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Diffstat (limited to 'hw6/src/reflectanceShader_base.cpp')
-rw-r--r-- | hw6/src/reflectanceShader_base.cpp | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/hw6/src/reflectanceShader_base.cpp b/hw6/src/reflectanceShader_base.cpp new file mode 100644 index 0000000..780f119 --- /dev/null +++ b/hw6/src/reflectanceShader_base.cpp @@ -0,0 +1,85 @@ +/******************************************************************/ +/* 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(); +} |