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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Texture Map header
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #ifndef DORAYME_TEXTUREMAP_H
- #define DORAYME_TEXTUREMAP_H
- #include <math.h>
- #include <tuple.h>
- #include <uv_pattern.h>
- #include <colour.h>
- enum TextureMapType
- {
- SPHERICAL_MAP,
- PLANAR_MAP,
- CYLINDRICAL_MAP,
- };
- class TextureMap : public Pattern
- {
- private:
- TextureMapType type;
- UVPattern *pattern;
- public:
- TextureMap(TextureMapType type, UVPattern *pattern) : Pattern(Colour(0, 0, 0), Colour(0, 0, 0)),
- type(type), pattern(pattern) { };
- static void sphericalMap(Tuple point, double &u, double &v) {
- /* First compute the azimuthal angle
- * -π < theta <= π
- * angle increases clockwise as viewed from above,
- * which is opposite of what we want, but we'll fix it later.
- */
- double theta = atan2(point.x, point.z);
- /* vec is the vector pointing from the sphere's origin (the world origin)
- * to the point, which will also happen to be exactly equal to the sphere's
- * radius.
- */
- Tuple vec = Vector(point.x, point.y, point.z);
- double radius = vec.magnitude();
- /* Let's compute the polar angle
- * 0 <= phi <= π
- */
- double phi = acos(point.y / radius);
- /* -0.5 < raw_u <= 0.5 */
- double raw_u = theta / (2 * M_PI);
- /* 0 <= u < 1
- * here's also where we fix the direction of u. Subtract it from 1,
- * so that it increases counterclockwise as viewed from above.
- */
- u = 1 - (raw_u + 0.5);
- /* We want v to be 0 at the south pole of the sphere,
- * and 1 at the north pole, so we have to "flip it over"
- * by subtracting it from 1.
- */
- v = 1 - phi / M_PI;
- }
- Colour patternAt(Tuple point)
- {
- double u,v;
- switch(this->type)
- {
- default:
- case SPHERICAL_MAP:
- this->sphericalMap(point, u, v);
- break;
- }
- return this->pattern->uvPatternAt(u, v);
- }
- void dumpMe(FILE *fp) {
- fprintf(fp, "\"Type\": \"TextureMap\",\n");
- Pattern::dumpMe(fp);
- }
- };
- #endif /* DORAYME_TEXTUREMAP_H */
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