コード例 #1
0
	AlphaImage* AlphaImage::CreateMipmap ()
	{
		if (w == 1 && h == 1)
			return 0;

		int nw = w/2;
		int nh = h/2;
		if (!nw) { nw = 1; }
		if (!nh) { nh = 1; }

		AlphaImage *mipmap = SAFE_NEW AlphaImage;
		mipmap->Alloc (nw,nh);

		// Scale X&Y
		if (w > 1 && h > 1) {
			for (int y=0;y<nh;y++)
				for (int x=0;x<nw;x++)
					mipmap->at (x,y) = (at(x*2,y*2) + at(x*2+1,y*2) + at(x*2, y*2+1) + at(x*2+1,y*2+1)) * 0.25f;
		} else if (w == 1 && h > 1) { // Scale Y only
			for (int y=0;y<nh;y++)
				for (int x=0;x<nw;x++)
					mipmap->at (x,y) = (at(x,y*2) + at(x, y*2+1)) * 0.5f;
		} else { // if (w > 1 && h == 1) {
			for (int y=0;y<nh;y++)  // Scale X only
				for (int x=0;x<nw;x++)
					mipmap->at (x,y) = (at(x*2,y) + at(x*2+1, y)) * 0.5f;
		}
		return mipmap;
	}
コード例 #2
0
ファイル: Textures.cpp プロジェクト: DarksidedStudios/spring
	void Blendmap::Generate(Heightmap* rootHm, int lodLevel, float hmScale, float hmOffset)
	{
		const Heightmap* heightmap = rootHm->GetLevel(-lodLevel);

		// Allocate the blendmap image
		AlphaImage* bm = new AlphaImage;
		bm->Alloc(heightmap->w-1, heightmap->h-1); // texture dimensions have to be power-of-two

		Blendmap::GeneratorInfo* gi = generatorInfo;

		// Calculate blend factors using the function parameters and heightmap input:
		for (int y=0;y<bm->h;y++)
		{
			for (int x=0;x<bm->w;x++)
			{
				const float h = (heightmap->atSynced(x, y) - hmOffset) / hmScale;
				float factor=1.0f;

				if(h < gi->minHeight - gi->minHeightFuzzy) {
					bm->at(x,y) = 0.0f;
					continue;
				} else if (gi->minHeightFuzzy > 0.0f && h < gi->minHeight + gi->minHeightFuzzy)
					factor = (h - (gi->minHeight - gi->minHeightFuzzy)) / (2.0f * gi->minHeightFuzzy);

				if(h > gi->maxHeight + gi->maxHeightFuzzy) {
					bm->at (x,y) = 0.0f;
					continue;
				} else if (gi->maxHeightFuzzy > 0.0f && h > gi->maxHeight - gi->maxHeightFuzzy)
					factor *= ((gi->maxHeight + gi->maxHeightFuzzy) - h) / (2.0f * gi->maxHeightFuzzy);

                float norm_y = 0.0f;
				if (heightmap->normalData) {
					const uchar* cnorm = heightmap->GetNormal(x, y);
					norm_y = cnorm[1] / 255.0f * 2.0f - 1.0f;
					if (norm_y > 1.0f) norm_y = 1.0f;
				} else {
					Vector3 tangent, binormal;
					CalculateTangents(heightmap, x,y,tangent,binormal);
					Vector3 normal = tangent.cross(binormal);
					normal.ANormalize();
					norm_y = normal.y;
				}

				// flatness=dotproduct of surface normal with up vector
				float slope = 1.0f - fabs(norm_y);

				if (slope < gi->minSlope - gi->minSlopeFuzzy) {
					bm->at(x,y) = 0.0f;
					continue;
				} else if (gi->minSlopeFuzzy > 0.0f && slope < gi->minSlope + gi->minSlopeFuzzy)
					factor *= (h - (gi->minSlope - gi->minSlopeFuzzy)) / ( 2.0f * gi->minSlopeFuzzy);

				if (slope > gi->maxSlope + gi->maxSlopeFuzzy) {
					bm->at(x,y) = 0.0f;
					continue;
				} else if (gi->maxSlopeFuzzy > 0.0f && slope > gi->maxSlope - gi->maxSlopeFuzzy)
					factor *= ((gi->maxSlope + gi->maxSlopeFuzzy) - h) / (2.0f * gi->maxSlopeFuzzy);

				factor *= gi->coverage;
				factor *= (rand() < gi->noise * RAND_MAX) ? 0.0f : 1.0f;

				bm->at(x,y) = factor;
			}
		}

		BlendmapFilter(bm);
		image = bm;
	}