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CheckerBoard.cpp
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CheckerBoard.cpp
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// CheckerBoard.cpp: implementation of the CCheckerBoard class.
//
//////////////////////////////////////////////////////////////////////
#include "CheckerBoard.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CCheckerBoard::CCheckerBoard()
{
}
CCheckerBoard::~CCheckerBoard()
{
}
/*********************************************************************
NAME : CCheckerBoard
DESCRIPTION: Parameterized Constructor
PARAMETER : (Lots)
RETURN : NONE
EXCEPTION : NONE.
*********************************************************************/
CCheckerBoard::CCheckerBoard(CColor col1Diff, CColor col1Amb, CColor col1Spec, CColor col2Diff, CColor col2Amb, CColor col2Spec, float fTile)
{
m_Color1Diffuse = col1Diff;
m_Color1Ambient = col1Amb;
m_Color1Specular= col1Spec;
m_Color2Diffuse = col2Diff;
m_Color2Ambient = col2Amb;
m_Color2Specular= col2Spec;
m_fTile = fTile;
}
/*********************************************************************
NAME : GetDiffuseColorAt
DESCRIPTION: Returns the diffuse color at teh specified texture coord.
PARAMETER : texCoords : The texture Coordinates.
RETURN : CColor
EXCEPTION : NONE.
*********************************************************************/
CColor CCheckerBoard::GetDiffuseColorAt (CIntersectionInfo hitInfo)
{
float u;
float v;
/*******************************************************************
NOTE:
This is the most important function of the class as it decides which
color to return. We take the u, v coordinates from teh parameter
and compute the appropriate color to display at that point.
*******************************************************************/
/*******************************************************************
STRATEGY:
1. Get the u and v components from the parameter.
2. Scale them to incorporate tiling.
3. Get teh decimal part of the floating point number.
4. Compute the color depending on the u and v.
*******************************************************************/
// 1.
u = hitInfo.GetTextureCoordinates().getU();
v = hitInfo.GetTextureCoordinates().getV();
// 2.
u = u * m_fTile;
v = v * m_fTile;
// 3.
u = u - (int)u;
v = v - (int)v;
// 4.
if(u < 0.5f)
{
if(v < 0.5f)
{
return m_Color1Diffuse;
}
else
{
return m_Color2Diffuse;
}
}
else
{
if (v < 0.5f)
{
return m_Color2Diffuse;
}
else
{
return m_Color1Diffuse;
}
}
}
/*********************************************************************
NAME : GetAmbientColorAt
DESCRIPTION: Returns the ambient color at teh specified texture coord.
PARAMETER : texCoords : The texture Coordinates.
RETURN : CColor
EXCEPTION : NONE.
*********************************************************************/
CColor CCheckerBoard::GetAmbientColorAt (CIntersectionInfo hitInfo)
{
float u, v;
/*******************************************************************
STRATEGY:
1. Get the u and v components from the parameter.
2. Scale them to incorporate tiling.
3. Get teh decimal part of the floating point number.
4. Compute the color depending on the u and v.
*******************************************************************/
// 1.
u = hitInfo.GetTextureCoordinates().getU();
v = hitInfo.GetTextureCoordinates().getV();
// 2.
u = u * m_fTile;
v = v * m_fTile;
// 3.
u = u - (int)u;
v = v - (int)v;
// 4.
if(u < 0.5f)
{
if(v < 0.5f)
{
return m_Color1Ambient;
}
else
{
return m_Color2Ambient;
}
}
else
{
if (v < 0.5f)
{
return m_Color2Ambient;
}
else
{
return m_Color1Ambient;
}
}
}
/*********************************************************************
NAME : GetSpecularColorAt
DESCRIPTION: Returns the specular color at teh specified texture coord.
PARAMETER : texCoords : The texture Coordinates.
RETURN : CColor
EXCEPTION : NONE.
*********************************************************************/
CColor CCheckerBoard::GetSpecularColorAt (CIntersectionInfo hitInfo)
{
float u,v;
/*******************************************************************
STRATEGY:
1. Get the u and v components from the parameter.
2. Scale them to incorporate tiling.
3. Get teh decimal part of the floating point number.
4. Compute the color depending on the u and v.
*******************************************************************/
// 1.
u = hitInfo.GetTextureCoordinates().getU();
v = hitInfo.GetTextureCoordinates().getV();
// 2.
u = u * m_fTile;
v = v * m_fTile;
// 3.
u = u - (int)u;
v = v - (int)v;
// 4.
if(u < 0.5f)
{
if(v < 0.5f)
{
return m_Color1Specular;
}
else
{
return m_Color2Specular;
}
}
else
{
if (v < 0.5f)
{
return m_Color2Specular;
}
else
{
return m_Color1Specular;
}
}
}