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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/reflectanceShader_base.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 "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);
+}
+
+
+color reflectanceShader_base::reflectance(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->reflectance(local_in, local_out);
+}
+
+
+brdfSample reflectanceShader_base::sample(const intersectionPoint& ip, float r1, float r2) const
+{
+ // create shading frame (note: in and out point away!)
+ coordinateTransformation ct = ip.shadingFrame();
+ vec3d local_out = ct.inverseTransformDirection(-ip.direction());
+
+ // get brdf
+ std::unique_ptr<const brdf_base> brdf = make_brdf(ip.textureCoordinate());
+
+ // sample (local shading frame)
+ brdfSample sample = brdf->sample(local_out, r1, r2);
+
+ // transform back to global shading frame
+ return sample.transform(ct);
+}
+
+
+float reflectanceShader_base::reflectivity(const intersectionPoint& ip) const
+{
+ // get brdf
+ std::unique_ptr<const brdf_base> brdf = make_brdf(ip.textureCoordinate());
+
+ // get reflectivity
+ return brdf->reflectivity();
+}
+
+
+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());
+}
+
+
+color reflectanceShader_base::emittance(const intersectionPoint& ip) const
+{
+ return color();
+}