OPENGL プロジェクトの照明に問題があります。私は ECLIPSE を使用して C++ でプログラミングしています。三角形のストリップで構成された地形があります。私のレンダリングのコードは次のとおりです。
HeightMap::~HeightMap(void) {
}
float HeightMap::getScaledGrayColor(double height) {
float fColor = NULL;
if (height == this->NODATA_value) {
return 0.0f;
}
fColor = ((255.00f / max) * height) / 255.00f;
return fColor;
}
double* HeightMap::getHeights(int rowNumber) {
rowNumber = rowNumber + 6;
ifstream fin(this->filename);
string s;
long length;
fin.seekg(0, ios::beg); // go to the first line
for (int i = 0; i < rowNumber; i++) { // loop 'till the desired line
getline(fin, s);
}
string nextToken;
getline(fin, nextToken);
StringUtils stringUtils;
vector<string> tempVec = stringUtils.split(nextToken, " ");
double* heights = new double[this->ncols];
for (int i = 0; i < tempVec.size() - 1; i++) {
heights[i] = strtod(tempVec[i].c_str(), NULL);
}
return heights;
}
void HeightMap::Render(void)
{
int x = 0;
int i = 0;
for (int i = 0, j = 0; j < nrows; i--, j++) {
//cout<<"valore di i è: "<<i<<endl;
//cout<<"valore di j è: "<<j<<endl;
double * rowHeights = this->getHeights(j);//
for (int x = 0; x < ncols; x++) {
float color = getScaledGrayColor(rowHeights[x]);
double * Quote = this->getHeights(x);
glBegin(GL_TRIANGLE_STRIP);
glColor3f(color, color, color);
//triangolo ABC
//glNormal3f((x * cellsize), (i * cellsize), 0);
glVertex3f((x * cellsize), (i * cellsize), 0); //vertice base
//glNormal3f((x * cellsize), ((i * cellsize) + cellsize), 0);
glVertex3f((x * cellsize), ((i * cellsize) + cellsize),
0);//vertice base
//glNormal3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+
(cellsize / 2)), *Quote);//vertice altezza
glVertex3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)
+ (cellsize / 2)), *Quote);//vertice altezza
//triangolo DEF
//glNormal3f((x * cellsize), (i * cellsize) + cellsize, 0);
glVertex3f((x * cellsize), (i * cellsize) + cellsize, 0);
//vertice base
//glNormal3f((x * cellsize) + cellsize, (i * cellsize) + cellsize,
0);//vertice base
glVertex3f((x * cellsize) + cellsize, (i * cellsize) + cellsize,
0);//vertice base
//glNormal3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+
(cellsize / 2)), *Quote);//vertice altezza
glVertex3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)
+ (cellsize / 2)),
*Quote);//vertice altezza
//triangolo GHI
//glNormal3f((x * cellsize) + cellsize, (i * cellsize) + cellsize,
0); //vertice base
glVertex3f((x * cellsize) + cellsize, (i * cellsize) + cellsize,
0); //vertice base
//glNormal3f((x * cellsize) + cellsize, i * cellsize, 0);//vertice
base
glVertex3f((x * cellsize) + cellsize, i * cellsize, 0);//vertice
base
//glNormal3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+
(cellsize / 2)), *Quote);//vertice altezza
glVertex3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)
+ (cellsize / 2)),
*Quote);//vertice altezza
//triangolo LMN
//glNormal3f((x * cellsize), (i * cellsize), 0); //vertice base
glVertex3f((x * cellsize), (i * cellsize), 0); //vertice base
//glNormal3f((x * cellsize) + cellsize, (i * cellsize),
0);//vertice base
glVertex3f((x * cellsize) + cellsize, (i * cellsize), 0);//vertice
base
//glNormal3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+
(cellsize / 2)), *Quote);//vertice altezza
glVertex3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)
+ (cellsize / 2)),
*Quote);//vertice altezza
glEnd();
}
//}
}
}
頂点に法線を使用しようとしていますが、glnormal 関数の引数を計算する方法がわかりません。次に、顔に法線を使用する必要があります。この問題で私を助けてくれますか?
