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00025 #include "pbrt.h"
00026 #include "material.h"
00027
00028 class Primer : public Material {
00029 public:
00030 Primer(Reference<Texture<float> > bump) : bumpMap(bump) { }
00031 BSDF *GetBSDF(const DifferentialGeometry &dgGeom, const DifferentialGeometry &dgShading) const;
00032 Reference<Texture<float> > bumpMap;
00033 };
00034
00035
00036 BSDF *Primer::GetBSDF(const DifferentialGeometry &dgGeom, const DifferentialGeometry &dgShading) const {
00037
00038 static float diffuse[3] = { 0.118230f, 0.121218f, 0.133209f};
00039 static float xy0[3] = { -0.399286f, -1.033473f, -1.058104f};
00040 static float z0[3] = { 0.167504f, 0.009545f, -0.068002f};
00041 static float e0[3] = { 2.466633f, 7.637253f, 8.117645f};
00042 static float xy1[3] = { -1.041861f, -1.100108f, -1.087779f};
00043 static float z1[3] = { 0.014375f, -0.198147f, -0.053605f};
00044 static float e1[3] = { 7.993722f, 29.446268f, 41.988990f};
00045 static float xy2[3] = { -1.098605f, -0.379883f, -0.449038f};
00046 static float z2[3] = { -0.145110f, 0.159127f, 0.173224f};
00047 static float e2[3] = { 31.899719f, 2.372852f, 2.636161f};
00048 static Spectrum xy[3] = { Spectrum(xy0), Spectrum(xy1), Spectrum(xy2) };
00049 static Spectrum z[3] = { Spectrum(z0), Spectrum(z1), Spectrum(z2) };
00050 static Spectrum e[3] = { Spectrum(e0), Spectrum(e1), Spectrum(e2) };
00051
00052 DifferentialGeometry dgs;
00053 if (bumpMap)
00054 Bump(bumpMap, dgGeom, dgShading, &dgs);
00055 else
00056 dgs = dgShading;
00057 BSDF *bsdf = BSDF_ALLOC(BSDF)(dgs, dgGeom.nn);
00058 bsdf->Add(BSDF_ALLOC(Lafortune)(Spectrum(diffuse), 3, xy, xy, z, e,
00059 BxDFType(BSDF_REFLECTION | BSDF_DIFFUSE)));
00060 return bsdf;
00061 }
00062 extern "C" DLLEXPORT Material * CreateMaterial(const Transform &xform,
00063 const TextureParams &mp) {
00064 Reference<Texture<float> > bumpMap = mp.GetFloatTexture("bumpmap", 0.f);
00065 return new Primer(bumpMap);
00066 }