From d577508df2d27b0ae596d5f9885e3188da0c9a19 Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 11 Feb 2007 22:43:43 +0000 Subject: [PATCH] reworked Image_HeightmapToNormalmap to use a somewhat blurrier but more consistent algorithm git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6827 d7cf8633-e32d-0410-b094-e92efae38249 --- image.c | 70 ++++++++++++++++++++------------------------------------- 1 file changed, 24 insertions(+), 46 deletions(-) diff --git a/image.c b/image.c index fa2252d6..27eaa5d7 100644 --- a/image.c +++ b/image.c @@ -1495,64 +1495,42 @@ void Image_MipReduce(const unsigned char *in, unsigned char *out, int *width, in void Image_HeightmapToNormalmap(const unsigned char *inpixels, unsigned char *outpixels, int width, int height, int clamp, float bumpscale) { - int x, y; - const unsigned char *p0, *p1, *p2; + int x, y, x1, x2, y1, y2; + const unsigned char *b, *row[3]; + int p[5]; unsigned char *out; float iwidth, iheight, ibumpscale, n[3]; iwidth = 1.0f / width; iheight = 1.0f / height; - ibumpscale = (255.0f * 3.0f) / bumpscale; + ibumpscale = (255.0f * 6.0f) / bumpscale; out = outpixels; - for (y = 0;y < height;y++) + for (y = 0, y1 = height-1;y < height;y1 = y, y++) { - for (x = 0;x < width;x++) + y2 = y + 1;if (y2 >= height) y2 = 0; + row[0] = inpixels + (y1 * width) * 4; + row[1] = inpixels + (y * width) * 4; + row[2] = inpixels + (y2 * width) * 4; + for (x = 0, x1 = width-1;x < width;x1 = x, x++) { - p0 = inpixels + (y * width + x) * 4; - if (x == width - 1) - { - if (clamp) - p1 = inpixels + (y * width + x) * 4; - else - p1 = inpixels + (y * width) * 4; - } - else - p1 = inpixels + (y * width + x + 1) * 4; - if (y == height - 1) - { - if (clamp) - p2 = inpixels + (y * width + x) * 4; - else - p2 = inpixels + x * 4; - } - else - p2 = inpixels + ((y + 1) * width + x) * 4; - /* - dv[0][0] = iwidth; - dv[0][1] = 0; - dv[0][2] = ((p0[0] + p0[1] + p0[2]) * ibumpscale) - ((p1[0] + p1[1] + p1[2]) * ibumpscale); - dv[1][0] = 0; - dv[1][1] = iheight; - dv[1][2] = ((p2[0] + p2[1] + p2[2]) * ibumpscale) - ((p0[0] + p0[1] + p0[2]) * ibumpscale); - n[0] = dv[0][1]*dv[1][2]-dv[0][2]*dv[1][1]; - n[1] = dv[0][2]*dv[1][0]-dv[0][0]*dv[1][2]; - n[2] = dv[0][0]*dv[1][1]-dv[0][1]*dv[1][0]; - */ - n[0] = ((p0[0] + p0[1] + p0[2]) - (p1[0] + p1[1] + p1[2])); - n[1] = ((p2[0] + p2[1] + p2[2]) - (p0[0] + p0[1] + p0[2])); - n[2] = ibumpscale; - VectorNormalize(n); - /* - // this should work for the bottom right triangle if anyone wants - // code for that for some reason - n[0] = ((p3[0] + p3[1] + p3[2]) - (p1[0] + p1[1] + p1[2])); - n[1] = ((p2[0] + p2[1] + p2[2]) - (p3[0] + p3[1] + p3[2])); + x2 = x + 1;if (x2 >= width) x2 = 0; + // left, right + b = row[1] + x1 * 4;p[0] = (b[0] + b[1] + b[2]); + b = row[1] + x2 * 4;p[1] = (b[0] + b[1] + b[2]); + // above, below + b = row[0] + x * 4;p[2] = (b[0] + b[1] + b[2]); + b = row[2] + x * 4;p[3] = (b[0] + b[1] + b[2]); + // center + b = row[1] + x * 4;p[4] = (b[0] + b[1] + b[2]); + // calculate a normal from the slopes + n[0] = p[0] - p[1]; + n[1] = p[3] - p[2]; n[2] = ibumpscale; VectorNormalize(n); - */ + // turn it into a dot3 rgb vector texture out[0] = (int)(128.0f + n[0] * 127.0f); out[1] = (int)(128.0f + n[1] * 127.0f); out[2] = (int)(128.0f + n[2] * 127.0f); - out[3] = (p0[0] + p0[1] + p0[2]) / 3; + out[3] = (p[4]) / 3; out += 4; } } -- 2.39.2