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/******************************************************************/
/* 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 <cassert>
#include <algorithm>
#include "bumpMap.h"
#include "coordinateTransform.h"
//////////////////
// Constructors //
//////////////////
bumpMap::bumpMap(const std::shared_ptr<const texture_base>& map, float scale, unsigned int channel, const std::shared_ptr<const shader_base>& shader)
: shadingFrameTransformation(shader)
{
_map = map;
_scale = scale;
_channel = std::max(channel, 2u);
}
/////////////
// Methods //
/////////////
transformation3d bumpMap::_transformation(const vec2d& textureCoord) const
{
// HW5-BONUS: Implement a bump map. The bump map specifies a 'bump' as a an offset in the
// Z direction (i.e., which aligns to N in the local shading frame). The variable
// '_channel' indicates which channel in the '_map' encodes the height offset.
// The variable '_scale' determines the relative height of the bump with respect to
// the texel size. I.e., the height of a bump is _map(u,v)*_scale. From the bump
// you need to compute the new surface normal, and from this the shading frame
// transformation.
// Modifies: nothing
// Returns: transformation3d
return transformation3d();
}
void bumpMap::_print(std::ostream& s) const
{
s << "bumpMap (" << _scale << " x " << *_map << "[" << _channel << "]) -> {" << *_shader << "}";
}
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