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root/radiance/ray/src/rt/raytrace.c
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Comparing ray/src/rt/raytrace.c (file contents):
Revision 2.64 by greg, Fri Jun 1 19:17:17 2012 UTC vs.
Revision 2.65 by greg, Wed Feb 19 14:12:48 2014 UTC

# Line 35 | Line 35 | static int checkhit(RAY  *r, CUBE  *cu, OBJECT  *cxs);
35   static void checkset(OBJECT  *os, OBJECT  *cs);
36  
37  
38 < extern int
38 > int
39   rayorigin(              /* start new ray from old one */
40          RAY  *r,
41          int  rt,
# Line 124 | Line 124 | rayorigin(             /* start new ray from old one */
124   }
125  
126  
127 < extern void
127 > void
128   rayclear(                       /* clear a ray for (re)evaluation */
129          RAY  *r
130   )
# Line 143 | Line 143 | rayclear(                      /* clear a ray for (re)evaluation */
143   }
144  
145  
146 < extern void
146 > void
147   raytrace(                       /* trace a ray and compute its value */
148          RAY  *r
149   )
# Line 163 | Line 163 | raytrace(                      /* trace a ray and compute its value */
163   }
164  
165  
166 < extern void
166 > void
167   raycont(                        /* check for clipped object and continue */
168          RAY  *r
169   )
# Line 174 | Line 174 | raycont(                       /* check for clipped object and continue */
174   }
175  
176  
177 < extern void
177 > void
178   raytrans(                       /* transmit ray as is */
179          RAY  *r
180   )
# Line 190 | Line 190 | raytrans(                      /* transmit ray as is */
190   }
191  
192  
193 < extern int
193 > int
194   rayshade(               /* shade ray r with material mod */
195          RAY  *r,
196          int  mod
# Line 225 | Line 225 | rayshade(              /* shade ray r with material mod */
225   }
226  
227  
228 < extern void
228 > void
229   rayparticipate(                 /* compute ray medium participation */
230          RAY  *r
231   )
# Line 258 | Line 258 | rayparticipate(                        /* compute ray medium participation
258   }
259  
260  
261 < extern void
261 > void
262   raytexture(                     /* get material modifiers */
263          RAY  *r,
264          OBJECT  mod
# Line 283 | Line 283 | raytexture(                    /* get material modifiers */
283   }
284  
285  
286 < extern int
286 > int
287   raymixture(             /* mix modifiers */
288          RAY  *r,
289          OBJECT  fore,
# Line 343 | Line 343 | raymixture(            /* mix modifiers */
343   }
344  
345  
346 < extern double
346 > double
347   raydist(                /* compute (cumulative) ray distance */
348          const RAY  *r,
349          int  flags
# Line 359 | Line 359 | raydist(               /* compute (cumulative) ray distance */
359   }
360  
361  
362 < extern void
362 > void
363   raycontrib(             /* compute (cumulative) ray contribution */
364          RREAL  rc[3],
365          const RAY  *r,
# Line 385 | Line 385 | raycontrib(            /* compute (cumulative) ray contribution
385   }
386  
387  
388 < extern double
388 > double
389   raynormal(              /* compute perturbed normal for ray */
390          FVECT  norm,
391          RAY  *r
# Line 421 | Line 421 | raynormal(             /* compute perturbed normal for ray */
421   }
422  
423  
424 < extern void
424 > void
425   newrayxf(                       /* get new tranformation matrix for ray */
426          RAY  *r
427   )
# Line 459 | Line 459 | newrayxf(                      /* get new tranformation matrix for ray */
459   }
460  
461  
462 < extern void
462 > void
463   flipsurface(                    /* reverse surface orientation */
464          RAY  *r
465   )
# Line 474 | Line 474 | flipsurface(                   /* reverse surface orientation */
474   }
475  
476  
477 < extern void
477 > void
478   rayhit(                 /* standard ray hit test */
479          OBJECT  *oset,
480          RAY  *r
# Line 491 | Line 491 | rayhit(                        /* standard ray hit test */
491   }
492  
493  
494 < extern int
494 > int
495   localhit(               /* check for hit in the octree */
496          RAY  *r,
497          CUBE  *scene

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