Exemple #1
0
/* single scattering only for now */
void vol_get_scattering(ShadeInput *shi, float scatter_col[3], const float co[3], const float view[3])
{
	ListBase *lights;
	GroupObject *go;
	LampRen *lar;

	zero_v3(scatter_col);

	lights = get_lights(shi);
	for (go = lights->first; go; go = go->next) {
		float lacol[3] = {0.f, 0.f, 0.f};
		lar = go->lampren;
		
		if (lar) {
			vol_shade_one_lamp(shi, co, view, lar, lacol);
			add_v3_v3(scatter_col, lacol);
		}
	}
}
Exemple #2
0
/* single scattering only for now */
void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co)
{
	ListBase *lights;
	GroupObject *go;
	LampRen *lar;
	
	scatter_col[0] = scatter_col[1] = scatter_col[2] = 0.f;
	
	lights= get_lights(shi);
	for(go=lights->first; go; go= go->next)
	{
		float lacol[3] = {0.f, 0.f, 0.f};
		lar= go->lampren;
		
		if (lar) {
			vol_shade_one_lamp(shi, co, lar, lacol);
			add_v3_v3(scatter_col, lacol);
		}
	}
}