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00024 #include "primer.h"
00025 #include "bxdf.h"
00026 #include "lafortune.h"
00027 #include "paramset.h"
00028
00029 using namespace lux;
00030
00031
00032 BSDF *Primer::GetBSDF(const DifferentialGeometry &dgGeom, const DifferentialGeometry &dgShading) const {
00033
00034 static float diffuse[3] = { 0.118230f, 0.121218f, 0.133209f};
00035 static float xy0[3] = { -0.399286f, -1.033473f, -1.058104f};
00036 static float z0[3] = { 0.167504f, 0.009545f, -0.068002f};
00037 static float e0[3] = { 2.466633f, 7.637253f, 8.117645f};
00038 static float xy1[3] = { -1.041861f, -1.100108f, -1.087779f};
00039 static float z1[3] = { 0.014375f, -0.198147f, -0.053605f};
00040 static float e1[3] = { 7.993722f, 29.446268f, 41.988990f};
00041 static float xy2[3] = { -1.098605f, -0.379883f, -0.449038f};
00042 static float z2[3] = { -0.145110f, 0.159127f, 0.173224f};
00043 static float e2[3] = { 31.899719f, 2.372852f, 2.636161f};
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_DIFFUSE)));
00056 return bsdf;
00057 }
00058 Material* Primer::CreateMaterial(const Transform &xform,
00059 const TextureParams &mp) {
00060 boost::shared_ptr<Texture<float> > bumpMap = mp.GetFloatTexture("bumpmap", 0.f);
00061 return new Primer(bumpMap);
00062 }