Last active
October 11, 2020 02:47
-
-
Save aloucks/da81c25f86fc8474090262af2c586c04 to your computer and use it in GitHub Desktop.
Generate normals from a height map
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// https://stackoverflow.com/questions/44120220/calculating-normals-on-terrain-mesh | |
fn generate_normals( | |
height_map: &image::ImageBuffer<image::Luma<u16>, Vec<u16>>, | |
normal_map: &mut image::ImageBuffer<image::Rgb<u8>, Vec<u8>>) | |
{ | |
let (cols, rows) = height_map.dimensions(); | |
let up = cgmath::vec3(0.0, 0.0, 1.0); | |
//let mut normals = vec![up; (cols * rows) as usize]; | |
// the `size_factor` reduces to `width / 1024` with this `cell_size`. | |
let cell_size = 1.0 / (cols as f32 / 128.0); | |
let size_factor = 1.0 / (8.0 * cell_size); | |
for row in 0..rows { | |
for col in 0..cols { | |
if row == 0 || col == 0 || row == rows - 1 || col == cols - 1 { | |
let normal = up; | |
let r = ((1.0 + normal.x) * 0.5 * 255.0) as u8; | |
let g = ((1.0 + normal.y) * 0.5 * 255.0) as u8; | |
let b = ((1.0 + normal.z) * 0.5 * 255.0) as u8; | |
let pixel = image::Rgb([r, g, b]); | |
normal_map.put_pixel(col, row, pixel); | |
} else { | |
const U16_MAX: f32 = u16::MAX as f32; | |
let nw = height_map.get_pixel(col - 1, row - 1)[0] as f32 / U16_MAX; | |
let n = height_map.get_pixel(col, row - 1)[0] as f32 / U16_MAX; | |
let ne = height_map.get_pixel(col + 1, row - 1)[0] as f32 / U16_MAX; | |
let e = height_map.get_pixel(col + 1, row)[0] as f32 / U16_MAX; | |
let se = height_map.get_pixel(col + 1, row + 1)[0] as f32 / U16_MAX; | |
let s = height_map.get_pixel(col, row + 1)[0] as f32 / U16_MAX; | |
let sw = height_map.get_pixel(col - 1, row + 1)[0] as f32 / U16_MAX; | |
let w = height_map.get_pixel(col - 1, row)[0] as f32 / U16_MAX; | |
let dydx = ((ne + 2.0 * e + se) - (nw + 2.0 * w + sw)) * size_factor; | |
let dydz = ((sw + 2.0 * s + se) - (nw + 2.0 * n + ne)) * size_factor; | |
let normal = cgmath::vec3(dydx, dydz, 1.0).normalize(); | |
//normals[(row * cols + col) as usize] = normal; | |
let r = ((1.0 + normal.x) * 0.5 * 255.0) as u8; | |
let g = ((1.0 + normal.y) * 0.5 * 255.0) as u8; | |
let b = ((1.0 + normal.z) * 0.5 * 255.0) as u8; | |
let pixel = image::Rgb([r, g, b]); | |
normal_map.put_pixel(col, row, pixel); | |
} | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment