light_world.lua/lib/normal_map.lua

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local normal_map = {}
function normal_map.fromHeightMap(heightMap, strength)
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local imgData = normal_map.getImgData(heightMap)
local imgData2 = love.image.newImageData(heightMap:getWidth(), heightMap:getHeight())
local red, green, blue, alpha
local x, y
local matrix = {}
matrix[1] = {}
matrix[2] = {}
matrix[3] = {}
strength = strength or 1.0
for i = 0, heightMap:getHeight() - 1 do
for k = 0, heightMap:getWidth() - 1 do
for l = 1, 3 do
for m = 1, 3 do
if k + (l - 1) < 1 then
x = heightMap:getWidth() - 1
elseif k + (l - 1) > heightMap:getWidth() - 1 then
x = 1
else
x = k + l - 1
end
if i + (m - 1) < 1 then
y = heightMap:getHeight() - 1
elseif i + (m - 1) > heightMap:getHeight() - 1 then
y = 1
else
y = i + m - 1
end
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local r, _g, _b, _a = imgData:getPixel(x, y)
matrix[l][m] = r
end
end
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red = (1 + ((matrix[1][2] - matrix[2][2]) + (matrix[2][2] - matrix[3][2])) * strength) / 2.0
green = (1 + ((matrix[2][2] - matrix[1][1]) + (matrix[2][3] - matrix[2][2])) * strength) / 2.0
blue = 192/255
imgData2:setPixel(k, i, red, green, blue)
end
end
return love.graphics.newImage(imgData2)
end
function normal_map.generateFlat(img, mode)
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local imgData = normal_map.getImgData(img)
local imgNormalData = love.image.newImageData(img:getWidth(), img:getHeight())
local color
if mode == "top" then
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color = {0.5, 0.5, 1}
elseif mode == "front" then
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color = {0.5, 0, 0.5}
elseif mode == "back" then
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color = {0.5, 1, 0.5}
elseif mode == "left" then
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color = {31/255, 0, 223/255}
elseif mode == "right" then
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color = {223/255, 0, 0.5}
end
for i = 0, img:getHeight() - 1 do
for k = 0, img:getWidth() - 1 do
local r, g, b, a = imgData:getPixel(k, i)
imgNormalData:setPixel(k, i, color[1], color[2], color[3], a)
end
end
return love.graphics.newImage(imgNormalData)
end
function normal_map.generateGradient(img, horizontalGradient, verticalGradient)
horizontalGradient = horizontalGradient or "gradient"
verticalGradient = verticalGradient or horizontalGradient
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local imgData = normal_map.getImgData(img)
local imgWidth, imgHeight = img:getWidth(), img:getHeight()
local imgNormalData = love.image.newImageData(imgWidth, imgHeight)
local dx = 255.0 / imgWidth
local dy = 255.0 / imgHeight
local nx
local ny
local nz
for i = 0, imgWidth - 1 do
for k = 0, imgHeight - 1 do
local r, g, b, a = imgData:getPixel(i, k)
if a > 0 then
if horizontalGradient == "gradient" then
nx = i * dx
elseif horizontalGradient == "inverse" then
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nx = 1 - i * dx
else
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nx = 0.5
end
if verticalGradient == "gradient" then
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ny = 0.5 - k * dy * 0.5
nz = 1 - k * dy * 0.5
elseif verticalGradient == "inverse" then
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ny = 0.5 + k * dy * 0.5
nz = 0.5 - k * dy * 0.25
else
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ny = 1
nz = 0.5
end
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imgNormalData:setPixel(i, k, nx, ny, nz, 1)
end
end
end
return love.graphics.newImage(imgNormalData)
end
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function normal_map.getImgData(img)
local canvas = love.graphics.newCanvas(img:getWidth(), img:getHeight())
canvas:renderTo(function() love.graphics.draw(img, 0, 0) end)
return canvas:newImageData()
end
return normal_map