/*
 * screen_aa.sl -- RenderMan compatible shader for a metalic screen.
 *
 * DESCRIPTION:
 *   Makes a surface that looks like a metal screen.  Strips of metal run
 *   parallel to lines of s and t.  You can adjust the Ka, Kd, Ks, etc.
 *   to change the material appearance.  This texture antialiases pretty
 *   well, even with only one sample per pixel.
 *
 * PARAMETERS:
 *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
 *   frequency - how many cycles of screen in st space
 *   density - how much of each cycle is opaque?
 *
 * AUTHOR: written by Larry Gritz
 *
 * last modified  31 Jan 1994 by Larry Gritz
 *
 *
 * The RenderMan (R) Interface Procedures and RIB Protocol are:
 *     Copyright 1988, 1989, Pixar.  All rights reserved.
 * RenderMan (R) is a registered trademark of Pixar.
 */



#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
#define MINFILTERWIDTH 1.0e-7



surface
screen_aa (float Ka = 1, Kd = 0.75, Ks = 0.4, roughness = 0.1;
	   color specularcolor = 1;
	   float density = 0.25, frequency = 20;)
{
  normal Nf;    /* Forward facing Normal vector */
  vector IN;    /* normalized incident vector */
  float d;      /* Density at the sample point */
  float ss, tt; /* s,t, parameters in phase */
  float swidth, twidth, GWF, w, h;

  /* Compute a forward facing normal */
  IN = normalize (I);
  Nf = faceforward (normalize(N), I);

  /* Determine how wide in s-t space one pixel projects to */
  swidth = max (abs(Du(s)*du) + abs(Dv(s)*dv), MINFILTERWIDTH) * frequency;
  twidth = max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH) * frequency;

  /* Figure out where in the pattern we are */
  ss = mod (frequency * s, 1);
  tt = mod (frequency * t, 1);

  /* Figure out where the strips are. Do some simple antialiasing. */
  GWF = density*0.5;
  if (swidth >= 1)
      w = 1 - 2*GWF;
  else w = clamp (boxstep(GWF-swidth,GWF,ss), max(1-GWF/swidth,0), 1)
	 - clamp (boxstep(1-GWF-swidth,1-GWF,ss), 0, 2*GWF/swidth);
  if (twidth >= 1)
      h = 1 - 2*GWF;
  else h = clamp (boxstep(GWF-twidth,GWF,tt), max(1-GWF/twidth,0),1)
	 - clamp (boxstep(1-GWF-twidth,1-GWF,tt), 0, 2*GWF/twidth);
  /* This would be the non-antialiased version:
   *    w = step (GWF,ss) - step(1-GWF,ss);
   *    h = step (GWF,tt) - step(1-GWF,tt);
   */
  d = 1 - w*h;

  Oi = d;
  if (d > 0) {
      Ci = Oi * ( Cs * (Ka*ambient() + Kd*diffuse(Nf)) +
		 specularcolor * Ks*specular(Nf,-IN,roughness));
    }
  else
      Ci = 0;
}

