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作为初学者的学习体验,我一直在尝试用 Java 编写一个非常简单的光线追踪器。到目前为止,我可以渲染环境和朗伯着色,并且我一直在尝试添加镜面高光和反射,但没有成功。

我检查过的每个网站都提到了环境 + 漫反射 + 镜面反射方程,但我不明白如何为每个像素添加某个镜面反射值到 R、G 和 B 是假设添加白色高光。

我也很难弄清楚如何将反射颜色和对象颜色与阴影混合。

这是渲染图

编辑:经过一些调整,这里是新的结果

我的引擎类代码如下所示:


    Color color = new Color(0, 0, 0);
    Color reflected_color = new Color(0, 0, 0);
    Sphere obj = (Sphere) this.find_nearest_obj(ray, scene).get(0);
    Vector l = null;
    double obj_dist = (double) this.find_nearest_obj(ray, scene).get(1);

    if (obj == null)
      return color;

    for (Object o : scene.getObjects()) {
      if (o instanceof Vector) {
        l = (Vector) o;
      }
    }

    /*
     * Calculate specific fragment elements
     */

    Vector hit_pos = ray.getPoint().add(ray.getDir().mult(obj_dist));
    Vector normal = hit_pos.sub(obj.getCenter());
    Ray reflected_ray = get_reflected_ray(normal, ray, hit_pos, l);
    // Vector view = normal.mult(2).mult(-1 * normal.dot(ray.getDir()));
    Vector view = scene.getCamera().sub(hit_pos);

    if (obj.isReflective() && ctrl < 5) {
      ctrl++;
      reflected_color = ray_trace(reflected_ray, scene);
      // TODO: recursive reflection implementation
    }

    color = colorAt(obj, scene, normal, reflected_color, view, reflected_ray); // return fragment color

    return color;
  }

  public List<Object> find_nearest_obj(Ray ray, Scene scene) {
    double obj_dist = 0;
    Sphere obj_hit = null;
    List<Object> pair = new ArrayList<Object>();
    for (Object s : scene.getObjects()) { // Find scene objects
      if (s instanceof Sphere) {
        double dist = ((Sphere) s).intersects(ray);
        if (dist > 0 && (obj_hit == null || dist < obj_dist)) {
          obj_dist = dist;
          obj_hit = (Sphere) s;
        }
      }
    }
    pair.add(obj_hit);
    pair.add(obj_dist);
    return pair;
  }

  public Ray get_reflected_ray(Vector normal, Ray ray, Vector hit_pos, Vector l) {
    return new Ray(new Point(hit_pos.x, hit_pos.y, hit_pos.z),
        ray.getDir().add(normal.mult(2).mult(-1 * normal.dot(ray.getDir()))));
//    return new Ray(new Point(hit_pos.x, hit_pos.y, hit_pos.z), l.sub(normal.mult(2).mult(normal.dot(l))));
  }

  public Color colorAt(Sphere obj, Scene scene, Vector normal, Color reflected_color, Vector view, Ray reflected) {
    Vector l = null;
    Vector frag_color = null;
    for (Object o : scene.getObjects()) {
      if (o instanceof Vector) {
        l = (Vector) o;
        if (l != null) {
          double diffuse = l.norm().dot(normal.norm());
          double specular = Math.pow(view.dot(reflected.getDir()), specular_coef);
          if (diffuse < 0)
            diffuse = 0;
          if (specular < 0)
            specular = 0;
            frag_color = (obj.getColor().add(reflected_color)).mult(ambient_control * ambient_coef + (1 - ambient_coef) * diffuse + specular);
        }
      }
    }
    return new Color(frag_color.x, frag_color.y, frag_color.z);
  }
}
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