blob: 780f1190318949bf287eced81aa80adf2b5eda21 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
|
/******************************************************************/
/* 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 "reflectanceShader_base.h"
#include "coordinateTransform.h"
/////////////
// Methods //
/////////////
color reflectanceShader_base::shade(const intersectionPoint& ip, const vec3d& light_dir) const
{
// create shading frame (note: in and out point away!)
coordinateTransformation ct = ip.shadingFrame();
vec3d local_out = ct.inverseTransformDirection(-ip.direction());
vec3d local_in = ct.inverseTransformDirection(light_dir);
// get brdf
std::unique_ptr<const brdf_base> brdf = make_brdf(ip.textureCoordinate());
// eval
return brdf->shade(local_in, local_out);
}
color reflectanceShader_base::reflectance(const intersectionPoint& ip, const vec3d& light_dir) const
{
// create shading frame (note: in and out point away!)
coordinateTransformation ct = ip.shadingFrame();
vec3d local_out = ct.inverseTransformDirection(-ip.direction());
vec3d local_in = ct.inverseTransformDirection(light_dir);
// get brdf
std::unique_ptr<const brdf_base> brdf = make_brdf(ip.textureCoordinate());
// eval
return brdf->reflectance(local_in, local_out);
}
brdfSample reflectanceShader_base::sample(const intersectionPoint& ip, float r1, float r2) const
{
// create shading frame (note: in and out point away!)
coordinateTransformation ct = ip.shadingFrame();
vec3d local_out = ct.inverseTransformDirection(-ip.direction());
// get brdf
std::unique_ptr<const brdf_base> brdf = make_brdf(ip.textureCoordinate());
// sample (local shading frame)
brdfSample sample = brdf->sample(local_out, r1, r2);
// transform back to global shading frame
return sample.transform(ct);
}
float reflectanceShader_base::reflectivity(const intersectionPoint& ip) const
{
// get brdf
std::unique_ptr<const brdf_base> brdf = make_brdf(ip.textureCoordinate());
// get reflectivity
return brdf->reflectivity();
}
shaderProperties reflectanceShader_base::properties(const intersectionPoint& ip) const
{
// get brdf
std::unique_ptr<const brdf_base> brdf = make_brdf(ip.textureCoordinate());
// get properties
return shaderProperties(brdf->isDiffuse(), brdf->isSpecular());
}
color reflectanceShader_base::emittance(const intersectionPoint& ip) const
{
return color();
}
|