(Code)
Line 9: Line 9:
 
[[File:Normal map generated with processing.png|200px]]
 
[[File:Normal map generated with processing.png|200px]]
  
== Code ==
+
== Principles ==
  
 
To achieve the "engravement" effect, rectangles must be drawn using the following rule:
 
To achieve the "engravement" effect, rectangles must be drawn using the following rule:
Line 16: Line 16:
 
* angles in X and Y are limited to the range [-90°, 90°], represented as the color range [0, 255].
 
* angles in X and Y are limited to the range [-90°, 90°], represented as the color range [0, 255].
 
* therefore, an angle of -45° on X is represented by the red value 64, by making 127 - 63
 
* therefore, an angle of -45° on X is represented by the red value 64, by making 127 - 63
* to draw an engraved line, you need to take into account the direction of the line, as it will influence the X and Y slopes.
+
* to draw an engraved line, you need to process the line direction, as it will influence the X and Y slopes.
 +
 
  
 
[[File:Normalhow01.jpg|300px]]
 
[[File:Normalhow01.jpg|300px]]
  
 
thanks to [http://online.ts2009.com/mediaWiki/index.php/Normal_map Trainz Wiki] for this very usefull schema!
 
thanks to [http://online.ts2009.com/mediaWiki/index.php/Normal_map Trainz Wiki] for this very usefull schema!
 +
 +
== Code ==
 +
 +
This code comes from processing (java). But it can be easily adapted to other languages. Please take into account that this code '''is not optimised''' for realtime use! This part will come next time I'll work on this topic.
 +
 +
static final int COLOR_PINCH = 0;
 +
static final int COLOR_DEEPEN = 1;
 +
static final int COLOR_STRAIGHT = 2;
 +
 +
public void pinch( PVector dir, float depth, float percent ) {
 +
    float sm = pow( 1 - ( 1 + sin( -HALF_PI + percent * PI ) ) * 0.5, 2 );
 +
    float m = pow( percent, 2 );
 +
    float red = 127 - dir.y * depth * sm;
 +
    float green = 127 - dir.x * depth * sm;
 +
    fill( red, green, 255, 255 - m * 255 );
 +
}
 +
 +
public void deepen( PVector dir, float depth, float percent ) {
 +
    float sm = ( 1 + sin( -HALF_PI + percent * PI ) ) * 0.5;
 +
    float m = pow( percent, 2 );
 +
    float red = 127 - dir.y * depth * sm;
 +
    float green = 127 - dir.x * depth * sm;
 +
    fill( red, green, 255, 255 - m * 255 );
 +
}
 +
 +
public void straight( PVector dir, float depth, float percent ) {
 +
    float sm = 1;
 +
    float m = pow( percent, 10 );
 +
    float red = 127 - dir.y * depth * sm;
 +
    float green = 127 - dir.x * depth * sm;
 +
    fill( red, green, 255, 255 - m * 255 );
 +
}
 +
 +
public void drawBevel( float x1, float y1, float x2, float y2, float thickness, float depth, int type ) {
 +
  PVector dir = new PVector( x2 - x1, y2 - y1 );
 +
  dir.normalize();
 +
  PVector diri = new PVector( dir.x, dir.y );
 +
  diri.mult( -1 );
 +
  PVector perp = new PVector( dir.x, dir.y );
 +
  perp.rotate(HALF_PI);
 +
  noStroke();
 +
  float thalf = thickness * 0.5;
 +
  float tgap = thickness * 0.01;
 +
  for( float t = thalf; t > tgap; t -= tgap ) {
 +
    float nextt = t - tgap;
 +
   
 +
    switch( type ) {
 +
      case COLOR_PINCH:
 +
        pinch( dir, depth, (t / thalf) );
 +
        break;
 +
      case COLOR_DEEPEN:
 +
        deepen( dir, depth, (t / thalf) );
 +
        break;
 +
      case COLOR_STRAIGHT:
 +
        straight( dir, depth, (t / thalf) );
 +
        break;
 +
      default:
 +
        fill( 0, 0, 255, 255 );
 +
        break;
 +
    }
 +
    beginShape();
 +
      vertex( x1 - perp.x * t, y1 - perp.y * t );
 +
      vertex( x1 - perp.x * nextt, y1 - perp.y * nextt );
 +
      vertex( x2 - perp.x * nextt, y2 - perp.y * nextt );
 +
      vertex( x2 - perp.x * t, y2 - perp.y * t );
 +
    endShape();
 +
   
 +
    switch( type ) {
 +
      case COLOR_PINCH:
 +
        pinch( diri, depth, (t / thalf) );
 +
        break;
 +
      case COLOR_DEEPEN:
 +
        deepen( diri, depth, (t / thalf) );
 +
        break;
 +
      case COLOR_STRAIGHT:
 +
        straight( diri, depth, (t / thalf) );
 +
        break;
 +
      default:
 +
        fill( 0, 0, 255, 255 );
 +
        break;
 +
    }
 +
    beginShape();
 +
      vertex( x1 + perp.x * t, y1 + perp.y * t );
 +
      vertex( x1 + perp.x * nextt, y1 + perp.y * nextt );
 +
      vertex( x2 + perp.x * nextt, y2 + perp.y * nextt );
 +
      vertex( x2 + perp.x * t, y2 + perp.y * t );
 +
    endShape();
 +
   
