normal smoothing

This commit is contained in:
Jannick van Ballegooijen
2016-06-21 15:28:15 +02:00
parent 6096e53d94
commit eaeff6ed7d
+31 -8
View File
@@ -29,28 +29,51 @@ HeightMap::HeightMap(const std::string &file, World* world)
return imgData[(x + y * width) * 4 + offset];
};
std::vector<std::vector<Vec3f>> faceNormals(width-1, std::vector<Vec3f>(height-1, Vec3f(0,1,0)));
for (int y = 0; y < height - 1; y++)
{
for (int x = 0; x < width - 1; x++)
{
int offsets[4][2] = { { 0, 0 },{ 1, 0 },{ 1, 1 },{ 0, 1 } };
Vec3f ca(0, heightAt(x, y + 1) - heightAt(x, y), 1);
Vec3f ba(1, heightAt(x + 1, y) - heightAt(x, y), 0);
Vec3f normal = ca.cross(ba);
normal.Normalize();
faceNormals[x][y] = normal;
}
}
for (int y = 0; y < height-1; y++)
{
for (int x = 0; x < width-1; x++)
{
int offsets[4][2] = { { 0, 0 },{ 1, 0 },{ 1, 1 },{ 0, 1 } };
Vec3f ca(0, heightAt(x, y + 1) - heightAt(x, y), 1);
Vec3f ba(1, heightAt(x + 1, y) - heightAt(x, y), 0);
if (valueAt(x, y, GREEN) > 0)
{
world->addLevelObject(new LevelObject(world->getObjectFromValue(valueAt(x, y, GREEN)).first, Vec3f(x, heightAt(x, y), y), Vec3f(0, 0, 0), 1, world->getObjectFromValue(valueAt(x, y, GREEN)).second));
}
Vec3f normal = ca.cross(ba);
normal.Normalize();
for (int i = 0; i < 4; i++)
{
float h = heightAt(x + offsets[i][0], y + offsets[i][1]);
vertices.push_back(Vertex{ (float)(x + offsets[i][0]), h, (float)(y + offsets[i][1]),
int xx = x + offsets[i][0];
int yy = y + offsets[i][1];
Vec3f normal(0, 0, 0);
if(xx < width-1 && yy < height-1)
normal = normal + faceNormals[xx][yy];
if(xx > 0 && yy < height-1)
normal = normal + faceNormals[xx-1][yy];
if (xx > 0 && yy > 0)
normal = normal + faceNormals[xx-1][yy-1];
if (yy > 0 && xx < width-1)
normal = normal + faceNormals[xx][yy-1];
normal.Normalize();
float h = heightAt(xx, yy);
vertices.push_back(Vertex{ (float)(xx), h, (float)(yy),
normal.x, normal.y, normal.z,
(x + offsets[i][0]) / (float)height, (y + offsets[i][1]) / (float)width } );
(xx) / (float)height, (yy) / (float)width } );
}
}
}