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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
{
// get texel
assert(_map);
color texel = (*_map)(textureCoord);
// get desired local normal
vec3d normal(texel.r, texel.g, texel.b);
normal.normalize();
// create coordinate system. Keep U aligned as close as possible to the X axis.
return coordinateTransformation(normal, vec3d(1.0f, 0.0, 0.0));
}
void normalMap::_print(std::ostream& s) const
{
s << "normalMap (" << *_map << ") -> {" << *_shader << "}";
}
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