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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
+{
+ // 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 << "}";
+}