はい、面ごとに法線が必要です。その後、頂点ごとに法線を実行する必要があります。面ごとに法線を作成するには、これを行います。int i = 0; glPushMatrix(); glRotatef(angle, xrot, yrot, zrot);// オブジェクトを回転 cout<<"valore di nrows è: "<getHeights(j); float vectorba[3]={0.0,0.0,0.0}; float vectorcb[3]={0.0,0.0,0.0}; float xnormal = 0.0; float ynormal = 0.0; float znormal = 0.0; float len=0.0;
for (int x = 0; x < ncols; x++) {
//if (rowHeights[x] != this->NODATA_value) {
float color = getScaledGrayColor(rowHeights[x]);
double * Quote = this->getHeights(x);
glBegin(GL_TRIANGLE_STRIP);
glColor3f(color, color, color);
//triangolo ABC
//inizio normal
vectorba[0]={(x * cellsize)-(x * cellsize)};
vectorba[1]={((i * cellsize) + cellsize)-(i * cellsize)};
vectorcb[0]={((x * cellsize) + (cellsize / 2))-(x * cellsize)};
vectorcb[1]={((i * cellsize) + (cellsize / 2))-((i * cellsize) +cellsize)};
vectorcb[2]=*Quote;
// calculate the cross product and place the resulting vector
// into the variable xnormal,ynormal e znormal
xnormal = (vectorba[1] * vectorcb[2]) - (vectorba[2] * vectorcb[1]);
ynormal = (vectorba[2] * vectorcb[0]) - (vectorba[0] * vectorcb[2]);
znormal = (vectorba[0] * vectorcb[1]) - (vectorba[1] * vectorcb[0]);
//fine normal
//inizio normalize
// calculate the length of the vector
len = (float)(sqrt((xnormal * xnormal) + (ynormal * ynormal) + (znormal * znormal)));
// avoid division by 0
if (len == 0.0f)
len = 1.0f;
// reduce to unit size
xnormal /= len;
ynormal /= len;
znormal /= len;
//fine normalize
//glNormal3f((x * cellsize), (i * cellsize), 0); //normal per vertex. controllare la formula
glVertex3f((x * cellsize), (i * cellsize), 0); //vertice base A
//glNormal3f((x * cellsize), ((i * cellsize) + cellsize), 0);
glVertex3f((x * cellsize), ((i * cellsize) + cellsize), 0);//vertice base B
glNormal3f(xnormal, ynormal, znormal); //normal per face
//glNormal3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+ (cellsize / 2)), *Quote);//vertice altezza
glVertex3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)
+ (cellsize / 2)), *Quote);//vertice altezza C
//triangolo DEF
//inizio normal
vectorba[0]={(x * cellsize) + cellsize-(x * cellsize)};
vectorba[1]={((i * cellsize) + cellsize)-((i * cellsize) + cellsize)};
vectorcb[0]={((x * cellsize) + (cellsize / 2))-(x * cellsize) + cellsize};
vectorcb[1]={((i * cellsize)+ (cellsize / 2))-((i * cellsize) + cellsize)};
vectorcb[2]=*Quote;
// calculate the cross product and place the resulting vector
// into the variable xnormal,ynormal e znormal
xnormal = (vectorba[1] * vectorcb[2]) - (vectorba[2] * vectorcb[1]);
ynormal = (vectorba[2] * vectorcb[0]) - (vectorba[0] * vectorcb[2]);
znormal = (vectorba[0] * vectorcb[1]) - (vectorba[1] * vectorcb[0]);
//fine normal
//inizio normalize
// calculate the length of the vector
len = (float)(sqrt((xnormal * xnormal) + (ynormal * ynormal) + (znormal * znormal)));
// avoid division by 0
if (len == 0.0f)
len = 1.0f;
// reduce to unit size
xnormal /= len;
ynormal /= len;
znormal /= len;
//fine normalize
//glNormal3f((x * cellsize), (i * cellsize) + cellsize, 0);
glVertex3f((x * cellsize), (i * cellsize) + cellsize, 0); //vertice base D
//glNormal3f((x * cellsize) + cellsize, (i * cellsize) + cellsize, 0);//vertice base
glVertex3f((x * cellsize) + cellsize, (i * cellsize) + cellsize, 0);//vertice base E
