I'm tasked with optimizing the following ray tracer:
void Scene::RayTrace()
{
for (int v = 0; v < fb->h; v++) // all vertical pixels in framebuffer
{
calculateFPS(); // calculates the current fps and prints it
for (int u = 0; u < fb->w; u++) // all horizontal pixels in framebuffer
{
fb->Set(u, v, 0xFFAAAAAA); // background color
fb->SetZ(u, v, FLT_MAX); // sets the Z values to all be maximum at beginning
V3 ray = (ppc->c + ppc->a*((float)u + .5f) + ppc->b*((float)v + .5f)).UnitVector(); // gets the camera ray
for (int tmi = 0; tmi < tmeshesN; tmi++) // iterates over all triangle meshes
{
if (!tmeshes[tmi]->enabled) // doesn't render a tmesh if it's not set to be enabled
continue;
for (int tri = 0; tri < tmeshes[tmi]->trisN; tri++) // iterates over all triangles in the mesh
{
V3 Vs[3]; // triangle vertices
Vs[0] = tmeshes[tmi]->verts[tmeshes[tmi]->tris[3 * tri + 0]];
Vs[1] = tmeshes[tmi]->verts[tmeshes[tmi]->tris[3 * tri + 1]];
Vs[2] = tmeshes[tmi]->verts[tmeshes[tmi]->tris[3 * tri + 2]];
V3 bgt = ppc->C.IntersectRayWithTriangleWithThisOrigin(ray, Vs); // I don't entirely understand what this does
if (bgt[2] < 0.0f || bgt[0] < 0.0f || bgt[1] < 0.0f || bgt[0] + bgt[1] > 1.0f)
continue;
if (fb->zb[(fb->h - 1 - v)*fb->w + u] < bgt[2])
continue;
fb->SetZ(u, v, bgt[2]);
float alpha = 1.0f - bgt[0] - bgt[1];
float beta = bgt[0];
float gamma = bgt[1];
V3 Cs[3]; // triangle vertex colors
Cs[0] = tmeshes[tmi]->cols[tmeshes[tmi]->tris[3 * tri + 0]];
Cs[1] = tmeshes[tmi]->cols[tmeshes[tmi]->tris[3 * tri + 1]];
Cs[2] = tmeshes[tmi]->cols[tmeshes[tmi]->tris[3 * tri + 2]];
V3 color = Cs[0] * alpha + Cs[1] * beta + Cs[2] * gamma;
fb->Set(u, v, color.GetColor()); // sets this pixel accordingly
}
}
}
fb->redraw();
Fl::check();
}
}
Two things:
I don't entirely understand what ppc->C.IntersectRayWithTriangleWithThisOrigin(ray, Vs); does. Can anyone explain this, in terms of ray-tracing, to me? Here is the function inside my "Planar Pinhole Camera" class (this function was given to me):
V3 V3::IntersectRayWithTriangleWithThisOrigin(V3 r, V3 Vs[3])
{
M33 m; // 3X3 matrix class
m.SetColumn(0, Vs[1] - Vs[0]);
m.SetColumn(1, Vs[2] - Vs[0]);
m.SetColumn(2, r*-1.0f);
V3 ret; // Vector3 class
V3 &C = *this;
ret = m.Inverse() * (C - Vs[0]);
return ret;
}
The basic steps of this are apparent, I just don't see what it's actually doing.
How would I go about optimizing this ray-tracer from here? I've found something online about "kd trees," but I'm unsure how complex they are. Does anyone have some good resources on simple solutions for optimizing this? I've had some difficulty deciphering what's out there.
Thanks!
Probably the largest optimisation by far would be to use some sort of bounding volume hierarchy. Right now the code intersects all rays with all triangles of all objects. With a BVH, we instead ask: "given this ray, which triangles intersect?" This means that for each ray, you generally only need to test for intersection with a handful of primitives and triangles, rather than every single triangle in the scene.
