我正在尝试计算波浪的顶点法线,但我得到的是方格效果,而不是所需的平滑着色。
我不确定我是否将正确的向量传递给calcNormal()
函数,或者是否有其他错误。
这是我的wave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;
}
任何想法?
答案 0 :(得分:5)
那些毫无意义:
Vector3 waveNorm1 = wave1.calcNormal(wave2); Vector3 waveNorm2 = wave2.calcNormal(wave3); Vector3 waveNorm3 = wave3.calcNormal(wave4); Vector3 waveNorm4 = wave4.calcNormal(wave1);
通过这个你计算位置向量的叉积。但你真正想要的是本地差异的交叉产物,即差异。
即。 (wave2 - wave1)×(wave3 - wave1)