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我在glsl中寫了一個射線追蹤器,它應該散射陰影(在這種情況下實際上只是由四個頂點構成的二維形狀),但是當代碼運行時,我看到球體的輪廓和包含它的正方形,而不僅僅是球體。我非常新的光線追蹤,所以我只是想弄清楚這是如何工作的。下面是什麼樣子(我添加了當使光標在範圍內移動了它的反應功能)Ray Tracer沒有正確渲染球體
可能。這是什麼原因一些圖片?下面是一些來自片段着色器的相關代碼:
float raySphere(vec3 V, vec3 W, vec4 sph) {
float r = 1.0;
float b = 2.0* dot(V,W);
float c = dot(V, V) - (sph.w * sph.w);
float h = b*b - 4.0*c;
float t = (-b - sqrt(h))/2.0;
if(h <0.0 || t < 0.0) return 10000.;
return t;
}
// Diffusely shade a sphere.
// point is the x,y,z position of the surface point.
// sphere is the x,y,z,r definition of the sphere.
// material is the r,g,b color of the sphere.
vec3 shadeSphere(vec3 point, vec4 sphere, vec3 material) {
vec3 color = vec3(0.,0.,0.);
vec3 N = (point - sphere.xyz)/sphere.w;
float diffuse = max(dot(Ldir, N), 0.0);
vec3 ambient = material/5.0;
color = ambient + Lrgb * diffuse * max(0.0, dot(N , Ldir));
return color;
}
void main(void) {
vec2 c = uCursor.xy;
Lrgb = vec3(2.,3.5,4.0);
Ldir = normalize(vec3(c.x, c.y, 1. - 2. * dot(c, c)));
float x = vPosition.x;
float y = vPosition.y;
float z = computeZ(vPosition.xy, 1.0);
// COMPUTE V AND W TO CREATE THE RAY FOR THIS PIXEL,
// USING vPosition.x AND vPosition.y.
vec2 uv = vPosition.xy/uCursor.xy;
//generate a ray
vec3 V, W;
//V = vec3(0.0,1.0,0.0);
//W = normalize(vec3(2.0,0.0,1.0));
V = vec3(0.0, 1.0, 3.0);
W = normalize(vec3((-1.0 + 2.0 )*vec2(1.78,1.0), -1.0));
//SET x,y,z AND r FOR sphere.
sphere = vec4(x,y,z,V + W);
//SET r,g,b FOR material.
vec3 color = vec3(5., 2., 3.);
float t = raySphere(V, W, sphere);
if (t < 10000.)
color = shadeSphere(V + t * W, sphere, material);
//color.r = 0.7;
color = pow(color, vec3(.45,.45,.45)); // Do Gamma correction.
gl_FragColor = vec4(color, 1.); // Set opacity to 1.
}
是的,我一直在玩這個遊戲,因爲當我從''''''''''''''返回10000時,只顯示藍色方塊,但是當我返回-1時,我至少可以看到球體的輪廓當我將鼠標移到廣場上時。但我更新了代碼,以便兩者現在匹配。他們的任何其他明顯問題是否會導致只顯示廣場? – loremIpsum1771