Light and Shading Models
Met the Requirements of the Specificiation.
Basic:
- Edge Class
- Vertex Class
- Polygon Class
Complex Classes:
- GraphicObject Class(handles movement to world coordinates)
- Pipeline Class(handles entire graphic pipeline for viewing coordinate
to screen)
- 3dPanel handles Device Coordinates
- ZBuffer Class
- ScanConvert Class(accesses ZBuffer to determine whether to draw
or not)
Extensions:
- ScanConvert is molded for each of the ShadingModels, and as a
result the Panel Classes have be specialized for ease of use. There
is now a Gouraud, Phong, and Constant Shading Class option. For
each there exists a corresponding Panel3dX, Draw3dX
- Light Class created to handle implementation of Phong Illumination
Model, used Halfway vector instead of R, because light is assumed
to be at infinity
- Material Class to give each object its own material
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