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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 "reflectanceShader_base.h"
#include "coordinateTransform.h"
/////////////
// Methods //
/////////////
color reflectanceShader_base::shade(const intersectionPoint& ip, const vec3d& light_dir) const
{
// create shading frame (note: in and out point away!)
coordinateTransformation ct = ip.shadingFrame();
vec3d local_out = ct.inverseTransformDirection(-ip.direction());
vec3d local_in = ct.inverseTransformDirection(light_dir);
// get brdf
std::unique_ptr<const brdf_base> brdf = make_brdf(ip.textureCoordinate());
// eval
return brdf->shade(local_in, local_out);
}
shaderProperties reflectanceShader_base::properties(const intersectionPoint& ip) const
{
// get brdf
std::unique_ptr<const brdf_base> brdf = make_brdf(ip.textureCoordinate());
// get properties
return shaderProperties(brdf->isDiffuse(), brdf->isSpecular());
}
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