IntersectRayWithTriangleWithThisOrigin
from the look of it
it creates inverse transform matrix from the triangle edges (triangle basis vectors are X,Y)
do not get the Z axis I would expect the ray direction there and not position of pixel (ray origin)
but can be misinterpreting something
anyway the inverse matrix computation is the biggest problem
you are computing it for each triangle per pixel that is a lot
faster would be having computed inverse transform matrix of each triangle before raytracing (once)
where X,Y are the basis and Z is perpendicular to booth of them facing always the same direction to camera
and then just transform your ray into it and check for limits of intersection
that is just matrix*vector and few ifs instead of inverse matrix computation
another way would be to algebraically solve ray vs. plane intersection
that should lead to much simpler equation then matrix inversion
after that is that just a mater of basis vector bound checking
Related
In raycaster I am developing I am trying to implement hemisphere random sampling, with option to rotate hemisphere to direction and then take random point.
First version worked fine because sampling was uniform, and change of direction was just swapping to other hemisphere, which was simple.
Vec3f UniformSampleSphere() {
const Vec2f& u = GetVec2f(); // get two random numbers
float z = 1 - 2 * u.x;
float r = std::sqrt(std::max((float)0, (float)1 - z * z));
float phi = 2 * PI_F * u.y;
return Vec3f(r * std::cos(phi), r * std::sin(phi), z);
}
Vec3f GetRandomOnHemiSphere(Vec3f direction) {
auto toReturn = GetRandomOnSphere();
if (Dot(toReturn - direction, toReturn) < 0)
toReturn = -toReturn;
return toReturn;
}
But with cosine weighted hemisphere sampling I am in trouble to rotate properly and find random direction in correctly rotated hemisphere.
On picture's left we can see what is working now, and on right is after applying magic rotation that is that big deal I want.
So final function will be something like this:
Vec3f GetRandomOnHemiSphere(Vec3f direction) {
auto toReturn = CosineSampleHemisphere();
/*
Some magic here that rotates to correct direction of hemisphere
*/
return toReturn;
}
I used code from Socine weighted hemisphere sampling.
I didn't see another post with a problem similar to mine, so hopefully this is not redundant.
I've been reading a book on the fundamentals of computer graphics (third edition) and I've been implementing a basic ray tracing program based on the principles I've learned from it. I had little trouble implementing parallel and perspective projection but after moving onto Lambertian and Blinn-Phong Shading I've run into a snag that I'm having trouble figuring out on my own.
I believe my problem is related to how I am calculating the ray-sphere intersection point and the vectors to the camera/light. I attached a picture that is output when I run simply perspective projection with no shading.
Perspective Output
However, when I attempt the same scene with Lambertian shading the spheres disappear.
Blank Ouput
While trying to debug this myself I noticed that if I negate the x, y, z coordinates calculated as the hit point, the spheres appear again. And I believe the light is coming from the opposite direction I expect.
Lambertian, negated hitPoint
I am calculating the hit point by adding the product of the projected direction vector and the t value, calculated by the ray-sphere intersection formula, to the origin (where my "camera" is, 0,0,0) or just e + td.
The vector from the hit point to the light, l, I am setting to the light's position minus the hit point's position (so hit point's coords minus light's coords).
v, the vector from the hit point to the camera, I am getting by simply negating the projected view vector;
And the surface normal I am getting by hit point minus the sphere's position.
All of which I believe is correct. However, while stepping through the part that calculates the surface normal, I notice something I think is odd. When subtracting the hit point's position from the sphere's position to get the vector from the sphere's center to the hit point, I believe I should expect to get a vector where all of the values lie within the range (-r,r); but that is not happening.
This is an example from stepping through my code:
Calculated hit point: (-0.9971, 0.1255, -7.8284)
Sphere center: (0, 0, 8) (radius is 1)
After subtracting, I get a vector where the z value is -15.8284. This seems wrong to me; but I do not know what is causing it. Would a z value of -15.8284 not imply that the sphere center and the hit position are ~16 units away from each other in the z plane? Obviously these two numbers are within 1 from each other in absolute value terms, that's what leads me to think my problem has something to do with this.
