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00024 #include "skin.h"
00025 #include "bxdf.h"
00026 #include "lafortune.h"
00027 #include "paramset.h"
00028
00029 using namespace lux;
00030
00031
00032 BSDF *Skin::GetBSDF(const DifferentialGeometry &dgGeom, const DifferentialGeometry &dgShading) const {
00033
00034 static float diffuse[3] = { 0.428425f, 0.301341f, 0.331054f};
00035 static float xy0[3] = { -1.131747f, -1.016939f, -0.966018f};
00036 static float z0[3] = { -1.209182f, -1.462488f, -1.222419f};
00037 static float e0[3] = { 6.421658f, 3.699932f, 3.524889f};
00038 static float xy1[3] = { -0.546570f, -0.643533f, -0.638934f};
00039 static float z1[3] = { 0.380123f, 0.410559f, 0.437367f};
00040 static float e1[3] = { 3.685044f, 4.266495f, 4.539742f};
00041 static float xy2[3] = { -0.998888f, -1.020153f, -1.027479f};
00042 static float z2[3] = { 0.857998f, 0.703913f, 0.573625f};
00043 static float e2[3] = { 64.208486f, 63.919687f, 43.809866f};
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* Skin::CreateMaterial(const Transform &xform,
00059 const TextureParams &mp) {
00060 boost::shared_ptr<Texture<float> > bumpMap = mp.GetFloatTexture("bumpmap", 0.f);
00061 return new Skin(bumpMap);
00062 }