#include "shader.h" #include "miaux.h" struct rim_bright { miColor ambient; miColor diffuse; miColor rim; int i_light; int n_light; miTag light[1]; }; DLLEXPORT int rim_bright_version(void) { return 1; } DLLEXPORT miBoolean rim_bright ( miColor *result, miState *state, struct rim_bright *params ) { int i, light_count, light_sample_count; miColor sum, light_color; miVector direction_toward_light; miScalar dot_nl; miTag *light; miColor *diffuse = mi_eval_color(¶ms->diffuse); miColor *rim = mi_eval_color(¶ms->rim); miaux_light_array(&light, &light_count, state, ¶ms->i_light, ¶ms->n_light, params->light); *result = *mi_eval_color(¶ms->ambient); for (i = 0; i < light_count; i++, light++) { miaux_set_channels(&sum, 0); light_sample_count = 0; while (mi_sample_light(&light_color, &direction_toward_light, &dot_nl, state, *light, &light_sample_count)) miaux_add_diffuse_component(&sum, dot_nl, diffuse, &light_color); if (light_sample_count) { miaux_add_scaled_color(result, &sum, 1/light_sample_count); } } miaux_brighten_rim(result, state, rim); return miTRUE; }