/******************************************************************/ /* 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 << "}"; }