Here's the main ray-tracing loop:
auto origin = Position3f(0, 0, 0);
for (int i = 0; i < numPixX; i++)
{
for (int j = 0; j < numPixY; j++)
{
for (SceneSurface* object : objects)
{
float imgPlane_u = left + (right - left) * (i + 0.5f) / numPixX;
float imgPlane_v = bottom + (top - bottom) * (j + 0.5f) / numPixY;
Vector3f direction = (w.negated() * focal_length) + (u * imgPlane_u) + (v * imgPlane_v);
Ray viewingRay(origin, eye, direction);
RayTestResult testResult = object->TestViewRay(viewingRay);
if (testResult.m_bRayHit)
{
Position3f hitPoint = (origin + (direction) * testResult.m_fDist);//.negated();
Vector3f light_direction = (light - hitPoint).toVector().normalized();
Vector3f view_direction = direction.negated().normalized();
Vector3f surface_normal = object->GetNormalAt(hitPoint);
image[j][i] = object->color * intensity * fmax(0, surface_normal * light_direction);
}
}
}
}
GetNormalAt is simply:
Vector3f Sphere::GetNormalAt(Position3f &surface)
{
return (surface - position).toVector().normalized();
}
My spheres are positioned at (0, 0, 8) and (-1.5, -1, 6) with rad 1.0f.
My light is at (-3, -3, 0) with an intensity of 1.0f;
I ignore any intersection where t is not greater than 0 so I do not believe that is causing this problem.
I think I may be doing some kind of mistake when it comes to keeping positions and vectors in the same coordinate system (same transform?), but I'm still learning and admittedly don't understand that very well. If the view direction is always in the -w direction, why do we position scene objects in the positive w direction?
Any help or wisdom is greatly appreciated. I'm teaching this all to myself so far and I'm pleased with how much I've taken in, but something in my gut tells me this is a relatively simple mistake.
Just in case it is of any use, here's the TestViewRay function:
RayTestResult Sphere::TestViewRay(Ray &viewRay)
{
RayTestResult result;
result.m_bRayHit = false;
Position3f &c = position;
float r = radius;
Vector3f &d = viewRay.getDirection();
Position3f &e = viewRay.getPosition();
float part = d*(e - c);
Position3f part2 = (e - c);
float part3 = d * d;
float discriminant = ((part*part) - (part3)*((part2*part2) - (r * r)));
if (discriminant > 0)
{
float t_add = ((d) * (part2)+sqrt(discriminant)) / (part3);
float t_sub = ((d) * (part2)-sqrt(discriminant)) / (part3);
float t = fmin(t_add, t_sub);
if (t > 0)
{
result.m_iNumberOfSolutions = 2;
result.m_bRayHit = true;
result.m_fDist = t;
}
}
else if (discriminant == 0)
{
float t_add = ((d)* (part2)+sqrt(discriminant)) / (part3);
float t_sub = ((d)* (part2)-sqrt(discriminant)) / (part3);
float t = fmin(t_add, t_sub);
if (t > 0)
{
result.m_iNumberOfSolutions = 1;
result.m_bRayHit = true;
result.m_fDist = t;
}
}
return result;
}
EDIT:
I'm happy to report I figured out my problem.
Upon sitting down with my sister to look at this I noticed in my ray-sphere hit detection I had this:
float t_add = ((d) * (part2)+sqrt(discriminant)) / (part3);
Which is incorrect. d should be negative. It should be:
float t_add = ((neg_d * (e_min_c)) + sqrt(discriminant)) / (part2);
(I renamed a couple variables) Previously I had a zero'd vector so I could express -d as (zero_vector - d)and I had removed that because I implemented a member function to negate any given vector; but I forgot to go back and call it on d. After fixing that and moving my sphere's into the negative z plane my Lambertian and Blinn-Phong shading implementations work correctly.
