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Functions440 in github.com/Quanwei1992/GAMES101

↓ 30 callersFunctiondotProduct
07/Vector.hpp:80
↓ 28 callersMethodclear
02/rasterizer.cpp:200
↓ 28 callersFunctiondotProduct
06/Vector.hpp:75
↓ 28 callersFunctionfirstToken
Get first token of string
07/OBJ_Loader.hpp:374
↓ 28 callersFunctionfirstToken
Get first token of string
06/OBJ_Loader.hpp:374
↓ 28 callersFunctionfirstToken
Get first token of string
03/OBJ_Loader.h:380
↓ 24 callersFunctiontail
Get tail of string after first token and possibly following spaces
07/OBJ_Loader.hpp:356
↓ 24 callersFunctiontail
Get tail of string after first token and possibly following spaces
06/OBJ_Loader.hpp:356
↓ 24 callersFunctiontail
Get tail of string after first token and possibly following spaces
03/OBJ_Loader.h:362
↓ 20 callersMethodnormalized
07/Vector.hpp:22
↓ 17 callersFunctiondotProduct
05/Vector.hpp:108
↓ 15 callersMethodclear
03/rasterizer.cpp:354
↓ 13 callersFunctionget_random_float
07/global.hpp:31
↓ 10 callersFunctionnormalize
06/Vector.hpp:63
↓ 9 callersMethodgetBounds
07/Triangle.hpp:230
↓ 9 callersMethodgetBounds
06/Triangle.hpp:209
↓ 9 callersMethodgetColor
03/Texture.hpp:25
↓ 9 callersMethodnorm
07/Vector.hpp:21
↓ 9 callersFunctionsplit
Split a String into a string array at a given token
07/OBJ_Loader.hpp:317
↓ 9 callersFunctionsplit
Split a String into a string array at a given token
06/OBJ_Loader.hpp:317
↓ 9 callersFunctionsplit
Split a String into a string array at a given token
03/OBJ_Loader.h:323
↓ 8 callersFunctioncrossProduct
07/Vector.hpp:83
↓ 8 callersFunctionnormalize
05/Vector.hpp:96
↓ 7 callersMethodCentroid
07/Bounds3.hpp:48
↓ 7 callersMethodCentroid
06/Bounds3.hpp:48
↓ 7 callersFunctionclamp
07/global.hpp:12
↓ 7 callersFunctionnormalize
07/Vector.hpp:69
↓ 6 callersMethodAdd
07/Scene.hpp:30
↓ 6 callersFunctioncrossProduct
06/Vector.hpp:90
↓ 5 callersMethodAdd
05/Scene.hpp:23
↓ 5 callersFunctionUnion
07/Bounds3.hpp:119
↓ 5 callersFunctionUnion
06/Bounds3.hpp:120
↓ 5 callersFunctionclamp
05/global.hpp:11
↓ 5 callersFunctionclamp
06/global.hpp:12
↓ 5 callersMethodhasEmission
07/Material.hpp:122
↓ 4 callersFunctionCrossV3
Vector3 Cross Product
07/OBJ_Loader.hpp:221
↓ 4 callersFunctionCrossV3
Vector3 Cross Product
06/OBJ_Loader.hpp:221
↓ 4 callersFunctionCrossV3
Vector3 Cross Product
03/OBJ_Loader.h:227
↓ 4 callersFunctionMagnitudeV3
Vector3 Magnitude Calculation
07/OBJ_Loader.hpp:229
↓ 4 callersFunctionMagnitudeV3
Vector3 Magnitude Calculation
06/OBJ_Loader.hpp:229
↓ 4 callersFunctionMagnitudeV3
Vector3 Magnitude Calculation
03/OBJ_Loader.h:235
↓ 4 callersFunctioncastRay
[comment] Implementation of the Whitted-style light transport algorithm (E [S*] (D|G) L) This function is the function that compute the color at the
05/Renderer.cpp:124
↓ 4 callersFunctionfresnel
[comment] Compute Fresnel equation \param I is the incident view direction \param N is the normal at the intersection point \param ior is the mater
05/Renderer.cpp:49
↓ 4 callersMethodgetEmission
Vector3f Material::getColor(){return m_color;}
07/Material.hpp:121
