/******************************************************************/ /* 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 "shadingFrameTransformation.h" ////////////////// // Constructors // ////////////////// shadingFrameTransformation::shadingFrameTransformation(const std::shared_ptr& shader) : shader_base() { _shader = shader; } ///////////// // Methods // ///////////// color shadingFrameTransformation::shade(const intersectionPoint& ip, const vec3d& light_dir) const { // transform to local shading frame intersectionPoint localIp(ip); localIp.inverseTransformShadingFrame( _transformation(ip.textureCoordinate()) ); // Done. return _shader->shade(localIp, light_dir); } color shadingFrameTransformation::reflectance(const intersectionPoint& ip, const vec3d& light_dir) const { // transform to local shading frame intersectionPoint localIp(ip); localIp.inverseTransformShadingFrame( _transformation(ip.textureCoordinate()) ); // Done. return _shader->reflectance(localIp, light_dir); } brdfSample shadingFrameTransformation::sample(const intersectionPoint& ip, float r1, float r2) const { // transform to local shading frame intersectionPoint localIp(ip); transformation3d ct = _transformation(ip.textureCoordinate()); localIp.inverseTransformShadingFrame(ct); //get sample (in local shading frame) brdfSample sample = _shader->sample(localIp, r1, r2); // transform to global shading frame return sample.transform(ct); } float shadingFrameTransformation::reflectivity(const intersectionPoint& ip) const { return _shader->reflectivity(ip); } color shadingFrameTransformation::emittance(const intersectionPoint& ip) const { // transform to local shading frame intersectionPoint localIp(ip); localIp.inverseTransformShadingFrame( _transformation(ip.textureCoordinate()) ); // Done. return _shader->emittance(localIp); } shaderProperties shadingFrameTransformation::properties(const intersectionPoint& ip) const { return _shader->properties(ip); }