Lambertian + Blinn-Phong
given a shapes orignal centroid + vertices .. i.e. if its a triangle, i know all three vertices coords. How could i then create a scaling function with a scaling factor as a parameter as below.. however my current code is with error and the result are huge shapes, much more than what im scaling by (only want scale factor of 2).
void Shape::scale(double factor)
{
int x, y, xx, xy;
int disx, disy;
for (itr = vertices.begin(); itr != vertices.end(); ++itr) {
//translate obj to origin (0,0)
x = itr->getX() - centroid.getX();
y = itr->getY() - centroid.getY();
//finds distance between centroid and vertex
disx = x + itr->getX();
disy = y + itr->getY();
xx = disx * factor;
xy = disy * factor;
//translate obj back
xx = xx + centroid.getX();
xy = xy + centroid.getY();
//set new coord
itr->setX(xx);
itr->setY(xy);
}
}
I know of using iterations to run through the vertices, my main point of confusion is how can i do the maths between the factor to scale my shapes size?
this is how i declare and itialise a vertex
// could i possible do (scale*x,scale*y)? or would that be problematic..
vertices.push_back(Vertex(x, y));
Also.. the grid is i.e. 100x100. if a scaled shape was to be too big to fit into that grid, i want an exit from the scale function so that the shape wont be enlarged, how can this be done effectively? so far i have a for look but that just loops on vertices, so it will only stop those that would be outside the grid, instead of cancelling the entire shape which would be ideal
if my question is too broad, please ask and i shall edit further to standard
First thing you need to do is find the center of mass of your set of points. That is the arithmetic mean of the coordinates of your points. Then, for each point calculate the line between the center of mass and that point. Now the only thing left is to put the point on that line, but in factor * current_distance away, where current_distance is the distance from the mass center to the given point before rescaling.
void Shape::scale(double factor)
{
Vertex mass_center = Vertex(0., 0.);
for(int i = 0; i < vertices.size(); i++)
{
mass_center.x += vertices[i].x;
mass_center.y += vertices[i].y;
}
mass_center.x /= vertices.size();
mass_center.y /= vertices.size();
for(int i = 0; i < vertices.size(); i++)
{
//this is a vector that leads from mass center to current vertex
Vertex vec = Vertex(vertices[i].x - mass_center.x, vertices[i].y - mass_center.y);
vertices[i].x = mass_center.x + factor * vec.x;
vertices[i].y = mass_center.y + factor * vec.y;
}
}
If you already know the centroid of a shape and the vertexes are the distance from that point then scaling in rectangular coordinates is just multiplying the x and y components of each vertex by the appropriate scaling factor (with a negative value flipping the shape around the axis.
void Shape::scale(double x_factor, double y_factor){
for(auto i=0; i < verticies.size();++i){
verticies[i].x *= x_scale;
verticies[i].y *= y_scale;
}
}
You could then just overload this function with one that takes a single parameter and calls this function with the same value for x and y.
void Shape::scale(double factor){
Shape::scale(factor, factor);
}
If you're vertex values are not centered at the origin then you will also have to multiply those values by your scaling factor.
I've been working on my raytracer again. I added reflection and multithreading support. Currently I am working on adding refractions, but its only half working.
As you can see, there is a center sphere(without specular highlight), a reflecting sphere(to the right) and a refracting sphere(left). I'm pretty happy about reflections, it does look very good. For refractions its kinda working...the light is refracted and all shadows of the spheres are visible in the sphere(refraction index 1.4), but there is an outer black ring.
EDIT: Apparently the black ring gets bigger, and therefore the sphere smaller, when I increase the refraction index of the sphere. On the contrary, when decreasing the index of refraction, the Sphere gets larger and the black ring smaller...until, with index of refraction set to one, the ring totally disappears.
IOR = 1.9
IOR = 1.1
IOR = 1.00001
And interestingly enough at IOR = 1 the sphere loses its transparency and becomes white.
I think I covered total internal reflection and it is not the issue here.
Now the code:
I'm using the operator | for dot product, so (vec|vec) is a dot product and the operator ~ to invert vectors. The objects, both ligths and spheres are stored in Object **objects;.
