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84 lines (67 loc) · 2.26 KB
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<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<meta name="viewport" content="width=device-width, initial-scale=1.0,maximum-scale=1.0,user-scalable=no">
<style type="text/css">
</style>
</head>
<body>
<script type="text/javascript">
"use strict";
// based on https://forum.unity.com/threads/bumpmap-grayscale-to-normalmap-rgb.5714/
// for(int y=1;y<_source.width-1;y++){
// for(int x=1;x<_source.height-1;x++){
// float xLeft = _source.GetPixel(x-1,y).grayscale;
// float xRight = _source.GetPixel(x+1,y).grayscale;
// float yUp = _source.GetPixel(x,y-1).grayscale;
// float yDown = _source.GetPixel(x,y+1).grayscale;
// float xDelta = ((xLeft-xRight)+1)*.5f;
// float yDelta = ((yUp-yDown)+1)*.5f;
// _destination.SetPixel(x,y,new Color(xDelta,yDelta,1f,1f));
// }
// }
var width, height;
var canvas_src, ctx_src, imageData_src, imageData_dest;
var img=document.createElement('img');
img.src='./1.png';
img.onload=function(){
width=img.naturalWidth;
height=img.naturalHeight;
canvas_src=document.createElement('canvas')
canvas_src.id='src';
canvas_src.width=width;
canvas_src.height=height;
ctx_src=canvas_src.getContext('2d');
document.body.appendChild(canvas_src);
ctx_src.drawImage(img,0,0);
imageData_dest=new ImageData(width, height);
for(var i=0,len=width*height;i<len;i++){
var x=i%width;
var y=Math.floor(i/width);
var xLeft=ctx_src.getImageData(x-1,y,1,1).data[0];
var xRight=ctx_src.getImageData(x+1,y,1,1).data[0];
var yUp=ctx_src.getImageData(x,y-1,1,1).data[0];
var yDown=ctx_src.getImageData(x,y+1,1,1).data[0];
var xDelta=((xLeft-xRight)+255)*.5;
var yDelta = ((yUp-yDown)+255)*.5;
imageData_dest.data[i*4]=xDelta;
imageData_dest.data[i*4+1]=yDelta;
imageData_dest.data[i*4+2]=255;
imageData_dest.data[i*4+3]=255;
}
var canvas_dest=document.createElement('canvas')
canvas_dest.id='dest';
canvas_dest.width=width;
canvas_dest.height=height;
var ctx_dest=canvas_dest.getContext('2d');
ctx_dest.putImageData(imageData_dest, 0, 0);
document.body.appendChild(canvas_dest);
}
if(img.complete){
img.onload();
}
</script>
</body>
</html>