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scale.cpp
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scale.cpp
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/***************************************************************************
* Copyright 1998-2020 by authors (see AUTHORS.txt) *
* *
* This file is part of LuxCoreRender. *
* *
* Licensed under the Apache License, Version 2.0 (the "License"); *
* you may not use this file except in compliance with the License. *
* You may obtain a copy of the License at *
* *
* http://www.apache.org/licenses/LICENSE-2.0 *
* *
* Unless required by applicable law or agreed to in writing, software *
* distributed under the License is distributed on an "AS IS" BASIS, *
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.*
* See the License for the specific language governing permissions and *
* limitations under the License. *
***************************************************************************/
#include "slg/textures/math/scale.h"
using namespace std;
using namespace luxrays;
using namespace slg;
//------------------------------------------------------------------------------
// Scale texture
//------------------------------------------------------------------------------
float ScaleTexture::GetFloatValue(const HitPoint &hitPoint) const {
return tex1->GetFloatValue(hitPoint) * tex2->GetFloatValue(hitPoint);
}
Spectrum ScaleTexture::GetSpectrumValue(const HitPoint &hitPoint) const {
return tex1->GetSpectrumValue(hitPoint) * tex2->GetSpectrumValue(hitPoint);
}
Normal ScaleTexture::Bump(const HitPoint &hitPoint, const float sampleDistance) const {
const Vector u = Normalize(hitPoint.dpdu);
const Vector v = Normalize(Cross(Vector(hitPoint.shadeN), hitPoint.dpdu));
const Normal n1 = tex1->Bump(hitPoint, sampleDistance);
const float nn1 = Dot(n1, hitPoint.shadeN);
float du1, dv1;
if (nn1 != 0.f) {
du1 = Dot(n1, u) / nn1;
dv1 = Dot(n1, v) / nn1;
} else {
du1 = 0.f;
dv1 = 0.f;
}
const Normal n2 = tex2->Bump(hitPoint, sampleDistance);
const float nn2 = Dot(n2, hitPoint.shadeN);
float du2, dv2;
if (nn2 != 0.f) {
du2 = Dot(n2, u) / nn2;
dv2 = Dot(n2, v) / nn2;
} else {
du2 = 0.f;
dv2 = 0.f;
}
const float t1 = tex1->GetFloatValue(hitPoint);
const float t2 = tex2->GetFloatValue(hitPoint);
const float du = du1 * t2 + t1 * du2;
const float dv = dv1 * t2 + t1 * dv2;
return Normal(Normalize(Vector(hitPoint.shadeN) + du * u + dv * v));
}
Properties ScaleTexture::ToProperties(const ImageMapCache &imgMapCache, const bool useRealFileName) const {
Properties props;
const string name = GetName();
props.Set(Property("scene.textures." + name + ".type")("scale"));
props.Set(Property("scene.textures." + name + ".texture1")(tex1->GetSDLValue()));
props.Set(Property("scene.textures." + name + ".texture2")(tex2->GetSDLValue()));
return props;
}