Raytrace function
Colour raytrace(const Ray &r, const int &depth)
{
//first find the nearest intersection of a ray with an object
Colour finalColour = skyBlue *(r.getDirection()|Vector(0,0,-1)) * SKY_FACTOR;
double t, t_min = INFINITY;
int index_nearObj = -1;
for(int i = 0; i < objSize; i++)
{
if(!dynamic_cast<Light *>(objects[i]))//skip light src
{
t = objects[i]->findParam(r);
if(t > 0 && t < t_min)
{
t_min = t;
index_nearObj = i;
}
}
}
//no intersection
if(index_nearObj < 0)
return finalColour;
Vector intersect = r.getOrigin() + r.getDirection()*t_min;
Vector normal = objects[index_nearObj]->NormalAtIntersect(intersect);
Colour objectColor = objects[index_nearObj]->getColor();
Ray rRefl, rRefr; //reflected and refracted Ray
Colour refl = finalColour, refr = finalColour; //reflected and refracted colours
double reflectance = 0, transmittance = 0;
if(objects[index_nearObj]->isReflective() && depth < MAX_TRACE_DEPTH)
{
//handle reflection
rRefl = objects[index_nearObj]->calcReflectingRay(r, intersect, normal);
refl = raytrace(rRefl, depth + 1);
reflectance = 1;
}
if(objects[index_nearObj]->isRefractive() && depth < MAX_TRACE_DEPTH)
{
//handle transmission
rRefr = objects[index_nearObj]->calcRefractingRay(r, intersect, normal, reflectance, transmittance);
refr = raytrace(rRefr, depth + 1);
}
Ray rShadow; //shadow ray
bool shadowed;
double t_light = -1;
Colour localColour;
Vector tmpv;
//get material properties
double ka = 0.2; //ambient coefficient
double kd; //diffuse coefficient
double ks; //specular coefficient
Colour ambient = ka * objectColor; //ambient component
Colour diffuse, specular;
double brightness;
localColour = ambient;
//look if the object is in shadow or light
//do this by casting a ray from the obj and
// check if there is an intersection with another obj
for(int i = 0; i < objSize; i++)
{
if(dynamic_cast<Light *>(objects[i])) //if object is a light
{
//for each light
shadowed = false;
//create Ray to light
tmpv = objects[i]->getPosition() - intersect;
rShadow = Ray(intersect + (!tmpv) * BIAS, tmpv);
t_light = objects[i]->findParam(rShadow);
if(t_light < 0) //no imtersect, which is quite impossible
continue;
//then we check if that Ray intersects one object that is not a light
for(int j = 0; j < objSize; j++)
{
if(!dynamic_cast<Light *>(objects[j]) && j != index_nearObj)//if obj is not a light
{
t = objects[j]->findParam(rShadow);
//if it is smaller we know the light is behind the object
//--> shadowed by this light
if (t >= 0 && t < t_light)
{
// Set the flag and stop the cycle
shadowed = true;
break;
}
}
}
if(!shadowed)
{
rRefl = objects[index_nearObj]->calcReflectingRay(rShadow, intersect, normal);
//reflected ray from ligh src, for ks
kd = maximum(0.0, (normal|rShadow.getDirection()));
if(objects[index_nearObj]->getShiny() <= 0)
ks = 0;
else
ks = pow(maximum(0.0, (r.getDirection()|rRefl.getDirection())), objects[index_nearObj]->getShiny());
diffuse = kd * objectColor;// * objects[i]->getColour();
specular = ks * objects[i]->getColor();
brightness = 1 /(1 + t_light * DISTANCE_DEPENDENCY_LIGHT);
localColour += brightness * (diffuse + specular);
}
}
}
finalColour = localColour + (transmittance * refr + reflectance * refl);
return finalColour;
}
Now the function that calculates the refracted Ray, I used several different sites for resource, and each had similar algorithms. This is the best I could do so far. It may just be a tiny detail I'm not seeing...
