#include "shader.h" #include "miaux.h" struct phong { miColor ambient; miColor diffuse; miColor specular; miScalar exponent; int i_light; int n_light; miTag light[1]; }; DLLEXPORT int phong_version(void) { return 1; } DLLEXPORT miBoolean phong ( miColor *result, miState *state, struct phong *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 *specular = mi_eval_color(¶ms->specular); miScalar exponent = *mi_eval_scalar(¶ms->exponent); 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); miaux_add_phong_specular_component(&sum, state, exponent, &direction_toward_light, specular, &light_color); } if (light_sample_count) miaux_add_scaled_color(result, &sum, 1.0/light_sample_count); } return miTRUE; }