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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
+{
+ // get texel
+ assert(_map);
+ color texel = (*_map)(textureCoord);
+
+ // get desired local normal
+ vec3d normal(texel.r, texel.g, texel.b);
+ 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 normalMap::_print(std::ostream& s) const
+{
+ s << "normalMap (" << *_map << ") -> {" << *_shader << "}";
+}
+