【发布时间】:2019-04-12 04:30:39
【问题描述】:
我在 C++ 中设置了一个简单的光线追踪。我想将纹理映射添加到球体。它基本上只是将纹理从 PPM 文件映射到球体。以下是我的部分代码。
//Call shaderay from trace ray function
// index_of_winning_object = index of scene object array
// point = intersection point
Color shadeRay (int index_of_winning_object, Vect point, Ray ray){
double final_index2;
//if no intersection, return the background color (double confirm)
if (index_of_winning_object == -1) {
return bkgcolor;
}else{
Vect c = scene_objects[index_of_winning_object].getSphereCenter();
Vect p = point;
//Normal to the intersection point and sphere
Vect N = p.vectSub(c).normalize();
//Calculating the texture coordinate for a sphere
double temp = acos(N.getVectZ());
double temp2 = atan2(N.getVectY(), N.getVectX());
//u,v
double v = temp / 3.141592653589793;
if (temp2 < 0) {
temp2 = temp2 + (2 * 3.141592653589793);
}
double u = temp2 / (2 * 3.141592653589793);
// get_ppm_width = width of the sample texture ppm file like (picture.ppm)
// get_ppm_height = height of the sample texture ppm file like (picture.ppm)
int width = u * get_ppm_width;
int height = v * get_ppm_height;
//calculating the pixel of the ppm file, I store the pixel in get_array in RGB struct
// ___ ___ ___ ___ ___ ___ ___
// 0 1 2 3 4 5 6
// 7 8 9 10 11 12 13
// ___ ___ ___ ___ ___ ___ ___
// above is the example of the get_array. get_array is a one dimensional array of RGB struct
int px = height + (width * get_ppm_width);
// Get the color from the get_array
Color final (get_array[px].r, get_array[px].g, get_array[px].b );
return final;
}
}
有人可以告诉我我在 shaderay 功能上做错了什么吗?非常感谢 左上角是我得到的球体的图片。而底部是世界地图的纹理。
【问题讨论】:
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可以上传截图吗?更好地了解您正在获得什么以及您希望实现什么会有所帮助。
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@Liam M 我尝试上传,但因为我没有足够的声望来发布照片,所以无法上传。
标签: c++ textures texture-mapping raytracing