我正在尝试使用Qt创建一个光线跟踪器,但我有一些非常奇怪的工件正在进行中.
在我实现着色之前,我的场景中只有4个球体,3个三角形和2个有界平面.它们都出现了预期和颜色预期,然而,对于我的飞机,我会看到与背景颜色相同的点.这些点会从我的视点位置保持静止,所以如果我移动相机周围的点也会移动.然而,它们只影响了平面和三角形,并且永远不会出现在球体上.
我实施了阴影,问题变得更糟.点现在也出现在光源的球体上,因此任何受漫射影响的部分.
另外,我的一个纯蓝色平面(RGB 0,0,255)已经变黑了.由于我有两架飞机,我换了颜色,而另一架是蓝色,所以这是一个颜色问题而不是飞机问题.
如果有人对问题是什么或希望看到任何特定代码有任何建议,请告诉我.
#include "plane.h"
#include "intersection.h"
#include <math.h>
#include <iostream>
Plane::Plane(QVector3D bottomLeftVertex, QVector3D topRightVertex, QVector3D normal, QVector3D point, Material *material)
{
minCoords_.setX(qMin(bottomLeftVertex.x(),topRightVertex.x()));
minCoords_.setY(qMin(bottomLeftVertex.y(),topRightVertex.y()));
minCoords_.setZ(qMin(bottomLeftVertex.z(),topRightVertex.z()));
maxCoords_.setX(qMax(bottomLeftVertex.x(),topRightVertex.x()));
maxCoords_.setY(qMax(bottomLeftVertex.y(),topRightVertex.y()));
maxCoords_.setZ(qMax(bottomLeftVertex.z(),topRightVertex.z()));
normal_ = normal;
normal_.normalize();
point_ = point;
material_ = material;
}
Plane::~Plane()
{
}
void Plane::intersect(QVector3D rayOrigin, QVector3D rayDirection, Intersection* result)
{
if(normal_ == QVector3D(0,0,0)) //plane is degenerate
{
cout << "degenerate plane" << endl;
return;
}
float minT;
//t = -Normal*(Origin-Point) / Normal*direction
float numerator = (-1)*QVector3D::dotProduct(normal_, (rayOrigin - point_));
float denominator = QVector3D::dotProduct(normal_, rayDirection);
if (fabs(denominator) < 0.0000001) //plane orthogonal to view
{
return;
}
minT = numerator / denominator;
if (minT < 0.0)
{
return;
}
QVector3D intersectPoint = rayOrigin + (rayDirection * minT);
//check inside plane dimensions
if(intersectPoint.x() < minCoords_.x() || intersectPoint.x() > maxCoords_.x() ||
intersectPoint.y() < minCoords_.y() || intersectPoint.y() > maxCoords_.y() ||
intersectPoint.z() < minCoords_.z() || intersectPoint.z() > maxCoords_.z())
{
return;
}
//only update if closest object
if(result->distance_ > minT)
{
result->hit_ = true;
result->intersectPoint_ = intersectPoint;
result->normalAtIntersect_ = normal_;
result->distance_ = minT;
result->material_ = material_;
}
}
QVector3D MainWindow::traceRay(QVector3D rayOrigin, QVector3D rayDirection, int depth)
{
if(depth > maxDepth)
{
return backgroundColour;
}
Intersection* rayResult = new Intersection();
foreach (Shape* shape, shapeList)
{
shape->intersect(rayOrigin, rayDirection, rayResult);
}
if(rayResult->hit_ == false)
{
return backgroundColour;
}
else
{
QVector3D intensity = QVector3D(0,0,0);
QVector3D shadowRay = pointLight - rayResult->intersectPoint_;
shadowRay.normalize();
Intersection* shadowResult = new Intersection();
foreach (Shape* shape, shapeList)
{
shape->intersect(rayResult->intersectPoint_, shadowRay, shadowResult);
}
if(shadowResult->hit_ == true)
{
intensity += shadowResult->material_->diffuse_ * intensityAmbient;
}
else
{
intensity += rayResult->material_->ambient_ * intensityAmbient;
// Diffuse
intensity += rayResult->material_->diffuse_ * intensityLight * qMax(QVector3D::dotProduct(rayResult->normalAtIntersect_,shadowRay), 0.0f);
// Specular
QVector3D R = ((2*(QVector3D::dotProduct(rayResult->normalAtIntersect_,shadowRay))* rayResult->normalAtIntersect_) - shadowRay);
R.normalize();
QVector3D V = rayOrigin - rayResult->intersectPoint_;
V.normalize();
intensity += rayResult->material_->specular_ * intensityLight * pow(qMax(QVector3D::dotProduct(R,V), 0.0f), rayResult->material_->specularExponent_);
}
return intensity;
}
}
最佳答案 所以我想出了我的问题.它们是由于漂浮精度很差,任何检查