计算顶点法线OpenGL
我正在尝试计算波的顶点法线,但我得到的是方格效果,而不是所需的平滑阴影。
我不确定是否将正确的向量传递到 calcNormal()< /code> 功能或其他错误。
这是我的波形代码
Vector3 wave1(Sea::seaGrid[i][j].x, Sea::sinVals[k], Sea::seaGrid[i][j].z);
Vector3 wave2(Sea::seaGrid[i][j+1].x, Sea::sinVals[k], Sea::seaGrid[i][j+1].z);
Vector3 wave3(Sea::seaGrid[i+1][j+1].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j+1].z);
Vector3 wave4(Sea::seaGrid[i+1][j].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j].z);
Vector3 waveNorm1 = wave1.calcNormal(wave2);
Vector3 waveNorm2 = wave2.calcNormal(wave3);
Vector3 waveNorm3 = wave3.calcNormal(wave4);
Vector3 waveNorm4 = wave4.calcNormal(wave1);
//rest of wave
glBegin(GL_POLYGON);
glNormal3f(waveNorm1.x, waveNorm1.y, waveNorm1.z);glTexCoord2f(0.0, 1.0);glVertex3f(Sea::seaGrid[i][j].x, Sea::sinVals[k], Sea::seaGrid[i][j].z);
glNormal3f(waveNorm2.x, waveNorm2.y, waveNorm2.z);glTexCoord2f(0.0, 0.0);glVertex3f(Sea::seaGrid[i][j+1].x, Sea::sinVals[k], Sea::seaGrid[i][j+1].z);
glNormal3f(waveNorm3.x, waveNorm3.y, waveNorm3.z);glTexCoord2f(1.0, 0.0);glVertex3f(Sea::seaGrid[i+1][j+1].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j+1].z);
glNormal3f(waveNorm4.x, waveNorm4.y, waveNorm4.z);glTexCoord2f(1.0, 1.0);glVertex3f(Sea::seaGrid[i+1][j].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j].z);
glEnd();
,这是 calcNormal() 函数
Vector3& Vector3::calcNormal(const Vector3 &other){
Vector3 normal = crossProduct(*this, other);
//normalises vector
float vecLength = sqrt(pow(normal.x,2)+pow(normal.y,2)+pow(normal.z,2));// length();
normal.x = normal.x / vecLength;
normal.y = normal.y / vecLength;
normal.z = normal.z / vecLength;
return normal;
}
,这是 crossProduct() 函数,
Vector3 Vector3::crossProduct( const Vector3 &v1, const Vector3 &v2 )
{
Vector3 vCrossProduct;
vCrossProduct.x = v1.y * v2.z - v1.z * v2.y;
vCrossProduct.y = v1.z * v2.x - v1.x * v2.z;
vCrossProduct.z = v1.x * v2.y - v1.y * v2.x;
return vCrossProduct;
}
有什么想法吗?
I'm trying to calculate the vertex normals for a wave, but I'm getting a chequered effect instead of the desired smooth shading.
I'm not sure if I'm passing the correct vector into the calcNormal()
function or if something else is wrong.
Here is my wave code
Vector3 wave1(Sea::seaGrid[i][j].x, Sea::sinVals[k], Sea::seaGrid[i][j].z);
Vector3 wave2(Sea::seaGrid[i][j+1].x, Sea::sinVals[k], Sea::seaGrid[i][j+1].z);
Vector3 wave3(Sea::seaGrid[i+1][j+1].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j+1].z);
Vector3 wave4(Sea::seaGrid[i+1][j].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j].z);
Vector3 waveNorm1 = wave1.calcNormal(wave2);
Vector3 waveNorm2 = wave2.calcNormal(wave3);
Vector3 waveNorm3 = wave3.calcNormal(wave4);
Vector3 waveNorm4 = wave4.calcNormal(wave1);
//rest of wave
glBegin(GL_POLYGON);
glNormal3f(waveNorm1.x, waveNorm1.y, waveNorm1.z);glTexCoord2f(0.0, 1.0);glVertex3f(Sea::seaGrid[i][j].x, Sea::sinVals[k], Sea::seaGrid[i][j].z);
glNormal3f(waveNorm2.x, waveNorm2.y, waveNorm2.z);glTexCoord2f(0.0, 0.0);glVertex3f(Sea::seaGrid[i][j+1].x, Sea::sinVals[k], Sea::seaGrid[i][j+1].z);
glNormal3f(waveNorm3.x, waveNorm3.y, waveNorm3.z);glTexCoord2f(1.0, 0.0);glVertex3f(Sea::seaGrid[i+1][j+1].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j+1].z);
glNormal3f(waveNorm4.x, waveNorm4.y, waveNorm4.z);glTexCoord2f(1.0, 1.0);glVertex3f(Sea::seaGrid[i+1][j].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j].z);
glEnd();
This is the calcNormal()
function
Vector3& Vector3::calcNormal(const Vector3 &other){
Vector3 normal = crossProduct(*this, other);
//normalises vector
float vecLength = sqrt(pow(normal.x,2)+pow(normal.y,2)+pow(normal.z,2));// length();
normal.x = normal.x / vecLength;
normal.y = normal.y / vecLength;
normal.z = normal.z / vecLength;
return normal;
}
and this is the crossProduct()
function
Vector3 Vector3::crossProduct( const Vector3 &v1, const Vector3 &v2 )
{
Vector3 vCrossProduct;
vCrossProduct.x = v1.y * v2.z - v1.z * v2.y;
vCrossProduct.y = v1.z * v2.x - v1.x * v2.z;
vCrossProduct.z = v1.x * v2.y - v1.y * v2.x;
return vCrossProduct;
}
any ideas?
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这些没有意义:
这样您就可以计算位置向量的叉积。但你真正想要的是局部微分的叉积,即差异。
即(波2 - 波1)×(波3 - 波1)
Those make no sense:
By that you're calculating the cross product of the position vectors. But what you actually want are the cross products of the local differentials, i.e. differences.
I.e. (wave2 - wave1) × (wave3 - wave1)