glNormal3f(xnormal, ynormal, znormal); //normal per face
//glNormal3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+ (cellsize / 2)), *Quote);//vertice altezza
glVertex3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+ (cellsize / 2)), *Quote);//vertice altezza F
//triangolo GHI
//inizio normal
vectorba[0]={(x * cellsize) + cellsize-(x * cellsize) + cellsize};
vectorba[1]={i * cellsize-(i * cellsize) + cellsize};
vectorcb[0]={((x * cellsize) + (cellsize / 2))-(x * cellsize) + cellsize};
vectorcb[1]={((i * cellsize)+ (cellsize / 2))-(i * cellsize)};
vectorcb[2]=*Quote;
// calculate the cross product and place the resulting vector
// into the variable xnormal,ynormal e znormal
xnormal = (vectorba[1] * vectorcb[2]) - (vectorba[2] * vectorcb[1]);
ynormal = (vectorba[2] * vectorcb[0]) - (vectorba[0] * vectorcb[2]);
znormal = (vectorba[0] * vectorcb[1]) - (vectorba[1] * vectorcb[0]);
//fine normal
//inizio normalize
// calculate the length of the vector
len = (float)(sqrt((xnormal * xnormal) + (ynormal * ynormal) + (znormal * znormal)));
// avoid division by 0
if (len == 0.0f)
len = 1.0f;
// reduce to unit size
xnormal /= len;
ynormal /= len;
znormal /= len;
//fine normalize
//glNormal3f((x * cellsize) + cellsize, (i * cellsize) + cellsize, 0); //vertice base
glVertex3f((x * cellsize) + cellsize, (i * cellsize) + cellsize, 0); //vertice base G
//glNormal3f((x * cellsize) + cellsize, i * cellsize, 0);//vertice base
glVertex3f((x * cellsize) + cellsize, i * cellsize, 0);//vertice base H
glNormal3f(xnormal, ynormal, znormal); //normal per face
//glNormal3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+ (cellsize / 2)), *Quote);//vertice altezza
glVertex3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+ (cellsize / 2)), *Quote);//vertice altezza I
//triangolo LMN
//inizio normal
vectorba[0]={(x * cellsize) + cellsize-(x * cellsize)};
vectorba[1]={(i * cellsize)-(i * cellsize)};
vectorcb[0]={((x * cellsize) + (cellsize / 2))-(x * cellsize) + cellsize};
vectorcb[1]={((i * cellsize)+ (cellsize / 2))-(i * cellsize)};
vectorcb[2]=*Quote;
// calculate the cross product and place the resulting vector
// into the variable xnormal,ynormal e znormal
xnormal = (vectorba[1] * vectorcb[2]) - (vectorba[2] * vectorcb[1]);
ynormal = (vectorba[2] * vectorcb[0]) - (vectorba[0] * vectorcb[2]);
znormal = (vectorba[0] * vectorcb[1]) - (vectorba[1] * vectorcb[0]);
//fine normal
//inizio normalize
// calculate the length of the vector
len = (float)(sqrt((xnormal * xnormal) + (ynormal * ynormal) + (znormal * znormal)));
// avoid division by 0
if (len == 0.0f)
len = 1.0f;
// reduce to unit size
xnormal /= len;
ynormal /= len;
znormal /= len;
//fine normalize
//glNormal3f((x * cellsize), (i * cellsize), 0); //vertice base
glVertex3f((x * cellsize), (i * cellsize), 0); //vertice base L
//glNormal3f((x * cellsize) + cellsize, (i * cellsize), 0);//vertice base
glVertex3f((x * cellsize) + cellsize, (i * cellsize), 0);//vertice base M
glNormal3f(xnormal, ynormal, znormal); //normal per face
//glNormal3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+ (cellsize / 2)), *Quote);//vertice altezza
glVertex3f(((x * cellsize) + (cellsize / 2)), ((i * cellsize)+ (cellsize / 2)), *Quote);//vertice altezza N
glEnd();
}
//}
}
glPopMatrix();
}
処方は正しいですか?法線と正規化の関数を使用してレンダリングを変換するにはどうすればよいですか?