen.xyz.x - eye_pos.xyz.x > ws) { in crossed_border()
881 vec3d eye_pos; in neb2_regen() local
887 neb2_get_eye_pos(&eye_pos); in neb2_regen()
891 cube_cen = eye_pos; in neb2_regen()
917 vec3d eye_pos; in neb2_render_player() local
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/graphics/
H A Dshadows.h38 void shadows_render_all(float fov, matrix *eye_orient, vec3d *eye_pos);
40 matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, float fov, float aspect, float very…
H A Dshadows.cpp381 matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, float fov, float aspect, float very… in shadows_start_render() argument
394 …shadows_construct_light_frustum(&Shadow_frustums[0], &light_matrix, eye_orient, eye_pos, fov, aspe… in shadows_start_render()
395 …shadows_construct_light_frustum(&Shadow_frustums[1], &light_matrix, eye_orient, eye_pos, fov, aspe… in shadows_start_render()
396 …shadows_construct_light_frustum(&Shadow_frustums[2], &light_matrix, eye_orient, eye_pos, fov, aspe… in shadows_start_render()
397 …shadows_construct_light_frustum(&Shadow_frustums[3], &light_matrix, eye_orient, eye_pos, fov, aspe… in shadows_start_render()
409 gr_shadow_map_start(&Shadow_view_matrix, &light_matrix, eye_pos); in shadows_start_render()
419 void shadows_render_all(float fov, matrix *eye_orient, vec3d *eye_pos) in shadows_render_all() argument
439 …matrix light_matrix = shadows_start_render(eye_orient, eye_pos, fov, gr_screen.clip_aspect, std::g… in shadows_render_all()
/dports/science/py-pymol/pymol-open-source-2.4.0/data/shaders/
H A Ddefault.vs29 vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex);
33 fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
H A Dline.vs38 vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex);
50 a_fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
H A Dsurface.vs42 vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex);
60 fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
H A Dtrilines.vs41 vec4 eye_pos = g_ModelViewMatrix * vec4(b_Vertex, 1.0);
69 fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
H A Dlabel.vs88 vec3 eye_pos = mix(attr_worldpos, g_ModelViewMatrix * attr_worldpos, isProjected).xyz;
89 fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
/dports/math/openmesh/OpenMesh-8.1/src/OpenMesh/Tools/VDPM/
H A DViewingParameters.hh104 const Vec3f& eye_pos() const { return eye_pos_; } in eye_pos() function in OpenMesh::VDPM::ViewingParameters
108 Vec3f& eye_pos() { return eye_pos_; } in eye_pos() function in OpenMesh::VDPM::ViewingParameters
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/playerman/
H A Dplayercontrol.cpp1976 vec3d eye_pos = vmd_zero_vector; local
2005 ship_get_eye( &eye_pos, &eye_orient, viewer_obj );
2013 eye_pos = Player_obj->pos;
2039 eye_pos = Dead_camera_pos;
2041 vm_vec_normalized_dir(&tmp_dir, &Player_obj->pos, &eye_pos);
2070 vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos);
2089 vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos);
2107 Warp_camera.get_info(&eye_pos, NULL);
2114 vm_vec_sub(&tmp_dir, &warp_pos, &eye_pos);
2124 ship_get_eye( &eye_pos, &eye_orient, viewer_obj );
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/observer/
H A Dobserver.cpp100 void observer_get_eye(vec3d *eye_pos, matrix *eye_orient, object *obj) in observer_get_eye() argument
103 memcpy(eye_pos,&obj->pos,sizeof(vec3d)); in observer_get_eye()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/observer/
H A Dobserver.cpp99 void observer_get_eye(vec3d *eye_pos, matrix *eye_orient, object *obj) in observer_get_eye() argument
102 memcpy(eye_pos,&obj->pos,sizeof(vec3d)); in observer_get_eye()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/playerman/
H A Dplayercontrol.cpp2094 vec3d eye_pos = vmd_zero_vector; local
2123 ship_get_eye( &eye_pos, &eye_orient, viewer_obj );
2131 eye_pos = Player_obj->pos;
2157 eye_pos = Dead_camera_pos;
2159 vm_vec_normalized_dir(&tmp_dir, &Player_obj->pos, &eye_pos);
2190 vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos);
2209 vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos);
2227 Warp_camera.get_info(&eye_pos, NULL);
2234 vm_vec_sub(&tmp_dir, &warp_pos, &eye_pos);