Ray Sphere::calcRefractingRay(const Ray &r, const Vector &intersection,Vector &normal, double & refl, double &trans)const
{
double n1, n2, n;
double cosI = (r.getDirection()|normal);
if(cosI > 0.0)
{
n1 = 1.0;
n2 = getRefrIndex();
normal = ~normal;//invert
}
else
{
n1 = getRefrIndex();
n2 = 1.0;
cosI = -cosI;
}
n = n1/n2;
double sinT2 = n*n * (1.0 - cosI * cosI);
double cosT = sqrt(1.0 - sinT2);
//fresnel equations
double rn = (n1 * cosI - n2 * cosT)/(n1 * cosI + n2 * cosT);
double rt = (n2 * cosI - n1 * cosT)/(n2 * cosI + n2 * cosT);
rn *= rn;
rt *= rt;
refl = (rn + rt)*0.5;
trans = 1.0 - refl;
if(n == 1.0)
return r;
if(cosT*cosT < 0.0)//tot inner refl
{
refl = 1;
trans = 0;
return calcReflectingRay(r, intersection, normal);
}
Vector dir = n * r.getDirection() + (n * cosI - cosT)*normal;
return Ray(intersection + dir * BIAS, dir);
}
EDIT: I also changed the refraction index around.From
if(cosI > 0.0)
{
n1 = 1.0;
n2 = getRefrIndex();
normal = ~normal;
}
else
{
n1 = getRefrIndex();
n2 = 1.0;
cosI = -cosI;
}
to
if(cosI > 0.0)
{
n1 = getRefrIndex();
n2 = 1.0;
normal = ~normal;
}
else
{
n1 = 1.0;
n2 = getRefrIndex();
cosI = -cosI;
}
Then I get this, and almost the same(still upside down) with an index of refraction at 1!
And the reflection calculation:
Ray Sphere::calcReflectingRay(const Ray &r, const Vector &intersection, const Vector &normal)const
{
Vector rdir = r.getDirection();
Vector dir = rdir - 2 * (rdir|normal) * normal;
return Ray(intersection + dir*BIAS, dir);
//the Ray constructor automatically normalizes directions
}
So my question is: How do I fix the outer black circle? Which version is correct?
Help is greatly appreciated :)
This is compiled on Linux using g++ 4.8.2.
Warning: the following is a guess, not a certainty. I'd have to look at the code in more detail to be sure what's happening and why.
That said, it looks to me like your original code is basically simulating a concave lens instead of convex.
A convex lens is basically a magnifying lens, bringing light rays from a relatively small area into focus on a plane:
This also shows why the corrected code shows an upside-down image. The rays of light coming from the top on one side get projected to the bottom on the other (and vice versa).
Getting back to the concave lens though: a concave lens is a reducing lens that shows a wide angle of picture from in front of the lens:
If you look at the bottom right corner here, it shows what I suspect is the problem: especially with a high index of refraction, the rays of light trying to come into the lens intersect the edge of the lens itself. For all the angles wider than that, you're typically going to see a black ring, because the front edge of the lens is acting as a shade to prevent light from entering.
Increasing the index of refraction increases the width of that black ring, because the light is bent more, so a larger portion at the edges is intersecting the outer edge of the lens.
In case you care about how they avoid this with things like wide-angle camera lenses, the usual route is to use a meniscus lens, at least for the front element:
This isn't a panacea, but does at least prevent incoming light rays from intersecting the outer edge of the front lens element. Depending on exactly how wide an angle the lens needs to cover, it'll often be quite a bit less radical of a meniscus than this (and in some cases it'll be a plano-concave) but you get the general idea.
Final warning: of course, all of these are hand-drawn, and intended only to give general idea, not (for example) reflect the design of any particular lens, an element with any particular index of refraction, etc.
I stumbled across this exact issue as well when working on a ray tracer. #lightxbulb's comment about normalizing the ray direction vector fixed this problem for me.
Firstly, keep your code that computes the refraction indices prior to your edit. In other words, you should be seeing those black rings in your renderings.
Then, in your calcRefractingRay function where you compute cosI, use the dot product of normalize(r.getDirection()) and normal. Currently you're taking the dot product of r.getDirection() and normal.
Secondly, when you compute the refracted ray direction dir, use normalize(r.getDirection()) instead of r.getDirection(). Again, you're currently using
r.getDirection() in your calculation.
Also, there is an issue with the way you're checking for total internal reflection. You should check that the term you're taking the square root of (1.0 - sinT2) is non-negative before actually computing the square root.
Hope that helps!
I'm currently trying to implement shadow volumes in my opengl world. Right now I'm just focusing on getting the volumes calculated correctly.
