我正在嘗試向我的地形生成器添加陰影/照明。但由於某種原因,即使在計算表面法線之後,我的輸出仍然看起來很塊。在Open GL中計算表面法線
set<pair<int,int> >::const_iterator it;
for (it = mRandomPoints.begin(); it != mRandomPoints.end(); ++it)
{
for (int i = 0; i < GetXSize(); ++i)
{
for (int j = 0; j < GetZSize(); ++j)
{
float pd = sqrt(pow((*it).first - i,2) + pow((*it).second - j,2))*2/mCircleSize;
if(fabs(pd) <= 1.0)
{
mMap[i][j][2] += mCircleHeight/2 + cos(pd*3.14)*mCircleHeight/2; ;
}
}
}
}
/*
The three points being considered to compute normals are
(i,j)
(i+1,j)
(i, j+1)
*/
for (int i = 0; i < GetXSize() -1 ; ++i)
{
for (int j = 0; j < GetZSize() - 1; ++j)
{
float b[] = {mMap[i+1][j][0]-mMap[i][j][0], mMap[i+1][j][1]-mMap[i][j][1], mMap[i+1][j][2]-mMap[i][j][2] };
float c[] = {mMap[i][j+1][0]-mMap[i][j][0], mMap[i][j+1][1]-mMap[i][j][1], mMap[i][j+1][2]-mMap[i][j][2] };
float a[] = {b[1]*c[2] - b[2]*c[1], b[2]*c[0]-b[0]*c[2], b[0]*c[1]-b[1]*c[0]};
float Vnorm = sqrt(pow(a[0],2) + pow(a[1],2) + pow(a[2],2));
mNormalMap[i][j][0] = a[0]/Vnorm;
mNormalMap[i][j][1] = a[1]/Vnorm;
mNormalMap[i][j][2] = a[2]/Vnorm;
}
}
然後當繪製這個我用下面的
float*** normal = map->GetNormalMap();
for (int i = 0 ; i < map->GetXSize() - 1; ++i)
{
glBegin(GL_TRIANGLE_STRIP);
for (int j = 0; j < map->GetZSize() - 1; ++j)
{
glNormal3fv(normal[i][j]);
float color = 1 - (terrain[i][j][2]/height);
glColor3f(color,color, color);
glVertex3f(terrain[i][j][0], terrain[i][j][2], terrain[i][j][1]);
glVertex3f(terrain[i+1][j][0], terrain[i+1][j][2], terrain[i+1][j][1]);
glVertex3f(terrain[i][j+1][0], terrain[i][j+1][2], terrain[i][j+1][1]);
glVertex3f(terrain[i+1][j+1][0], terrain[i+1][j+1][2], terrain[i+1][j+1][1]);
}
glEnd();
}
編輯:初始化代碼
glFrontFace(GL_CCW);
glCullFace(GL_FRONT); // glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_POLYGON_SMOOTH);
glMatrixMode(GL_PROJECTION);
我是不是計算法線是否正確?
旁註:你正在使用的低效的代碼越好。爲什麼不''a [0] * a [0]'而不是'pow(a [0],2)'?爲什麼要計算平方根,然後使用slooooow浮點除法,而不是僅使用[快速倒平方根](http://en.wikipedia.org/wiki/Fast_inverse_square_root)? – 2012-11-15 07:19:58
這裏對圖形編程不熟悉,我並不是真的希望使它更加高效,而是提到快速平方根的+1。 – Anonymous
我剛纔補充說我看不出有什麼區別 – Anonymous