text: /***************************************************************************
   * Copyright 1998-2017 by authors (see AUTHORS.txt)                        *
   *                                                                         *
   *   This file is part of LuxRender.                                       *
   *                                                                         *
   * Licensed under the Apache License, Version 2.0 (the "License");         *
   * you may not use this file except in compliance with the License.        *
   * You may obtain a copy of the License at                                 *
   *                                                                         *
   *     http://www.apache.org/licenses/LICENSE-2.0                          *
   *                                                                         *
   * Unless required by applicable law or agreed to in writing, software     *
   * distributed under the License is distributed on an "AS IS" BASIS,       *
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.*
   * See the License for the specific language governing permissions and     *
   * limitations under the License.                                          *
   ***************************************************************************/
  
  #include "slg/textures/uv.h"
  
  using namespace std;
  using namespace luxrays;
  using namespace slg;
  
  //------------------------------------------------------------------------------
  // UV texture
  //------------------------------------------------------------------------------
  
  float UVTexture::GetFloatValue(const HitPoint &hitPoint) const {
  	return GetSpectrumValue(hitPoint).Y();
  }
  
  Spectrum UVTexture::GetSpectrumValue(const HitPoint &hitPoint) const {
  	const UV uv = mapping->Map(hitPoint);
  	
  	return Spectrum(uv.u - Floor2Int(uv.u), uv.v - Floor2Int(uv.v), 0.f);
  }
  
  Properties UVTexture::ToProperties(const ImageMapCache &imgMapCache) const {
  	Properties props;
  
  	const string name = GetName();
  	props.Set(Property("scene.textures." + name + ".type")("uv"));
  	props.Set(mapping->ToProperties("scene.textures." + name + ".mapping"));
  
  	return props;
  }
  