/////////////////////////////////////////////////////////////////////////////
// paintedplastic.osl - simple smooth plastic surface with st texture
//                      lookup for base color.
//
// Parameters:
//   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
//   texturename - name of the texture file
//   blur - how much to blur the texture lookup
//   wrap - texture mode wrap override
//   s,t - texture coordinates (default to u,v)
//
/////////////////////////////////////////////////////////////////////////////
// Copyright 2004 NVIDIA Corporation.  All Rights Reserved.
// 
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// 
// * Redistributions of source code must retain the above copyright
//   notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
//   notice, this list of conditions and the following disclaimer in the
//   documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA nor the names of its contributors
//   may be used to endorse or promote products derived from this software
//   without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// (This is the Modified BSD License)
/////////////////////////////////////////////////////////////////////////////


surface
paintedplastic 
    [[ string help = "Plastic material with simple color texture map" ]]
(
    float Ka = 1
        [[  string help = "Ambient scaling",
            float min = 0, float max = 1 ]],
    float Kd = 0.5
        [[  string help = "Diffuse scaling",
            float min = 0, float max = 1 ]],
    float Ks = 0.5
        [[  string help = "Specular scaling",
            float min = 0, float max = 1 ]],
    float roughness = 0.1
        [[  string help = "Surface roughness (specular highlight size)",
            float min = 0, float UImax = 1 ]],
    color specularcolor = 1
        [[  string help = "Specular highlight color" ]],
    string texturename = ""
        [[  string help = "Texture map name (empty for no texture)" ]],
    float blur = 0
        [[  string help = "Texture map blur",
            float min = 0, float max = 1 ]],
    string wrap = "default"
        [[  string help = "Texture map wrap mode" ]],
    float s = u
        [[  string help = "s texture coordinate (defaults to u)"]],
    float t = v
        [[  string help = "t texture coordinate (defaults to v)"]]
  )
{
    if (texturename)
        C *= texture (texturename, s, t, "blur", blur, "wrap", wrap);

    // Blend ambient, diffuse, and specular lighting
    normal Nf = faceforward (normalize(N), I);
    C = C * (Ka*ambient() + Kd*diffuse(Nf)) +
	specularcolor * Ks*specular(Nf, -normalize(I), roughness);

    // Scale color by opacity.
    C *= opacity;
}
