if (irs.linear_workflow)
channelData.
t = doc->GetTime().Get();
channelData.
d =
Vector { 1, 1, 1 };
channelData.
n =
Vector { 0, 1, 0 };
channelData.
vd =
nullptr;
for (
Int32 y = 0; y < height; ++y)
{
for (
Int32 x = 0; x < width; ++x)
{
const Float64 u = xFloat / widthFloat;
const Float64 v = yFloat / heightFloat;
const Vector color = shader->Sample(&channelData);
bitmap->SetPixel(x, y, r, g, b);
}
}
shader->FreeRender();
Int32 CALC_TEXINFO(Int32 texflag, Int32 channel)
Definition: c4d_shader.h:53
Vector TransformColor(const Vector &input, COLORSPACETRANSFORMATION colortransformation, Bool force=false)
Definition: c4d_shader.h:216
maxon::Float64 Float64
Definition: ge_sys_math.h:67
maxon::Int32 Int32
Definition: ge_sys_math.h:60
#define CHANNEL_COLOR
The color channel of a material.
Definition: c4d_shader.h:95
COLORSPACETRANSFORMATION
Definition: ge_prepass.h:490
@ LINEAR_TO_SRGB
Linear to sRGB color space transformation.
INITRENDERRESULT
Definition: ge_prepass.h:400
@ OK
Everything is OK, there was no error.
#define MAXON_SOURCE_LOCATION
Definition: memoryallocationbase.h:67
Int32 SAFEINT32(Float32 x)
Definition: apibasemath.h:266
Definition: c4d_shader.h:1026
Vector n
[READ ONLY] The surface normal.
Definition: c4d_shader.h:1039
Float scale
[READ ONLY] The MIP blur offset.
Definition: c4d_shader.h:1044
Float t
[READ ONLY] The current time in seconds.
Definition: c4d_shader.h:1041
Vector d
[READ ONLY] The MIP sample radius in UVW coordinates.
Definition: c4d_shader.h:1040
Int32 texflag
[READ ONLY] The texture flags: TEX
Definition: c4d_shader.h:1042
VolumeData * vd
[READ ONLY] The volume information, can be nullptr.
Definition: c4d_shader.h:1043
Float off
Definition: c4d_shader.h:1044
Vector p
[READ ONLY] The texture position in UVW coordinates.
Definition: c4d_shader.h:1038
constexpr Unstrided Clamp01() const
Returns a vector that is clamped to the range [0.0 .. 1.0].
Definition: vec.h:437