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use std::f32;
use bxdf;
use linalg::{self, Vector};
use bxdf::microfacet::MicrofacetDistribution;
#[derive(Copy, Clone)]
pub struct Beckmann {
width: f32,
}
impl Beckmann {
pub fn new(w: f32) -> Beckmann {
let roughness = f32::max(w, 0.000001);
Beckmann { width: roughness }
}
}
impl MicrofacetDistribution for Beckmann {
fn normal_distribution(&self, w_h: &Vector) -> f32 {
let tan_sqr = bxdf::tan_theta_sqr(w_h);
if f32::is_infinite(tan_sqr) {
0.0
} else {
let cos_theta_4 = f32::powf(bxdf::cos_theta_sqr(w_h), 2.0);
let width_sqr = f32::powf(self.width, 2.0);
f32::exp(-tan_sqr / width_sqr) / (f32::consts::PI * width_sqr * cos_theta_4)
}
}
fn sample(&self, _: &Vector, samples: &(f32, f32)) -> Vector {
let log_sample = match f32::ln(1.0 - samples.0) {
x if f32::is_infinite(x) => 0.0,
x => x,
};
let tan_theta_sqr = -f32::powf(self.width, 2.0) * log_sample;
let phi = 2.0 * f32::consts::PI * samples.1;
let cos_theta = 1.0 / f32::sqrt(1.0 + tan_theta_sqr);
let sin_theta = f32::sqrt(f32::max(0.0, 1.0 - cos_theta * cos_theta));
linalg::spherical_dir(sin_theta, cos_theta, phi)
}
fn pdf(&self, w_h: &Vector) -> f32 {
f32::abs(w_h.z) * self.normal_distribution(w_h)
}
fn shadowing_masking(&self, w_i: &Vector, w_o: &Vector, w_h: &Vector) -> f32 {
self.monodir_shadowing(w_i, w_h) * self.monodir_shadowing(w_o, w_h)
}
fn monodir_shadowing(&self, v: &Vector, w_h: &Vector) -> f32 {
let a = 1.0 / (self.width * f32::abs(bxdf::tan_theta(v)));
if a < 1.6 {
let a_sqr = f32::powf(a, 2.0);
(3.535 * a + 2.181 * a_sqr) / (1.0 + 2.276 * a + 2.577 * a_sqr)
} else {
1.0
}
}
}