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00024 #include "brushedmetal.h"
00025 #include "bxdf.h"
00026 #include "lafortune.h"
00027 #include "paramset.h"
00028
00029 using namespace lux;
00030
00031
00032 BSDF *BrushedMetal::GetBSDF(const DifferentialGeometry &dgGeom, const DifferentialGeometry &dgShading) const {
00033
00034 static float diffuse[3] = { 0, 0, 0 };
00035 static float xy0[3] = { -1.11854f, -1.11845f, -1.11999f };
00036 static float z0[3] = { 1.01272f, 1.01469f, 1.01942f };
00037 static float e0[3] = { 15.8708f, 15.6489f, 15.4571f };
00038 static float xy1[3] = { -1.05334f, -1.06409f, -1.08378f };
00039 static float z1[3] = { 0.69541f, 0.662178f, 0.626672f };
00040 static float e1[3] = { 111.267f, 88.9222f, 65.2179f };
00041 static float xy2[3] = { -1.01684f, -1.01635f, -1.01529f };
00042 static float z2[3] = { 1.00132f, 1.00112f, 1.00108f };
00043 static float e2[3] = { 180.181f, 184.152f, 195.773f };
00044 static SWCSpectrum xy[3] = { SWCSpectrum(Spectrum(xy0)), SWCSpectrum(Spectrum(xy1)), SWCSpectrum(Spectrum(xy2)) };
00045 static SWCSpectrum z[3] = { SWCSpectrum(Spectrum(z0)), SWCSpectrum(Spectrum(z1)), SWCSpectrum(Spectrum(z2)) };
00046 static SWCSpectrum e[3] = { SWCSpectrum(Spectrum(e0)), SWCSpectrum(Spectrum(e1)), SWCSpectrum(Spectrum(e2)) };
00047
00048 DifferentialGeometry dgs;
00049 if (bumpMap)
00050 Bump(bumpMap, dgGeom, dgShading, &dgs);
00051 else
00052 dgs = dgShading;
00053 BSDF *bsdf = BSDF_ALLOC( BSDF)(dgs, dgGeom.nn);
00054 bsdf->Add(BSDF_ALLOC( Lafortune)(Spectrum(*diffuse), 3, xy, xy, z, e,
00055 BxDFType(BSDF_REFLECTION | BSDF_GLOSSY)));
00056 return bsdf;
00057 }
00058 Material* BrushedMetal::CreateMaterial(const Transform &xform,
00059 const TextureParams &mp) {
00060 boost::shared_ptr<Texture<float> > bumpMap = mp.GetFloatTexture("bumpmap", 0.f);
00061 return new BrushedMetal(bumpMap);
00062 }