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author | 53hornet <53hornet@gmail.com> | 2019-02-02 23:33:15 -0500 |
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committer | 53hornet <53hornet@gmail.com> | 2019-02-02 23:33:15 -0500 |
commit | db072ad4dc181eca5a1458656b130beb43f475bf (patch) | |
tree | a3c03c7f5497cb70503e2486662fa85cfb53415a /hw5/src/normalMap.cpp | |
download | csci427-master.tar.xz csci427-master.zip |
Diffstat (limited to 'hw5/src/normalMap.cpp')
-rw-r--r-- | hw5/src/normalMap.cpp | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/hw5/src/normalMap.cpp b/hw5/src/normalMap.cpp new file mode 100644 index 0000000..209cc0d --- /dev/null +++ b/hw5/src/normalMap.cpp @@ -0,0 +1,47 @@ +/******************************************************************/ +/* 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 << "}"; +} |