00001 /*************************************************************************** 00002 * Copyright (C) 1998-2008 by authors (see AUTHORS.txt ) * 00003 * * 00004 * This file is part of LuxRender. * 00005 * * 00006 * Lux Renderer is free software; you can redistribute it and/or modify * 00007 * it under the terms of the GNU General Public License as published by * 00008 * the Free Software Foundation; either version 3 of the License, or * 00009 * (at your option) any later version. * 00010 * * 00011 * Lux Renderer is distributed in the hope that it will be useful, * 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of * 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * 00014 * GNU General Public License for more details. * 00015 * * 00016 * You should have received a copy of the GNU General Public License * 00017 * along with this program. If not, see <http://www.gnu.org/licenses/>. * 00018 * * 00019 * This project is based on PBRT ; see http://www.pbrt.org * 00020 * Lux Renderer website : http://www.luxrender.net * 00021 ***************************************************************************/ 00022 00023 // mixmaterial.cpp* 00024 #include "mixmaterial.h" 00025 #include "bxdf.h" 00026 #include "paramset.h" 00027 00028 using namespace lux; 00029 00030 // MixMaterial Method Definitions 00031 BSDF *MixMaterial::GetBSDF(const DifferentialGeometry &dgGeom, const DifferentialGeometry &dgShading, float u) const { 00032 float amt = amount->Evaluate(dgShading); 00033 if(u < amt) 00034 return child1->GetBSDF(dgGeom, dgShading, u / amt); 00035 else 00036 return child2->GetBSDF(dgGeom, dgShading, (u - amt) / (1.f - amt)); 00037 } 00038 Material* MixMaterial::CreateMaterial(const Transform &xform, 00039 const TextureParams &mp) { 00040 string namedmaterial1 = mp.FindString("namedmaterial1"); // discarded as these are passed trough Context::Shape() 00041 string namedmaterial2 = mp.FindString("namedmaterial2"); // discarded as these are passed trough Context::Shape() 00042 boost::shared_ptr<Texture<float> > amount = mp.GetFloatTexture("amount", 0.5f); 00043 return new MixMaterial(amount); 00044 }