Shader transparent_modularized
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transparent_modularized.mi
declare shader
color "transparent_modularized" (
color "color" default 1 1 1 1,
color "transparency" default .5 .5 .5 .5 )
version 1
apply material
end declare
transparent_modularized.c
#include "shader.h"
#include "miaux.h"
struct transparent_modularized {
miColor color;
miColor transparency;
};
DLLEXPORT
int transparent_modularized_version(void) { return(1); }
DLLEXPORT
miBoolean transparent_modularized (
miColor *result, miState *state, struct transparent_modularized *params )
{
miColor *transparency = mi_eval_color(¶ms->transparency);
if (miaux_all_channels_equal(transparency, 0.0))
*result = *mi_eval_color(¶ms->color);
else if (miaux_all_channels_equal(transparency, 1.0))
mi_trace_transparent(result, state);
else {
miColor *color = mi_eval_color(¶ms->color), opacity;
mi_trace_transparent(result, state);
miaux_invert_channels(&opacity, transparency);
mi_opacity_set(state, &opacity);
miaux_blend_channels(result, color, transparency);
}
return miTRUE;
}
transparent_modularized_util.c
miBoolean miaux_all_channels_equal(miColor *c, miScalar v)
{
if (c->r == v && c->g == v && c->b == v && c->a == v)
return miTRUE;
else
return miFALSE;
}
void miaux_invert_channels(miColor *result, miColor *color)
{
result->r = 1.0 - color->r;
result->g = 1.0 - color->g;
result->b = 1.0 - color->b;
result->a = 1.0 - color->a;
}
void miaux_blend_channels(miColor *result,
miColor *blend_color, miColor *blend_fraction)
{
result->r = miaux_blend(result->r, blend_color->r, blend_fraction->r);
result->g = miaux_blend(result->g, blend_color->g, blend_fraction->g);
result->b = miaux_blend(result->b, blend_color->b, blend_fraction->b);
}
double miaux_blend(miScalar a, miScalar b, miScalar factor)
{
return a * factor + b * (1.0 - factor);
}
22 April 2008 23:39:54