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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
+{
+ // HW5-BONUS: Implement a bump map. The bump map specifies a 'bump' as a an offset in the
+ // Z direction (i.e., which aligns to N in the local shading frame). The variable
+ // '_channel' indicates which channel in the '_map' encodes the height offset.
+ // The variable '_scale' determines the relative height of the bump with respect to
+ // the texel size. I.e., the height of a bump is _map(u,v)*_scale. From the bump
+ // you need to compute the new surface normal, and from this the shading frame
+ // transformation.
+ // Modifies: nothing
+ // Returns: transformation3d
+ return transformation3d();
+}
+
+
+void bumpMap::_print(std::ostream& s) const
+{
+ s << "bumpMap (" << _scale << " x " << *_map << "[" << _channel << "]) -> {" << *_shader << "}";
+}
+