i have the following code for calculating Heightmap normals
void CalcMapNormals(HeightMap * map, Vec3f normals[])
{
int dst, i, j, right, bottom;
Vec3f p0, p1, p2;
Vec3f n0;
/* Avoid writing map->rows|cols - 1 all the time */
right = map->cols - 1;
bottom = map->rows - 1;
dst = 0;
for (i = 0; i < map->rows; i++) {
for (j = 0; j < map->cols; j++) {
Vec3Set(normals[dst], 0, 0, 0);
/* Vertex can have 2, 3, or 4 neighbours horizontally and vertically */
if (i < bottom && j < right) {
/* Right and below */
GetHeightPoint(map, i, j, p0);
GetHeightPoint(map, i + 1, j, p1);
GetHeightPoint(map, i + 1, j + 1, p2);
CalcTriNormal(n0, p0, p1, p2);
VecAdd(normals[dst], normals[dst], n0);
}
/* TODO: the other three possibilities */
VecNormalize(normals[dst]);
dst += 1;
}
}
/* Sanity check */
if (dst != map->rows * map->cols)
Fail("Internal error in CalcMapNormals: normals count mismatch");
}
I understand that the code get the three vertexes of the triangle, calculate its normal and then add them and normalize them to get averaged normal. But i don't know how you can get the other three possibilities, ive been doing something like the following:
void CalcMapNormals(HeightMap * map, Vec3f normals[])
{
int dst, i, j, right, bottom;
Vec3f p0, p1, p2;
Vec3f n0;
Vec3f p3, p4, p5;
Vec3f n1;
Vec3f p6, p7, p8;
Vec3f n2;
Vec3f p9, p10, p11;
Vec3f n3;
/* Avoid writing map->rows|cols - 1 all the time */
right = map->cols - 1;
bottom = map->rows - 1;
dst = 0;
for (i = 0; i < map->rows; i++) {
for (j = 0; j < map->cols; j++) {
Vec3Set(normals[dst], 0, 0, 0);
/* Vertex can have 2, 3, or 4 neighbours horizontally and vertically */
if (i < bottom && j < right) {
/* Right and below */
GetHeightPoint(map, i, j, p0);
GetHeightPoint(map, i + 1, j, p1);
GetHeightPoint(map, i + 1, j + 1, p2);
CalcTriNormal(n0, p0, p1, p2);
VecAdd(normals[dst], normals[dst], n0);
}
if ( i > bottom && j > 0)
{
GetHeightPoint(map, i, j, p3);
GetHeightPoint(map, i + 1, j, p4);
GetHeightPoint(map, i, j -1, p5);
CalcTriNormal(n1, p3, p4, p5);
VecAdd(normals[dst], normals[dst], n1);
}
if ( i > 0 && j > 0)
{
GetHeightPoint(map, i, j, p6);
GetHeightPoint(map, i, j - 1, p7);
GetHeightPoint(map, i - 1, j, p8);
CalcTriNormal(n2, p6, p7, p8);
VecAdd(normals[dst], normals[dst], n2);
}
if ( i > bottom && j < right)
{
GetHeightPoint(map, i, j, p9);
GetHeightPoint(map, i-1, j, p10);
GetHeightPoint(map, i, j+1, p11);
CalcTriNormal(n3, p9, p10, p11);
VecAdd(normals[dst], normals[dst], n3);
}
/* TODO: the other three possibilities */
VecNormalize(normals[dst]);
dst += 1;
}
}
/* Sanity check */
if (dst != map->rows * map->cols)
Fail("Internal error in CalcMapNormals: normals count mismatch");
}
But i don't think its giving me the result i wanted, i get the concept of normal averaging, but can't figure out the code.