 +
  }
 +
}
  
 
== References ==
 
== References ==
 
* http://online.ts2009.com/mediaWiki/index.php/Normal_map
 
* http://online.ts2009.com/mediaWiki/index.php/Normal_map
 
* https://www.katsbits.com/tutorials/textures/making-normal-maps-from-photographs.php
 
* https://www.katsbits.com/tutorials/textures/making-normal-maps-from-photographs.php

Revision as of 16:20, 3 January 2018

Generation of animated normal maps using processing, experimentation phase.

Demo in blender.

First generated file.

Normal map generated with processing.png

Principles

To achieve the "engravement" effect, rectangles must be drawn using the following rule:

  • a straight surface has no X or Y slope of 0°, its color is thus RGB( 127, 127, 255 )
  • angles in X and Y are limited to the range [-90°, 90°], represented as the color range [0, 255].
  • therefore, an angle of -45° on X is represented by the red value 64, by making 127 - 63
  • to draw an engraved line, you need to process the line direction, as it will influence the X and Y slopes.


Normalhow01.jpg

thanks to Trainz Wiki for this very usefull schema!

Code

This code comes from processing (java). But it can be easily adapted to other languages. Please take into account that this code is not optimised for realtime use! This part will come next time I'll work on this topic.

static final int COLOR_PINCH = 0;
static final int COLOR_DEEPEN = 1;
static final int COLOR_STRAIGHT = 2;

public void pinch( PVector dir, float depth, float percent ) {
   float sm = pow( 1 - ( 1 + sin( -HALF_PI + percent * PI ) ) * 0.5, 2 );
   float m = pow( percent, 2 );
   float red = 127 - dir.y * depth * sm;
   float green = 127 - dir.x * depth * sm;
   fill( red, green, 255, 255 - m * 255 );
}
public void deepen( PVector dir, float depth, float percent ) {
   float sm = ( 1 + sin( -HALF_PI + percent * PI ) ) * 0.5;
   float m = pow( percent, 2 );
   float red = 127 - dir.y * depth * sm;
   float green = 127 - dir.x * depth * sm;
   fill( red, green, 255, 255 - m * 255 );
}

public void straight( PVector dir, float depth, float percent ) {
   float sm = 1;
   float m = pow( percent, 10 );
   float red = 127 - dir.y * depth * sm;
   float green = 127 - dir.x * depth * sm;
   fill( red, green, 255, 255 - m * 255 );
}

public void drawBevel( float x1, float y1, float x2, float y2, float thickness, float depth, int type ) {
 PVector dir = new PVector( x2 - x1, y2 - y1 );
 dir.normalize();
 PVector diri = new PVector( dir.x, dir.y );
 diri.mult( -1 );
 PVector perp = new PVector( dir.x, dir.y );
 perp.rotate(HALF_PI);
 noStroke();
 float thalf = thickness * 0.5;
 float tgap = thickness * 0.01;
 for( float t = thalf; t > tgap; t -= tgap ) {
   float nextt = t - tgap;
   
   switch( type ) {
     case COLOR_PINCH:
       pinch( dir, depth, (t / thalf) );
       break;
     case COLOR_DEEPEN:
       deepen( dir, depth, (t / thalf) );
       break;
     case COLOR_STRAIGHT:
       straight( dir, depth, (t / thalf) );
       break;
     default:
       fill( 0, 0, 255, 255 );
       break;
   }
   beginShape();
     vertex( x1 - perp.x * t, y1 - perp.y * t );
     vertex( x1 - perp.x * nextt, y1 - perp.y * nextt );
     vertex( x2 - perp.x * nextt, y2 - perp.y * nextt );
     vertex( x2 - perp.x * t, y2 - perp.y * t );
   endShape();
   
   switch( type ) {
     case COLOR_PINCH:
       pinch( diri, depth, (t / thalf) );
       break;
     case COLOR_DEEPEN:
       deepen( diri, depth, (t / thalf) );
       break;
     case COLOR_STRAIGHT:
       straight( diri, depth, (t / thalf) );
       break;
     default:
       fill( 0, 0, 255, 255 );
       break;
   }
   beginShape();
     vertex( x1 + perp.x * t, y1 + perp.y * t );
     vertex( x1 + perp.x * nextt, y1 + perp.y * nextt );
     vertex( x2 + perp.x * nextt, y2 + perp.y * nextt );
     vertex( x2 + perp.x * t, y2 + perp.y * t );
   endShape();
   
 }
}

References

online identity ∋ [ social ∋ [mastodon♥, twitter®, facebook®, diaspora, linkedin®] ∥ repos ∋ [github®, gitlab♥, bitbucket®, sourceforge] ∥ media ∋ [itch.io®, vimeo®, peertube♥, twitch.tv®, tumblr®] ∥ communities ∋ [godotengine♥, openprocessing, stackoverflow, threejs]]