| 86 |
|
/* Methods needed to handle BSDF components (nothing is optional) */ |
| 87 |
|
typedef struct { |
| 88 |
|
/* return non-diffuse BSDF */ |
| 89 |
< |
int (*getBSDFs)(float coef[SDmaxCh], const FVECT outVec, |
| 90 |
< |
const FVECT inVec, SDComponent *sdc); |
| 89 |
> |
int (*getBSDFs)(float coef[SDmaxCh], const FVECT inVec, |
| 90 |
> |
const FVECT outVec, SDComponent *sdc); |
| 91 |
|
/* query non-diffuse PSA for vector */ |
| 92 |
|
SDError (*queryProjSA)(double *psa, const FVECT v1, |
| 93 |
|
const RREAL *v2, int qflags, |
| 191 |
|
/* Convert 1-dimensional random variable to N-dimensional */ |
| 192 |
|
extern void SDmultiSamp(double t[], int n, double randX); |
| 193 |
|
|
| 194 |
– |
/* Map a [0,1]^2 square to a unit radius disk */ |
| 195 |
– |
extern void SDsquare2disk(double ds[2], double seedx, double seedy); |
| 196 |
– |
|
| 197 |
– |
/* Map point on unit disk to a unit square in [0,1]^2 range */ |
| 198 |
– |
extern void SDdisk2square(double sq[2], double diskx, double disky); |
| 199 |
– |
|
| 194 |
|
/***************************************************************** |
| 195 |
|
* The calls below are the ones most applications require. |
| 196 |
|
* All directions are assumed to be unit vectors. |
| 209 |
|
const SDData *sd); |
| 210 |
|
|
| 211 |
|
/* Return BSDF for the given incident and scattered ray vectors */ |
| 212 |
< |
extern SDError SDevalBSDF(SDValue *sv, const FVECT outVec, |
| 213 |
< |
const FVECT inVec, const SDData *sd); |
| 212 |
> |
extern SDError SDevalBSDF(SDValue *sv, const FVECT inVec, |
| 213 |
> |
const FVECT outVec, const SDData *sd); |
| 214 |
|
|
| 215 |
|
/* Compute directional hemispherical scattering at given incident angle */ |
| 216 |
|
extern double SDdirectHemi(const FVECT inVec, |