I am trying to create a ray tracer using Qt, but I have some really strange artifacts.
Before I applied the shading, I only have 4 spheres, 3 triangles and 2 limited planes in my scene. They all looked as expected, and as expected, the color for my planes, I would see points of the same color as the background. These points will remain static from the position of my view, so if I moved the camera around the points, they would also move. However, they affected only planes and triangles and never appeared on spheres. One I implemented shading, the problem got worse. Dots now also appear on spheres in the light source, so any part affected by the diffuse one. In addition, my only blue-blue color (RGB 0,0,255) turned black. Since I have two planes, I switched their colors, and again the blue turned black, so this is a color problem, not a plane problem.


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#include "plane.h"
#include "intersection.h"
#include <math.h>
#include <iostream>
Plane::Plane(QVector3D bottomLeftVertex, QVector3D topRightVertex, QVector3D normal, QVector3D point, Material *material)
{
minCoords_.setX(qMin(bottomLeftVertex.x(),topRightVertex.x()));
minCoords_.setY(qMin(bottomLeftVertex.y(),topRightVertex.y()));
minCoords_.setZ(qMin(bottomLeftVertex.z(),topRightVertex.z()));
maxCoords_.setX(qMax(bottomLeftVertex.x(),topRightVertex.x()));
maxCoords_.setY(qMax(bottomLeftVertex.y(),topRightVertex.y()));
maxCoords_.setZ(qMax(bottomLeftVertex.z(),topRightVertex.z()));
normal_ = normal;
normal_.normalize();
point_ = point;
material_ = material;
}
Plane::~Plane()
{
}
void Plane::intersect(QVector3D rayOrigin, QVector3D rayDirection, Intersection* result)
{
if(normal_ == QVector3D(0,0,0)) //plane is degenerate
{
cout << "degenerate plane" << endl;
return;
}
float minT;
//t = -Normal*(Origin-Point) / Normal*direction
float numerator = (-1)*QVector3D::dotProduct(normal_, (rayOrigin - point_));
float denominator = QVector3D::dotProduct(normal_, rayDirection);
if (fabs(denominator) < 0.0000001) //plane orthogonal to view
{
return;
}
minT = numerator / denominator;
if (minT < 0.0)
{
return;
}
QVector3D intersectPoint = rayOrigin + (rayDirection * minT);
//check inside plane dimensions
if(intersectPoint.x() < minCoords_.x() || intersectPoint.x() > maxCoords_.x() ||
intersectPoint.y() < minCoords_.y() || intersectPoint.y() > maxCoords_.y() ||
intersectPoint.z() < minCoords_.z() || intersectPoint.z() > maxCoords_.z())
{
return;
}
//only update if closest object
if(result->distance_ > minT)
{
result->hit_ = true;
result->intersectPoint_ = intersectPoint;
result->normalAtIntersect_ = normal_;
result->distance_ = minT;
result->material_ = material_;
}
}
Hide resultQVector3D MainWindow::traceRay(QVector3D rayOrigin, QVector3D rayDirection, int depth)
{
if(depth > maxDepth)
{
return backgroundColour;
}
Intersection* rayResult = new Intersection();
foreach (Shape* shape, shapeList)
{
shape->intersect(rayOrigin, rayDirection, rayResult);
}
if(rayResult->hit_ == false)
{
return backgroundColour;
}
else
{
QVector3D intensity = QVector3D(0,0,0);
QVector3D shadowRay = pointLight - rayResult->intersectPoint_;
shadowRay.normalize();
Intersection* shadowResult = new Intersection();
foreach (Shape* shape, shapeList)
{
shape->intersect(rayResult->intersectPoint_, shadowRay, shadowResult);
}
if(shadowResult->hit_ == true)
{
intensity += shadowResult->material_->diffuse_ * intensityAmbient;
}
else
{
intensity += rayResult->material_->ambient_ * intensityAmbient;
// Diffuse
intensity += rayResult->material_->diffuse_ * intensityLight * qMax(QVector3D::dotProduct(rayResult->normalAtIntersect_,shadowRay), 0.0f);
// Specular
QVector3D R = ((2*(QVector3D::dotProduct(rayResult->normalAtIntersect_,shadowRay))* rayResult->normalAtIntersect_) - shadowRay);
R.normalize();
QVector3D V = rayOrigin - rayResult->intersectPoint_;
V.normalize();
intensity += rayResult->material_->specular_ * intensityLight * pow(qMax(QVector3D::dotProduct(R,V), 0.0f), rayResult->material_->specularExponent_);
}
return intensity;
}
}
Hide result