TEST_F(Test_WorldTerrainNormalMap, slope45Degree) { const int hmSize = 2; HeightMap hm; hm.reserve(hmSize); hm.set(0, 0, 1.0f); hm.set(1, 0, 1.0f); hm.set(0, 1, 0); hm.set(1, 1, 0); NormalMap nm; nm.generate(hm); //only two normals EXPECT_EQ(nm.size(), 2); //both normals should be pointing at an angle more downish Vec3f n1 = nm.get(0); Vec3f n2 = nm.get(0); Vec3f outDown(0.0f, -.707107f, -.707107); expectVec3fAreEqual(n1, outDown); expectVec3fAreEqual(n2, outDown); { Vec3f p1(0, 1, 0); Vec3f p2(1, 1, 0); Vec3f p3(0, 0, 1); } }
TEST_F(Test_WorldTerrainNormalMap, flatTerrain) { const int hmSize = 2; HeightMap hm; hm.reserve(hmSize); for (int y=0; y<hmSize; y++) { for (int x=0; x<hmSize; x++) hm.set(x, y, 0.0f); } NormalMap nm; nm.generate(hm); //there should be only two normals (since there are two triangles) EXPECT_EQ(nm.size(), 2); //both normals should point straight up Vec3f n1 = nm.get(0); Vec3f n2 = nm.get(1); Vec3f up(0.0f, -1.0f, 0.0f); expectVec3fAreEqual(n1, up, "The normal is not straight up"); expectVec3fAreEqual(n2, up, "The normal is not straight up"); }
/**Convert an image to a height map. The image is treated as grey-scale. @param border create a height map which is larger than the source image. The source image will be centered in the heightmap which creates a kind of border. This border is filled with by tiling the soure image. If your source image was created to be tilable (it ought to be) then the heightmap will be seamless. The whole point of this is so that you can call HeightMap.blur() without ruining the seamless nature of your heightmap. (After bluring you should ignore the border region) */ HeightMap * imageToHeightMap_tilable(GLImage & img, int border) { HeightMap * hmap = new HeightMap(img.width + border + border, img.height + border + border); for (int y = 0; y < hmap->H; y++) { for (int x = 0; x < hmap->W; x++) { int imgX = infinite_coord_to_finite(x - border, img.width); int imgY = infinite_coord_to_finite(y - border, img.height); //TODO: GLImage should be a class with an inline getPixelPtr(x,y) method. GLubyte * pixel = &img.texels[((imgY * img.width) + imgX) * img.internalFormat]; hmap->set(x, y, pixel[0] / 255.0f); } } return hmap; }