GMa*_*ckG 21
是.好吧,有点.可以从高度图准确地制作法线贴图.一般来说,你也可以通过常规纹理,并获得不错的结果.请记住,还有其他方法可以制作法线贴图,例如采用高分辨率模型,使其分辨率较低,然后进行光线投射,以查看低分辨率模型模拟较高分辨率模型的正常情况.
对于高度贴图到法线贴图,您可以使用Sobel算子.此运算符可以在x方向上运行,告诉您正常的x分量,然后是y方向,告诉您y分量.您可以计算z,1.0 / strength其中强度是法线贴图的重点或"深度".然后,取出x,y和z,将它们放入一个向量中,对其进行标准化,然后你就可以正常了.将其编码到像素中即可完成.
这是一些较旧的不完整代码,用于演示:
// pretend types, something like this
struct pixel
{
uint8_t red;
uint8_t green;
uint8_t blue;
};
struct vector3d; // a 3-vector with doubles
struct texture; // a 2d array of pixels
// determine intensity of pixel, from 0 - 1
const double intensity(const pixel& pPixel)
{
const double r = static_cast<double>(pPixel.red);
const double g = static_cast<double>(pPixel.green);
const double b = static_cast<double>(pPixel.blue);
const double average = (r + g + b) / 3.0;
return average / 255.0;
}
const int clamp(int pX, int pMax)
{
if (pX > pMax)
{
return pMax;
}
else if (pX < 0)
{
return 0;
}
else
{
return pX;
}
}
// transform -1 - 1 to 0 - 255
const uint8_t map_component(double pX)
{
return (pX + 1.0) * (255.0 / 2.0);
}
texture normal_from_height(const texture& pTexture, double pStrength = 2.0)
{
// assume square texture, not necessarily true in real code
texture result(pTexture.size(), pTexture.size());
const int textureSize = static_cast<int>(pTexture.size());
for (size_t row = 0; row < textureSize; ++row)
{
for (size_t column = 0; column < textureSize; ++column)
{
// surrounding pixels
const pixel topLeft = pTexture(clamp(row - 1, textureSize), clamp(column - 1, textureSize));
const pixel top = pTexture(clamp(row - 1, textureSize), clamp(column, textureSize));
const pixel topRight = pTexture(clamp(row - 1, textureSize), clamp(column + 1, textureSize));
const pixel right = pTexture(clamp(row, textureSize), clamp(column + 1, textureSize));
const pixel bottomRight = pTexture(clamp(row + 1, textureSize), clamp(column + 1, textureSize));
const pixel bottom = pTexture(clamp(row + 1, textureSize), clamp(column, textureSize));
const pixel bottomLeft = pTexture(clamp(row + 1, textureSize), clamp(column - 1, textureSize));
const pixel left = pTexture(clamp(row, textureSize), clamp(column - 1, textureSize));
// their intensities
const double tl = intensity(topLeft);
const double t = intensity(top);
const double tr = intensity(topRight);
const double r = intensity(right);
const double br = intensity(bottomRight);
const double b = intensity(bottom);
const double bl = intensity(bottomLeft);
const double l = intensity(left);
// sobel filter
const double dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
const double dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
const double dZ = 1.0 / pStrength;
math::vector3d v(dX, dY, dZ);
v.normalize();
// convert to rgb
result(row, column) = pixel(map_component(v.x), map_component(v.y), map_component(v.z));
}
}
return result;
}
Run Code Online (Sandbox Code Playgroud)
| 归档时间: |
|
| 查看次数: |
11766 次 |
| 最近记录: |