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author53hornet <53hornet@gmail.com>2019-02-02 23:33:15 -0500
committer53hornet <53hornet@gmail.com>2019-02-02 23:33:15 -0500
commitdb072ad4dc181eca5a1458656b130beb43f475bf (patch)
treea3c03c7f5497cb70503e2486662fa85cfb53415a /hw6/src/bumpMap.cpp
downloadcsci427-db072ad4dc181eca5a1458656b130beb43f475bf.tar.xz
csci427-db072ad4dc181eca5a1458656b130beb43f475bf.zip
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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 <algorithm>
+#include "bumpMap.h"
+#include "coordinateTransform.h"
+
+//////////////////
+// Constructors //
+//////////////////
+bumpMap::bumpMap(const std::shared_ptr<const texture_base>& map, float scale, unsigned int channel, const std::shared_ptr<const shader_base>& shader)
+ : shadingFrameTransformation(shader)
+{
+ _map = map;
+ _scale = scale;
+ _channel = std::max(channel, 2u);
+}
+
+/////////////
+// Methods //
+/////////////
+transformation3d bumpMap::_transformation(const vec2d& textureCoord) const
+{
+ // get derivative in X and Y direction
+ assert(_map);
+ float dx = (*_map)(textureCoord)[_channel] - (*_map)(textureCoord + vec2d(1.0f/_map->width(), 0.0f))[_channel];
+ float dy = (*_map)(textureCoord)[_channel] - (*_map)(textureCoord + vec2d(0.0f, 1.0f/_map->height()))[_channel];
+
+ // get desired local normal = (1.0, 0.0, dx) cross (0.0, 1.0, dy)
+ vec3d normal(-dx, -dy, 1.0f / _scale);
+ 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 bumpMap::_print(std::ostream& s) const
+{
+ s << "bumpMap (" << _scale << " x " << *_map << "[" << _channel << "]) -> {" << *_shader << "}";
+}
+