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/******************************************************************/
/* This file is part of the homework assignments for CSCI-427/527 */
/* at The College of William & Mary and authored by Pieter Peers. */
/* No part of this file, whether altered or in original form, can */
/* be distributed or used outside the context of CSCI-427/527 */
/* without consent of either the College of William & Mary or */
/* Pieter Peers. */
/******************************************************************/
#include <cassert>
#include "normalMap.h"
#include "coordinateTransform.h"
//////////////////
// Constructors //
//////////////////
normalMap::normalMap(const std::shared_ptr<const texture_base>& map, const std::shared_ptr<const shader_base>& shader)
: shadingFrameTransformation(shader)
{
_map = map;
}
/////////////
// Methods //
/////////////
transformation3d normalMap::_transformation(const vec2d& textureCoord) const
{
// HW5: Implement a normal map. This method returns a transformation that
// transforms the shading frame into the shading frame defined by the
// normals in the _map. The normals are specified in the local shading
// frame where N=(0,0,1). The resulting coordinate transformation should
// align the Z axis with the new normal, and map the X axis to remain in
// the plane defined by the normal and the X axis.
// Modifies: nothing
// Returns: transformation3d
color normalColor = (*_map)(textureCoord);
vec3d normal = vec3d(normalColor.r, normalColor.g, normalColor.b);
// maintain x-axis in plane
transformation3d normalTransform = coordinateTransformation(normal, vec3d(1, 0, 0));
return normalTransform;
}
void normalMap::_print(std::ostream& s) const
{
s << "normalMap (" << *_map << ") -> {" << *_shader << "}";
}
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