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00026 #include "stdafx.h"
00027 #include "materials/glass.h"
00028 #include "spectrum.h"
00029 #include "reflection.h"
00030 #include "paramset.h"
00031 #include "texture.h"
00032
00033
00034 BSDF *GlassMaterial::GetBSDF(const DifferentialGeometry &dgGeom, const DifferentialGeometry &dgShading, MemoryArena &arena) const {
00035 DifferentialGeometry dgs;
00036 if (bumpMap)
00037 Bump(bumpMap, dgGeom, dgShading, &dgs);
00038 else
00039 dgs = dgShading;
00040 float ior = index->Evaluate(dgs);
00041 BSDF *bsdf = BSDF_ALLOC(arena, BSDF)(dgs, dgGeom.nn, ior);
00042 Spectrum R = Kr->Evaluate(dgs).Clamp();
00043 Spectrum T = Kt->Evaluate(dgs).Clamp();
00044 if (!R.IsBlack())
00045 bsdf->Add(BSDF_ALLOC(arena, SpecularReflection)(R,
00046 BSDF_ALLOC(arena, FresnelDielectric)(1., ior)));
00047 if (!T.IsBlack())
00048 bsdf->Add(BSDF_ALLOC(arena, SpecularTransmission)(T, 1., ior));
00049 return bsdf;
00050 }
00051
00052
00053 GlassMaterial *CreateGlassMaterial(const Transform &xform,
00054 const TextureParams &mp) {
00055 Reference<Texture<Spectrum> > Kr = mp.GetSpectrumTexture("Kr", Spectrum(1.f));
00056 Reference<Texture<Spectrum> > Kt = mp.GetSpectrumTexture("Kt", Spectrum(1.f));
00057 Reference<Texture<float> > index = mp.GetFloatTexture("index", 1.5f);
00058 Reference<Texture<float> > bumpMap = mp.GetFloatTexture("bumpmap", 0.f);
00059 return new GlassMaterial(Kr, Kt, index, bumpMap);
00060 }
00061
00062