@@ -19,13 +19,12 @@ __BEGIN_YAFRAY
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is substracted.
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l"' = l"*(1.0 - translucency)
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The remaining (l"') light is either reflected diffuse or absorbed.
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-
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*/
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class shinyDiffuseMat_t : public nodeMaterial_t
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{
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public:
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- shinyDiffuseMat_t (const color_t &col , const color_t &srcol , float diffuse , float transp =0.0 , float transl =0.0 , float sp_refl =0.0 , float emit= 0 .0 );
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+ shinyDiffuseMat_t (const color_t &diffuseColor , const color_t &mirrorColor , float diffuseStrength , float transparencyStrength =0.0 , float translucencyStrength =0.0 , float mirrorStrength =0.0 , float emitStrength= 0.0 , float transmitFilterStrength= 1 .0 );
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virtual ~shinyDiffuseMat_t ();
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virtual void initBSDF (const renderState_t &state, const surfacePoint_t &sp, BSDF_t &bsdfTypes)const ;
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virtual color_t eval (const renderState_t &state, const surfacePoint_t &sp, const vector3d_t &wo, const vector3d_t &wl, BSDF_t bsdfs)const ;
@@ -36,7 +35,7 @@ class shinyDiffuseMat_t: public nodeMaterial_t
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virtual color_t emit (const renderState_t &state, const surfacePoint_t &sp, const vector3d_t &wo)const ; // { return emitCol; }
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virtual void getSpecular (const renderState_t &state, const surfacePoint_t &sp, const vector3d_t &wo, bool &reflect, bool &refract, vector3d_t *const dir, color_t *const col)const ;
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virtual CFLOAT getAlpha (const renderState_t &state, const surfacePoint_t &sp, const vector3d_t &wo)const ;
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-
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+
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static material_t * factory (paraMap_t ¶ms, std::list<paraMap_t> &eparams, renderEnvironment_t &render);
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struct SDDat_t
@@ -46,7 +45,7 @@ class shinyDiffuseMat_t: public nodeMaterial_t
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};
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protected:
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- void config (shaderNode_t *diff, shaderNode_t *refl, shaderNode_t *transp, shaderNode_t *transl, shaderNode_t *bump );
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+ void config ();
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int getComponents (const bool *useNode, nodeStack_t &stack, float *component) const ;
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void getFresnel (const vector3d_t &wo, const vector3d_t &N, float &Kr) const ;
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