2244 ship_get_eye( &eye_pos, &eye_orient, viewer_obj );
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/freespace2/
H A Dfreespace.cpp2967 vec3d eye_pos; in game_render_frame_setup() local
3037 eye_pos = Player_obj->pos; in game_render_frame_setup()
3068 eye_pos = Dead_camera_pos; in game_render_frame_setup()
3132 eye_pos = Viewer_obj->pos; in game_render_frame_setup()
3157 old_pos = eye_pos; in game_render_frame_setup()
3164 vec3d eye_mov = eye_pos - old_pos; in game_render_frame_setup()
3166 eye_pos -= eye_mov; in game_render_frame_setup()
3233 main_cam->set_position(&eye_pos); in game_render_frame_setup()
3265 vec3d eye_pos; in game_render_frame() local
6946 vec3d eye_pos, model_pos; in Time_model() local
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/dports/math/vtk9/VTK-9.1.0/ThirdParty/vtkm/vtkvtkm/vtk-m/vtkm/rendering/
H A DMapperCylinder.cxx36 : eye_pos(_eye_pos) in CalcDistance()
44 VecType tmp = eye_pos - pos; in operator ()()
48 const vtkm::Vec3f_32 eye_pos; member in vtkm::rendering::CalcDistance
/dports/math/vtk8/VTK-8.2.0/ThirdParty/vtkm/vtk-m/vtkm/rendering/
H A DMapperCylinder.cxx50 : eye_pos(_eye_pos) in CalcDistance()
58 VecType tmp = eye_pos - pos; in operator ()()
62 const vtkm::Vec<vtkm::Float32, 3> eye_pos; member in vtkm::rendering::CalcDistance
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/freespace2/
H A Dfreespace.cpp3261 vec3d eye_pos; in game_render_frame_setup() local
3356 eye_pos = Player_obj->pos; in game_render_frame_setup()
3387 eye_pos = Dead_camera_pos; in game_render_frame_setup()
3406 supernova_get_eye(&eye_pos, &eye_orient); in game_render_frame_setup()
3498 Warp_camera.get_info(&eye_pos, NULL); in game_render_frame_setup()
3550 main_cam->set_position(&eye_pos); in game_render_frame_setup()
3579 vec3d eye_pos; in game_render_frame() local
3583 cam->get_info(&eye_pos, &eye_orient); in game_render_frame()
7748 vec3d eye_pos, model_pos;
7796 eye_pos = model_pos = vmd_zero_vector;
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/fred2/
H A Dfredrender.cpp103 vec3d view_pos, eye_pos, Viewer_pos, Last_eye_pos = { 0.0f }; variable
1122 size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f); in draw_orient_sphere()
1158 size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f); in draw_orient_sphere2()
1491 g3_set_view_matrix(&eye_pos, &eye_orient, 0.5f); in render_frame()
1492 Viewer_pos = eye_pos; // for starfield code in render_frame()
1581 sprintf(buf, "(%.1f,%.1f,%.1f)", eye_pos.xyz.x, eye_pos.xyz.y, eye_pos.xyz.z); in render_frame()
1596 g3_set_view_matrix(&eye_pos, &eye_orient, 0.5f); in render_frame()
1727 eye_pos = view_pos; in game_do_frame()
1732 eye_pos = Objects[view_obj].pos; in game_do_frame()
1740 maybe_create_new_grid(The_grid, &eye_pos, &eye_orient); in game_do_frame()
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/dports/games/pink-pony/pink-pony-1.4.1/resources/GLSL/
H A Dwater_fallback.frag5 uniform vec3 eye_pos;
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/starfield/
H A Dsupernova.h72 void supernova_get_eye(vec3d *eye_pos, matrix *eye_orient);
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/starfield/
H A Dsupernova.h72 void supernova_get_eye(vec3d *eye_pos, matrix *eye_orient);
/dports/games/fs2open/fs2open.github.com-release_21_4_1/fred2/
H A Dfredrender.cpp110 vec3d view_pos, eye_pos, Viewer_pos, Last_eye_pos = { 0.0f }; variable
655 size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f); in draw_orient_sphere()
689 size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f); in draw_orient_sphere2()
1049 eye_pos = view_pos; in game_do_frame()
1054 eye_pos = Objects[view_obj].pos; in game_do_frame()
1062 maybe_create_new_grid(The_grid, &eye_pos, &eye_orient); in game_do_frame()
1077 if (vm_vec_cmp(&eye_pos, &Last_eye_pos) || vm_matrix_cmp(&eye_orient, &Last_eye_orient)) { in game_do_frame()
1079 Last_eye_pos = eye_pos; in game_do_frame()
1526 Viewer_pos = eye_pos; // for starfield code in render_frame()
1615 sprintf(buf, "(%.1f,%.1f,%.1f)", eye_pos.xyz.x, eye_pos.xyz.y, eye_pos.xyz.z); in render_frame()
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