↓ 4 callersFunctioninterpolate
03/rasterizer.cpp:243
↓ 3 callersMethodAdd
06/Scene.hpp:29
↓ 3 callersFunctionDotV3
Vector3 DotProduct
07/OBJ_Loader.hpp:235
↓ 3 callersFunctionDotV3
Vector3 DotProduct
06/OBJ_Loader.hpp:235
↓ 3 callersFunctionDotV3
Vector3 DotProduct
03/OBJ_Loader.h:241
↓ 3 callersMethodIntersect
06/BVH.cpp:96
↓ 3 callersFunctionSameSide
A test to see if P1 is on the same side as P2 of a line segment ab
07/OBJ_Loader.hpp:269
↓ 3 callersFunctionSameSide
A test to see if P1 is on the same side as P2 of a line segment ab
06/OBJ_Loader.hpp:269
↓ 3 callersFunctionSameSide
A test to see if P1 is on the same side as P2 of a line segment ab
03/OBJ_Loader.h:275
↓ 3 callersFunctioncrossProduct
05/Vector.hpp:113
↓ 3 callersMethodgetArea
07/Sphere.hpp:88
↓ 3 callersFunctionreflect
Compute reflection direction
05/Renderer.cpp:11
↓ 3 callersFunctionreflect
03/main.cpp:83
↓ 3 callersMethodsetColor
02/Triangle.cpp:30
↓ 3 callersMethodsetColor
01/Triangle.cpp:29
↓ 3 callersMethodsetColor
03/Triangle.cpp:29
↓ 3 callersMethodsetVertex
02/Triangle.cpp:24
↓ 3 callersMethodsetVertex
01/Triangle.cpp:25
↓ 3 callersFunctionsolveQuadratic
07/global.hpp:15
↓ 3 callersFunctionsolveQuadratic
06/global.hpp:15
↓ 3 callersFunctionto_vec4
02/rasterizer.cpp:37
↓ 3 callersFunctionto_vec4
01/rasterizer.cpp:130
↓ 3 callersFunctionto_vec4
03/rasterizer.cpp:147
↓ 2 callersFunctionDEG2RAD
01/main.cpp:8
↓ 2 callersMethodIntersect
07/BVH.cpp:99
↓ 2 callersMethodSample
07/BVH.cpp:147
↓ 2 callersFunctionUpdateProgress
07/global.hpp:40
↓ 2 callersFunctionUpdateProgress
06/global.hpp:40
↓ 2 callersMethoda
01/Triangle.hpp:24
↓ 2 callersMethodb
01/Triangle.hpp:25
↓ 2 callersMethodc
01/Triangle.hpp:26
↓ 2 callersMethodclear
01/rasterizer.cpp:206
↓ 2 callersFunctiondeg2rad
07/Renderer.cpp:13
↓ 2 callersMethoddraw
02/rasterizer.cpp:75
↓ 2 callersMethoddraw
01/rasterizer.cpp:135
↓ 2 callersMethoddraw
03/rasterizer.cpp:173
↓ 2 callersMethodeval
07/Material.hpp:162
↓ 2 callersFunctionget_model_matrix
02/main.cpp:27
↓ 2 callersFunctionget_model_matrix
01/main.cpp:23
↓ 2 callersFunctionget_model_matrix
03/main.cpp:32
↓ 2 callersFunctionget_projection_matrix
02/main.cpp:33
↓ 2 callersFunctionget_projection_matrix
01/main.cpp:40
↓ 2 callersFunctionget_projection_matrix
03/main.cpp:56
↓ 2 callersFunctionget_random_float
06/global.hpp:31
↓ 2 callersFunctionget_view_matrix
02/main.cpp:12
↓ 2 callersFunctionget_view_matrix
01/main.cpp:10
↓ 2 callersFunctionget_view_matrix
03/main.cpp:17
↓ 2 callersMethodhasEmit
07/Sphere.hpp:91
↓ 2 callersFunctionrefract
[comment] Compute refraction direction using Snell's law We need to handle with care the two possible situations: - When the ray is inside the objec
05/Renderer.cpp:29
↓ 2 callersMethodsetNormal
03/Triangle.cpp:26
↓ 2 callersMethodsetVertex
03/Triangle.cpp:23
↓ 2 callersMethodset_model
02/rasterizer.cpp:185
↓ 2 callersMethodset_model
01/rasterizer.cpp:191
↓ 2 callersMethodset_model
03/rasterizer.cpp:339
↓ 2 callersMethodset_projection
02/rasterizer.cpp:195
↓ 2 callersMethodset_projection
01/rasterizer.cpp:201
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