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00025 #include "pbrt.h"
00026 #include "material.h"
00027
00028 class BrushedMetal : public Material {
00029 public:
00030 BrushedMetal(Reference<Texture<float> > bump) : bumpMap(bump) { }
00031 BSDF *GetBSDF(const DifferentialGeometry &dgGeom, const DifferentialGeometry &dgShading) const;
00032 Reference<Texture<float> > bumpMap;
00033 };
00034
00035 BSDF *BrushedMetal::GetBSDF(const DifferentialGeometry &dgGeom, const DifferentialGeometry &dgShading) const {
00036
00037 static float diffuse[3] = { 0, 0, 0 };
00038 static float xy0[3] = { -1.11854f, -1.11845f, -1.11999f };
00039 static float z0[3] = { 1.01272f, 1.01469f, 1.01942f };
00040 static float e0[3] = { 15.8708f, 15.6489f, 15.4571f };
00041 static float xy1[3] = { -1.05334f, -1.06409f, -1.08378f };
00042 static float z1[3] = { 0.69541f, 0.662178f, 0.626672f };
00043 static float e1[3] = { 111.267f, 88.9222f, 65.2179f };
00044 static float xy2[3] = { -1.01684f, -1.01635f, -1.01529f };
00045 static float z2[3] = { 1.00132f, 1.00112f, 1.00108f };
00046 static float e2[3] = { 180.181f, 184.152f, 195.773f };
00047 static Spectrum xy[3] = { Spectrum(xy0), Spectrum(xy1), Spectrum(xy2) };
00048 static Spectrum z[3] = { Spectrum(z0), Spectrum(z1), Spectrum(z2) };
00049 static Spectrum e[3] = { Spectrum(e0), Spectrum(e1), Spectrum(e2) };
00050
00051 DifferentialGeometry dgs;
00052 if (bumpMap)
00053 Bump(bumpMap, dgGeom, dgShading, &dgs);
00054 else
00055 dgs = dgShading;
00056 BSDF *bsdf = BSDF_ALLOC(BSDF)(dgs, dgGeom.nn);
00057 bsdf->Add(BSDF_ALLOC(Lafortune)(Spectrum(*diffuse), 3, xy, xy, z, e,
00058 BxDFType(BSDF_REFLECTION | BSDF_GLOSSY)));
00059 return bsdf;
00060 }
00061 extern "C" DLLEXPORT Material * CreateMaterial(const Transform &xform,
00062 const TextureParams &mp) {
00063 Reference<Texture<float> > bumpMap = mp.GetFloatTexture("bumpmap", 0.f);
00064 return new BrushedMetal(bumpMap);
00065 }