0

为了获得更平滑的地形表面外观,解决方案是将单个非法线关联到三角形,而是将法线关联到三角形的三个顶点中的每一个。

所以,当我尝试实现它时,我发现了一些问题,比如模糊

http://i.stack.imgur.com/6oPcW.png

这是一个明确的计划,我正在尝试做的事情:http: //i.stack.imgur.com/7T04y.png

我正在使用这段代码:

    for (int i=0;i<nb_pt_z;i++)
{
    for (int j=0;j<nb_pt_x;j++)
    {
        Vector N(0.0, 0.0, 0.0);

        if (i != 0)
        {
            if (j != 0)
            {
                Vector v1(points_terrain[((i-1)*nb_pt_x)+j].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[((i-1)*nb_pt_x)+j].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[((i-1)*nb_pt_x)+j].z-points_terrain[(i*nb_pt_x)+j].z);

                Vector v2(points_terrain[(i*nb_pt_x)+(j-1)].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[(i*nb_pt_x)+(j-1)].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[(i*nb_pt_x)+(j-1)].z-points_terrain[(i*nb_pt_x)+j].z);

                N += v1^v2;
            }

            if (j != nb_pt_z-1)
            {
                Vector v1(points_terrain[((i-1)*nb_pt_x)+(j+1)].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[((i-1)*nb_pt_x)+(j+1)].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[((i-1)*nb_pt_x)+(j+1)].z-points_terrain[(i*nb_pt_x)+j].z);

                Vector v2(points_terrain[((i-1)*nb_pt_x)+j].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[((i-1)*nb_pt_x)+j].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[((i-1)*nb_pt_x)+j].z-points_terrain[(i*nb_pt_x)+j].z);

                N += v1^v2;

                Vector v3(points_terrain[(i*nb_pt_x)+(j+1)].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[(i*nb_pt_x)+(j+1)].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[(i*nb_pt_x)+(j+1)].z-points_terrain[(i*nb_pt_x)+j].z);

                Vector v4(points_terrain[((i-1)*nb_pt_x)+(j+1)].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[((i-1)*nb_pt_x)+(j+1)].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[((i-1)*nb_pt_x)+(j+1)].z-points_terrain[(i*nb_pt_x)+j].z);

                N+= v3^v4;
            }
        }

        if (i != nb_pt_x-1)
        {
            if (j != 0)
            {
                Vector v1(points_terrain[(i*nb_pt_x)+(j-1)].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[(i*nb_pt_x)+(j-1)].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[(i*nb_pt_x)+(j-1)].z-points_terrain[(i*nb_pt_x)+j].z);

                Vector v2(points_terrain[((i+1)*nb_pt_x)+(j-1)].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[((i+1)*nb_pt_x)+(j-1)].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[((i+1)*nb_pt_x)+(j-1)].z-points_terrain[(i*nb_pt_x)+j].z);

                N+= v1^v2;

                Vector v3(points_terrain[((i+1)*nb_pt_x)+(j-1)].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[((i+1)*nb_pt_x)+(j-1)].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[((i+1)*nb_pt_x)+(j-1)].z-points_terrain[(i*nb_pt_x)+j].z);

                Vector v4(points_terrain[((i+1)*nb_pt_x)+j].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[((i+1)*nb_pt_x)+j].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[((i+1)*nb_pt_x)+j].z-points_terrain[(i*nb_pt_x)+j].z);

                N+= v3^v4;
            }

            if (j != nb_pt_z-1)
            {
                Vector v3(points_terrain[((i+1)*nb_pt_x)+j].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[((i+1)*nb_pt_x)+j].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[((i+1)*nb_pt_x)+j].z-points_terrain[(i*nb_pt_x)+j].z);

                Vector v4(points_terrain[(i*nb_pt_x)+(j+1)].x-points_terrain[(i*nb_pt_x)+j].x,
                          points_terrain[(i*nb_pt_x)+(j+1)].hauteur-points_terrain[(i*nb_pt_x)+j].hauteur,
                          points_terrain[(i*nb_pt_x)+(j+1)].z-points_terrain[(i*nb_pt_x)+j].z);

                N+= v3^v4;
            }
        }
        N.normalize();
        points_terrain[(i*nb_pt_x)+j].nx = N.x;
        points_terrain[(i*nb_pt_x)+j].ny = N.y;
        points_terrain[(i*nb_pt_x)+j].nz = N.z;

    }
}

typedef struct                                  
{
    GLfloat s, t;
    GLfloat nx, ny, nz;
    GLfloat x, hauteur,z;                               

} Point_terrain; /* Me, I have a pointer of that already initialized and well fill *

我正在使用顶点数组来绘制这些点。

num = 0;
for( z=0; z<nb_pt_z-1; z++ )
{
    for( x=0; x<nb_pt_x-1; x++ )
    {
        int ind=z*nb_pt_x+x;
        points_indice[num++] =ind;
        points_indice[num++] = ind+nb_pt_x;
        points_indice[num++] = ind+nb_pt_x+1;
        points_indice[num++] = ind;
        points_indice[num++] = ind+nb_pt_x+1;
        points_indice[num++] = ind+1;
    }
}

和 ..

 glInterleavedArrays( GL_T2F_N3F_V3F, 0, points_terrain );
glDrawElements( GL_TRIANGLES, nbIndice,
               GL_UNSIGNED_INT, points_indice );

那么,有人知道问题出在哪里吗?

4

0 回答 0