Right now I have a teapot that's rendered, and I can get it to generate some shadow volumes, however they always point directly to the left of the teapot. No matter where I move my light(and I can tell that I'm actually moving the light because the teapot is lit with diffuse lighting), the shadow volumes always go straight left.
The method I'm using to create the volumes is:
1. Find silhouette edges by looking at every triangle in the object. If the triangle isn't lit up(tested with the dot product), then skip it. If it is lit, then check all of its edges. If the edge is currently in the list of silhouette edges, remove it. Otherwise add it.
2. Once I have all the silhouette edges, I go through each edge creating a quad with one vertex at each vertex of the edge, and the other two just extended away from the light.
Here is my code that does it all:
void getSilhoueteEdges(Model model, vector<Edge> &edges, Vector3f lightPos) {
//for every triangle
// if triangle is not facing the light then skip
// for every edge
// if edge is already in the list
// remove
// else
// add
vector<Face> faces = model.faces;
//for every triangle
for ( unsigned int i = 0; i < faces.size(); i++ ) {
Face currentFace = faces.at(i);
//if triangle is not facing the light
//for this i'll just use the normal of any vertex, it should be the same for all of them
Vector3f v1 = model.vertices[currentFace.vertices[0] - 1];
Vector3f n1 = model.normals[currentFace.normals[0] - 1];
Vector3f dirToLight = lightPos - v1;
dirToLight.normalize();
float dot = n1.dot(dirToLight);
if ( dot <= 0.0f )
continue; //then skip
//lets get the edges
//v1,v2; v2,v3; v3,v1
Vector3f v2 = model.vertices[currentFace.vertices[1] - 1];
Vector3f v3 = model.vertices[currentFace.vertices[2] - 1];
Edge e[3];
e[0] = Edge(v1, v2);
e[1] = Edge(v2, v3);
e[2] = Edge(v3, v1);
//for every edge
//triangles only have 3 edges so loop 3 times
for ( int j = 0; j < 3; j++ ) {
if ( edges.size() == 0 ) {
edges.push_back(e[j]);
continue;
}
bool wasRemoved = false;
//if edge is in the list
for ( unsigned int k = 0; k < edges.size(); k++ ) {
Edge tempEdge = edges.at(k);
if ( tempEdge == e[j] ) {
edges.erase(edges.begin() + k);
wasRemoved = true;
break;
}
}
if ( ! wasRemoved )
edges.push_back(e[j]);
}
}
}
void extendEdges(vector<Edge> edges, Vector3f lightPos, GLBatch &batch) {
float extrudeSize = 100.0f;
batch.Begin(GL_QUADS, edges.size() * 4);
for ( unsigned int i = 0; i < edges.size(); i++ ) {
Edge edge = edges.at(i);
batch.Vertex3f(edge.v1.x, edge.v1.y, edge.v1.z);
batch.Vertex3f(edge.v2.x, edge.v2.y, edge.v2.z);
Vector3f temp = edge.v2 + (( edge.v2 - lightPos ) * extrudeSize);
batch.Vertex3f(temp.x, temp.y, temp.z);
temp = edge.v1 + ((edge.v1 - lightPos) * extrudeSize);
batch.Vertex3f(temp.x, temp.y, temp.z);
}
batch.End();
}
void createShadowVolumesLM(Vector3f lightPos, Model model) {
getSilhoueteEdges(model, silhoueteEdges, lightPos);
extendEdges(silhoueteEdges, lightPos, boxShadow);
}
I have my light defined as and the main shadow volume generation method is called by:
Vector3f vLightPos = Vector3f(-5.0f,0.0f,2.0f);
createShadowVolumesLM(vLightPos, boxModel);
All of my code seems self documented in places I don't have any comments, but if there are any confusing parts, let me know.
I have a feeling it's just a simple mistake I over looked. Here is what it looks like with and without the shadow volumes being rendered.
It would seem you aren't transforming the shadow volumes. You either need to set the model view matrix on them so they get transformed the same as the rest of the geometry. Or you need to transform all the vertices (by hand) into view space and then do the silhouetting and transformation in view space.
Obviously the first method will use less CPU time and would be, IMO, preferrable.