36 |
|
* hides geometry in front of the surface when rays hit from behind, |
37 |
|
* and applies only the transmission and backside reflectance properties. |
38 |
|
* Reflection is ignored on the hidden side, as those rays pass through. |
39 |
< |
* For the MAT_SBSDF type, we check for a strong "through" component. |
39 |
> |
* For the MAT_ABSDF type, we check for a strong "through" component. |
40 |
|
* Such a component will cause direct rays to pass through unscattered. |
41 |
|
* A separate test prevents over-counting by dropping samples that are |
42 |
|
* too close to this "through" direction. BSDFs with such a through direction |
43 |
|
* will also have a view component, meaning they are somewhat see-through. |
44 |
< |
* A MAT_BSDF type with zero thickness behaves the same as a MAT_SBSDF |
44 |
> |
* A MAT_BSDF type with zero thickness behaves the same as a MAT_ABSDF |
45 |
|
* type with no strong through component. |
46 |
|
* The "up" vector for the BSDF is given by three variables, defined |
47 |
|
* (along with the thickness) by the named function file, or '.' if none. |
55 |
|
* not multiplied. However, patterns affect this material as a multiplier |
56 |
|
* on everything except non-diffuse reflection. |
57 |
|
* |
58 |
< |
* Arguments for MAT_SBSDF are: |
58 |
> |
* Arguments for MAT_ABSDF are: |
59 |
|
* 5+ BSDFfile ux uy uz funcfile transform |
60 |
|
* 0 |
61 |
|
* 0|3|6|9 rdf gdf bdf |
86 |
|
RREAL toloc[3][3]; /* world to local BSDF coords */ |
87 |
|
RREAL fromloc[3][3]; /* local BSDF coords to world */ |
88 |
|
double thick; /* surface thickness */ |
89 |
< |
COLOR cthru; /* "through" component for MAT_SBSDF */ |
89 |
> |
COLOR cthru; /* "through" component for MAT_ABSDF */ |
90 |
|
SDData *sd; /* loaded BSDF data */ |
91 |
|
COLOR rdiff; /* diffuse reflection */ |
92 |
|
COLOR runsamp; /* BSDF hemispherical reflection */ |
96 |
|
|
97 |
|
#define cvt_sdcolor(cv, svp) ccy2rgb(&(svp)->spec, (svp)->cieY, cv) |
98 |
|
|
99 |
< |
/* Compute "through" component color for MAT_SBSDF */ |
99 |
> |
/* Compute "through" component color for MAT_ABSDF */ |
100 |
|
static void |
101 |
|
compute_through(BSDFDAT *ndp) |
102 |
|
{ |
691 |
|
return(1); |
692 |
|
} |
693 |
|
setcolor(nd.cthru, 0, 0, 0); /* consider through component */ |
694 |
< |
if (m->otype == MAT_SBSDF) { |
694 |
> |
if (m->otype == MAT_ABSDF) { |
695 |
|
compute_through(&nd); |
696 |
|
if (r->crtype & SHADOW) { |
697 |
|
RAY tr; /* attempt to pass shadow ray */ |