/******************************************************************/ /* 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 #include "bumpMap.h" #include "coordinateTransform.h" ////////////////// // Constructors // ////////////////// bumpMap::bumpMap(const std::shared_ptr& map, float scale, unsigned int channel, const std::shared_ptr& shader) : shadingFrameTransformation(shader) { _map = map; _scale = scale; _channel = std::max(channel, 2u); } ///////////// // Methods // ///////////// transformation3d bumpMap::_transformation(const vec2d& textureCoord) const { // get derivative in X and Y direction assert(_map); float dx = (*_map)(textureCoord)[_channel] - (*_map)(textureCoord + vec2d(1.0f/_map->width(), 0.0f))[_channel]; float dy = (*_map)(textureCoord)[_channel] - (*_map)(textureCoord + vec2d(0.0f, 1.0f/_map->height()))[_channel]; // get desired local normal = (1.0, 0.0, dx) cross (0.0, 1.0, dy) vec3d normal(-dx, -dy, 1.0f / _scale); 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 bumpMap::_print(std::ostream& s) const { s << "bumpMap (" << _scale << " x " << *_map << "[" << _channel << "]) -> {" << *_shader << "}"; }