From db072ad4dc181eca5a1458656b130beb43f475bf Mon Sep 17 00:00:00 2001 From: 53hornet <53hornet@gmail.com> Date: Sat, 2 Feb 2019 23:33:15 -0500 Subject: Init. --- hw6/src/normalMap.cpp | 44 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 44 insertions(+) create mode 100644 hw6/src/normalMap.cpp (limited to 'hw6/src/normalMap.cpp') diff --git a/hw6/src/normalMap.cpp b/hw6/src/normalMap.cpp new file mode 100644 index 0000000..9cce3c3 --- /dev/null +++ b/hw6/src/normalMap.cpp @@ -0,0 +1,44 @@ +/******************************************************************/ +/* 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 +#include "normalMap.h" +#include "coordinateTransform.h" + +////////////////// +// Constructors // +////////////////// +normalMap::normalMap(const std::shared_ptr& map, const std::shared_ptr& 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 << "}"; +} + -- cgit v1.2.3